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Hackathon Playbook Course
Context & Content
Yvan RooseleerBelgian IT Academy Support Center
September 2018
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My Hackathon Experience
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Hackathon = real-time ACTIVE learning● A Hackathon uses project-based learning methodology to develop
technical skills and soft skills in a fun and meaningful way. These are referred to as 21st century skills.
● Learning and innovation skills are what separate students who are prepared for today’s increasingly complex life and work environment, from those who are not. Among other skills, these include:
○ Creativity and Innovation○ Critical Thinking and Problem Solving○ Communication○ Collaboration
● In an educational environment a hackathon can also replace an exam
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Multidisciplinary Teams● Creating an IoT solution requires
multiple skill sets● The creative work of the team is
organized in 5 phases: Inspiration, Ideation, Prototyping, Testing and Presentation
● End goal: functional prototype to demo during the presentation
● Strong focus on collaboration within the team, as well as outside, with coaches and mentors
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IoT Security New Course Positioning
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Hackathon Process Overview● Prior to beginning the Hackathon
○ Module 1: Design Thinking○ Pitch Training
● Day 1○ Hackathon Kickoff & Challenge○ Inspiration Phase ○ Ideation Phase: -Problem Definition -Creativity and Solution Concept ○ Consolidation Phase & Expert Checkpoints
● Day 2○ Prototyping and Expert Checkpoints
● Day 3○ Presentation Preparation○ Final Presentation○ Jury Awards
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Cisco Design ThinkingCisco Live 2017 Barcelona => Design Thinking v0.9
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Stanford d.school methods● Design is an iterative prototyping and testing-based process based on
meeting human needs● Stanford d.school Empathize
○ This mixtape will lead you through interviewing and observing users, and then synthesizing your findings to discover meaningful needs and insights
○ WHAT is empathizing?Empathy is the foundation of a human-centered design process. To empathize, you:- Observe - Engage- Immerse
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Stanford User Empathy Map WHY use an empathy map?
HOW to use an empathy map?Four Quadrants
● SAY● DO● THINK● FEEL
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Stanford d.school Define● Empathize mode is divergent (or "flaring"); define mode is convergent (or
"focus"). Note that define mode is not yet seeking to define solutions, but rather, the problem to be solved.
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Stanford d.school: Point of View (PoV) & Madlib● Create a point of view (PoV) to define your product, service, or experience● A point of view shot (also known as POV shot)
○ First-person shot (or a subjective camera) ○ Short film scene that shows what a character (the subject) is looking at (represented through
the camera)○ Usually established by being positioned between a shot of a character looking at something,
and a shot showing the character's reaction
● Madlib ○ Game used for creative thinking○ certain aspects of a sentence are left blank, to be populated by creatively generated words,
to create a complete sentence for fun
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Stanford d.school Ideate● Ideate mode is again a divergent phase, where we take the defined problem
and try to generate many possible solutions. It is crucial during this phase to not converge too quickly to ONE solution, a common temptation.
● Reframe your challenge, and facilitate a high-impact brainstorm to generate solution concepts
○ WHAT is ideating? - radical design alternatives○ WHY ideate?- exploring solutions
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Stanford d.school Brainstorm● You brainstorm to come up with many, wide-ranging ideas● Facilitate a brainstorm
○ ENERGY - keep ideas flowing○ CONSTRAINTS - What if …? How would …?○ SPACE - plenty of space needed to note down key ideas
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Stanford d.school Method: Selection● Structured approach to taking the results of any option generating activity,
including but not limited to the results of brainstorming, and clustering and organizing the options for selection.
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Stanford d.school Prototype● Advancing your solution via prototyping● Prototype to test
○ Don’t spend too long on one prototype
● User-driven prototyping ○ Understand their thinking and perhaps reveal needs and features○ Asking a user to draw something ○ Asking a user to make an object with simple materials○ Asking a user to compile things (“tear out pictures from these magazines that represent your
ideal mall shopping experience”)
● Wizard-of-oz prototyping○ Wizard-of-Oz prototypes often refer to prototypes of digital systems, in which the user
thinks the response is computer-driven, when in fact it is human controlled
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Stanford d.school Prototype● WHAT is prototyping?
