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What, how and when should I prototype? An empirical study of design team prototyping practices at the IDEA challenge hackathon

Published online by Cambridge University Press:  25 October 2024

Daniel Nygaard Ege*
Affiliation:
Norwegian University of Science and Technology, Trondheim, Norway
Mark Goudswaard
Affiliation:
University of Bristol, Bristol, United Kingdom
James Gopsill
Affiliation:
University of Bristol, Bristol, United Kingdom
Martin Steinert
Affiliation:
Norwegian University of Science and Technology, Trondheim, Norway
Ben Hicks
Affiliation:
University of Bristol, Bristol, United Kingdom
*
Corresponding author Daniel Nygaard Ege danieneg@stud.ntnu.no
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Abstract

To improve understanding of prototyping practice at the fuzzy front end of the design process, this article presents an analysis of a prototyping dataset captured during the IDEA challenge – a 4-day virtually hosted hackathon – using Pro2booth, a web-based prototype capture tool. The dataset comprised 203 prototypes created by four independent teams working in university labs across Europe supported by interviews carried out with each of the teams after the event. The results of the study provide nine key findings about prototyping at hackathons. These include elucidation of the purposes of prototypes in physical, digital and sketch domains and characterisation of teams’ prototyping practices and strategies. The most successful strategy focused on learning about the problem or solution space, often via physical prototypes rather than following more prescriptive ‘theoretical’ methodologies. Recommendations on prototyping strategies in hackathons or similar scenarios are provided, highlighting the importance of practical strategies that prioritise learning and adaptation. The results of this study raise the broader question to the wider research community of how design research and teaching should balance high-level strategic approaches with more hands-on ‘operational’ prototyping.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2024. Published by Cambridge University Press
Figure 0

Figure 1. Methodology diagram.

Figure 1

Table 1. Demographics

Figure 2

Table 2. Available tools and technologies

Figure 3

Figure 2. Pro2booth interface from Goudswaard et al. (2022).

Figure 4

Figure 3. Example prototypes captured during the IDEA challenge.

Figure 5

Table 3. Assignment of purposes to prototypes corresponding to prototypes in Figure 3

Figure 6

Table 4. Prototype with initial and discussed code

Figure 7

Table 5. Breakdown of the IDEA 2021 dataset showing categorised prototypes

Figure 8

Figure 4. Team comparisons.

Figure 9

Figure 5. Purposes and domains of prototypes per day.

Figure 10

Figure 6. Prototyping timelines.

Figure 11

Figure 7. Purpose contributions.

Figure 12

Table 6. Chi-square table for prototype domain and purposes

Figure 13

Figure 8. Prototyping timeline Figure 6 overlaid with team strategies from interviews. * denotes a category defined by the authors from the dataset due to a lack of information from the interviewees.