Hackathons for Fun and Learning: Creating Interdisciplinary Collaboration between Communication Design and Computer Science
- Grayson Lawrence Texas State University
- Ted Lehr Texas State University
Introduction In the industry
The Communication Design (CD) and Computer Science (CS) relationship has been strained. CDs tend to regard CS team members not as equal collaborators, but as people who “just make it work”. Likewise, CS team members tend to regard CDs as people who “just make it pretty”. This devaluation of each other’s contributions undermines the true potential for collaboration and problem solving. Both CD and CS curriculum tend to silo user interface and user experience design from software development. If these groups are to work together effectively, a new understanding of each other’s abilities must be facilitated. Understanding technical limitations of, and opportunities provided by different platforms (iPhone, Android, Web) is paramount if CDs are to produce software concepts and user interfaces that are implementable by our CS counterparts.
By contrast, CS practitioners must have an appreciation of the complex client research, sociology, psychology and visual theory that CDs employ when designing their interfaces. A number of employers have acknowledged the need for closer designer/developer collaboration. IBM Design was created to specifically tackle the issues of this collaboration, investing millions in resources betting this new-found understanding between the two disciplines will result in more useable products and happier customers. In order to prepare CD and CS students for the current job market, it is imperative that they experience working within cross-discipline teams.
Project Overview
The researchers established an annual hackathon, inviting both disciplines to work together to solve an interaction design problem. In the Spring of 2014, a mobile game hackathon allowed 6 cross-discipline teams, to design a mobile game using the Texas State campus as a play grid. Teams spent two days concepting, designing, and developing their prototypes, culminating in a presentation to judges. Outcomes included a GPS-based scavenger hunt game to help freshmen learn more about the campus and an app that gamified learning by assessing points and levels to campus study groups.
Lessons learned from the first event, including team makeup, project type, and general organization informed a second event the following year. The second event, a smart-watch and wearable hackathon was put on in the spring of 2015. This event used smart watches and Google Glass to create a piece of software that makes a hobby more enjoyable. Outcomes included a hands-free smart-watch app to help users follow recipes in the kitchen, and a safety app using the watch to alert friends when the user has had too much to drink.
Project Results
Lessons learned from these hackathons, including optimal team makeup, project restrictions, timelines, classification of students, and classroom facilities required will ultimately be used to create a full-fledged cross-discipline class, taught by faculty from both CD and CS disciplines. Exit questionnaires given to the participants indicated that the students had an increased appreciation for what each discipline brought to the project. A majority of students indicated that they would participate in another cross-discipline event and indicated a strong desire to enroll in a formal cross-discipline class.