It is our pleasure to welcome you to the 30 th Australian Conference on Computer-Human Interaction-OzCHI 2018. We are delighted to be holding this conference at the State Library of Victoria, Australia's oldest public library. This venue is home to historic Australian artefacts and is an important cultural and educational icon in Melbourne. In keeping with the focus on local history, we are hosting the Welcome Reception at another local cultural icon: The Old Melbourne Gaol. The site of a grim part of Melbourne's history, the Gaol is now a fascinating museum that offers a glimpse into 19 th century Melbourne. These venues give us pause to reflect on our history, which is fitting for a milestone conference event such as this. OzCHI 2018 marks the 30 th year this conference has run. OzCHI is the annual non-profit conference for the Computer-Human Interaction Special Interest Group (CHISIG) of the Human Factors and Ergonomic Society of Australia. The first CHISIG Seminar was held in Melbourne in November 1988. Titled "New ways with WIMPs" it was a one-day event featuring four invited speakers in the morning and two afternoon workshops. 1 How far we have come! The theme for OzCHI 2018 is 'digital, physical, interactive, human'. This theme represents the broad church that the OzCHI community has become and will hopefully continue to be. We are pleased to offer a full program of presentations on a wide range of topics. This conference is only possible through the hard work of many people. The administrative staff at the University of Melbourne, including Julie Ireland, Emma Russo, Imbi Neeme and Rhonda Smithies, have been fantastically helpful in the face of many unexpected requests. Jai Secker, the Secretariat at the Human Factors and Ergonomics Society of Australia, has been extremely helpful throughout the arrangement of this year's conference. To the program, short papers, workshop, and poster and demonstration chairs, we give many thanks for their great assistance throughout this year's reviewing process, and to the many members of our program committee who carefully reviewed the papers. Melissa Rogerson capably arranged the final proceedings for publication, and Romina Carrasco is due many thanks for her sterling work on the conference website.
Hackathons are increasingly embraced across diverse sectors as a way of democratizing the design of technology. Several attempts have been made to redefine the format and desired end goal of hackathons in recent years thereby warranting closer methodological scrutiny. In this paper, we apply program theory to analyze the processes and effects of 16 hackathon case studies through published research literature. Building upon existing research on hackathons, our work offers a critical perspective examining the methodological validity of hackathons and exemplifies how specific processes for organizing hackathons are modified for different purposes. Our main contribution is a program theory analysis of hackathon formats that provides an exploration and juxtaposition of 16 case studies in terms of causal relations between the input, process and the effects of hackathons. Our cataloguing of examples can serve as an inspirational planning resource for future organizers of hackathons.CCS Concepts: • Human-centered computing → Interaction design process and methods.
Hackathons are time-bounded collaborative events which have become a global phenomenon adopted by both researchers and practitioners in a plethora of contexts. Hackathon events are generally used to accelerate the development of, for example, scientific results and collaborations, communities, and innovative prototypes addressing urgent challenges. As hackathons have been adopted into many different contexts, the events have also been adapted in numerous ways corresponding to the unique needs and situations of organizers, participants and other stakeholders. While these interdisciplinary adaptions, in general affords many advantages -such as tailoring the format to specific needsthey also entail certain challenges, specifically: 1) limited exchange of best practices, 2) limited exchange of research findings, and 3) larger overarching questions that require interdisciplinary collaboration are not discovered and remain unaddressed. We call for interdisciplinary collaborations to address these challenges. As a first initiative towards this, we performed an interdisciplinary collaborative analysis in the context of a workshop at the Lorentz Center, Leiden in December 2021. In this paper, we present the results of this analysis in terms of six important areas which we envision to contribute to maturing hackathon research and practice: 1) hackathons for different purposes, 2) socio-technical event design, 3) scaling up, 4) making hackathons equitable, 5) studying hackathons, and 6) hackathon goals and how to reach them. We present these areas in terms of the state of the art and research proposals and conclude the paper by suggesting next steps needed for advancing hackathon research and practice.
Game jams are fast-paced game-making events that aim to elicit the participants' creativity; a quality often ascribed to game jams. However, there is only little research on creativity in game jam formats. Since game jam organisers have great influence on how creativity can be supported in game jams, we explore creativity from the organisers' perspective. We report insights from an online survey with responses from 27 game jam organisers from 12 different countries with dissimilar levels of organiser experience. We analyse the organisers' understanding of creativity based on four key aspects from general creativity research: novelty, risk-taking, combinational creativity and creativity constraints. These key aspects guide a deductive, thematic analysis to explore how game jam organisers not only understand, but indeed try to promote the participants' creativity. On this basis, we discuss how insights from creativity research may further contribute to inform how organisers can successfully facilitate participants' creativity in game jams. CCS CONCEPTS• Human-centered computing → Interaction design process and methods.
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