○ Prototyping is getting ideas and explorations out of your head and into the physical world
● WHY prototype?Traditionally prototyping is thought of as a way to test functionality
● But prototyping is used for many reasons○ Empathy (deepen understanding of the design space and your user) ○ Exploration (develop multiple solution options)○ Testing (create prototypes and develop the context to test and refine solutions with users)○ Inspiration (Inspire others: teammates, clients, customers, investors)
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Key Concepts for Rapid Prototyping● Building models ● Sense-Making (Weick, Sutcliffe, & Obstfeld)● Affordances (James J. Gibson)● Zone of Proximal Development (Lev Vygotsky)● Scaffolding (Wood, Bruner & Ross)● Activity Theory (Lev Vygotsky and Sergey Rubinshtein)● Distributed Cognition (Andy Clark & David Chalmers)● Community of Practice● Design-Based Research● Interaction Design
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Equipment for Prototyping Lab KitRequired (1 kit per Hackathon team):
● Raspberry Pi Ultimate Starter Kit● SparkFun Inventor's kit or Arduino Starter kit● Male to female jumper wires (The above kits come with male-to-male and
female-to-female jumper wires, but you may wish to purchase additional types of jumper wires.)
● Micro SD Card USB reader
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Optional Equipment for Prototyping Lab Kit● SparkFun sensor kit - https://www.sparkfun.com/products/13754
● Grove kit for Raspberry Pi - https://www.seeedstudio.com/item_detail.html?p_id=2240
● Grove kit for Arduino - https://www.seeedstudio.com/item_detail.html?p_id=1855
● Small speakers
● Raspberry Pi camera
● NFC Module
● Magnetic card reader/writer
● Fingerprint scanner
● HDMI to VGA adapter
● 3x4 matrix keyboard
● Bluetooth module
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Materials for Prototyping Lab Kit● First Aid Kit● 3 inch sticky notes● Coloured Pens● Coloured Fine tip markers● Easel paper with sticky back, flipchart or small white board for each team● Dry erase markers if using whiteboards in classroom● Batteries – 9 volt for motors● Digital camera => Smartphone● Video camera => Smartphone
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Recommended Materials for Prototyping Lab Kit● Index cards● Scissors● Box cutter● Glue● String● Zip ties● Tape● Fabrication Materials to create boxes or physical models for prototyping● Cardboard/Poster board● Plastic● Metal● Fiber● Wood
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Stanford d.school Test● Testing can be fun but should be done mindfully so as to maximize what you
learn about the product, service, or experience you are designing● Nielsen Usability 101: Introduction to Usability
○ Usability is a quality attribute that assesses how easy user interfaces are to use.
○ Usability is defined by 5 quality components:■ Learnability■ Efficiency■ Memorability■ Errors■ Satisfaction
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Interaction Design● Why UX?
○ ROI of User Experience○ YouTube: https://www.youtube.com/watch?v=O94kYyzqvTc
● Interaction Design Textbook○ Bill Moggridge: http://www.designinginteractions.com
● Stanford d.school○ Reading List: https://dschool.stanford.edu/resources/dschool-reading-list
● Communities of Practice○ Interaction Design Association (IDA) ○ Interaction Design Foundation○ Lab: ideas from a variety of design-related disciplines to better see, research, draw, and
diagram
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Lab - Fresh Eyes● Ideas from a variety of design-related disciplines ● Inspiration for "seeing" from Druckrey and Eames
○ Seeing ■ A key skill for effective design is learning to see, through fresh eyes, people, artifacts,
and situations■ http://www.eamesoffice.com/
○ Researching■ Industrial Design Awards: http://red-dot.de/pd/online-exhibition/?lang=en
○ Sketching => Visual thinking■ http://www.networkworld.com/article/2220218/ethernet-switch/napkins--where-ethernet--compaq-and-fa
cebook-s-cool-data-center-got-their-starts.html○ Diagramming => Knowledge representations,
■ 6 Panel Storyboard, Block Diagram, Sequence Diagram, Logical Topology, Physical Topology
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Lab - Enchanted Objects● Designers of IoT systems => empathize with users, clients or customers● One way to deepen our empathy is to understand their needs● Organizing the Internet of Things by human desires● Enchanted objects are ordinary things made
extraordinary
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Ladder of enchantment● David Rose’s concept of "enchanted objects"
with six human desires○ the desire to know all: omniscience○ the desire for human connection: telepathy○ to protect and be protected: safekeeping○ to be healthy and vital: immortality○ to move effortlessly: teleportation○ to create, make and play: expression
● product > service > experience● connection > personalization > socialization > gamification > storyfication
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Business Model Canvas
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Pitch Training
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Hackathon Playbook: Organizations & Names
● Stanford d.school● Lev Vygotsky & Sergey Rubinshtein● Andy Clark & David Chalmers● Wood, Bruner & Ross● Weick, Sutcliffe, & Obstfeld● James J. Gibson● Jakob Nielsen● Bill Moggridge● Druckrey and Eames● David Rose● Alexander Osterwalder