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Journal of the Australasian Society for the Study of Brain Impairment
RESEARCH ARTICLE (Open Access)

Disrupting hackathons: reflections on creating inclusive design events through collaboration

Peter Worthy https://orcid.org/0000-0002-9124-1330 A * , Dennis Frost B C , Trevor Hunter A , India Anderson A , Tim Kastelle D , Janet Wiles A , Nancy A. Pachana E and Jacki Liddle F G
+ Author Affiliations
- Author Affiliations

A School of Electrical Engineering and Computer Science, The University of Queensland, St Lucia, Qld 4067, Australia. Email: trevor.hunter@uq.edu.au, i.anderson@uq.edu.au, j.wiles@uq.edu.au

B Dementia Australia: Dementia Australia’s Advisory Committee, Sydney, NSW, Australia. Email: dennis.frost@bigpond.com

C Dementia Friendly Kiama Advocacy Group, Kiama, NSW, Australia.

D Andrew N. Liveris Academy for Innovation and Leadership, The University of Queensland, St Lucia, Qld, Australia. Email: t.kastelle@uq.edu.au

E School of Psychology, The University of Queensland, St Lucia, Qld, Australia. Email: n.pachana@psy.uq.edu.au

F School of Health and Rehabilitation Sciences, The University of Queensland, St Lucia, Qld, Australia. Email: j.liddle@uq.edu.au

G Princess Alexandra Hospital: Occupational Therapy Department and Centre for Functioning and Health Research, Queensland Health, Woolloongabba, Qld, Australia.

* Correspondence to: p.worthy@uq.edu.au

Handling Editor: Michelle Bellon

Brain Impairment 26, IB24136 https://doi.org/10.1071/IB24136
Submitted: 14 December 2024  Accepted: 4 August 2025  Published: 29 August 2025

© 2025 The Author(s) (or their employer(s)). Published by CSIRO Publishing on behalf of the Australasian Society for the Study of Brain Impairment. This is an open access article distributed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC BY-NC-ND)

Abstract

The involvement of people with diverse needs in technology design is recommended, but not yet standard practice. Hackathons are design events that aim to engage people in creating innovative technologies. They are typically not inclusive of all technology users. Older people, including those with neurological conditions, need to be involved in developing technology solutions aiming to support them. Following a research project exploring technologies to support connection of older people, a participatory design event was held. In adapting traditional approaches considering accessibility, an inclusive approach to hackathons was developed with a team including people with lived experience, technology developers, health professionals and caregivers. Accessibility adaptations included longer timeframes, multiple ways of participating (including online and in-person), asynchronous and flexible participation, supports for participation (communication, memory), and reduced technical focus. This enabled the engagement of a diverse group of event participants, including many who were unable to participate in traditional hackathons. Lessons learned in the process included the need to balance structure and flexibility with more scaffolding, skilling up team members about key issues, and including a clear end point. These learnings have been applied in other participatory research and design work to enable inclusive engagement.

Keywords: design events, hackathons, human-centred design, inclusive design, lived experience, people living with dementia, sensory and cognitive accessibility, technology design.

Introduction: considering technology, older people and inclusive design approaches

Technology and older people

Technology has the potential to provide benefits to older people, from enhancing social connections (Liddle et al. 2020) to supporting independent living and autonomy (Khosravi and Ghapanchi 2016; Berkowsky et al. 2018). Yet, ensuring adoption of these technologies by older people remains challenging (e.g. Andersen and Perrin 2017; Berkowsky et al. 2018). Although there are issues with technology familiarity and confidence (Friemel 2016), older adults are often selective, preferring technologies that are perceived as genuinely useful within the context of their everyday needs (Khosravi and Ghapanchi 2016; Peek et al. 2016). Older people living with neurological conditions may be doubly at risk of exclusion from technology, even while they may benefit from its usage. Within both research and technology development, there has been recognition of the need to directly involve older people in the design and development process (Liddle et al. 2022). Incorporating older people’s insights, preferences, and experiences throughout technology design and development ensures there is greater likelihood that the final solutions will have greater acceptance, usability and sustained engagement (Sumner et al. 2021). A number of challenges exist around how to meaningfully involve people with diverse needs in the design of technology (Sumner et al. 2021).

Design events and inclusion

Design events have been introduced to support the engagement of a range of people in solving problems, and developing technologies and other solutions (Rys et al. 2024). Hackathons are time-bound design events that aim to deliver innovative solutions to an existing problem or opportunity (Taylor and Clarke 2018; Medina Angarita and Nolte 2020; Falk et al. 2024). Traditionally, hackathons are competitive and technically focused, involving long hours over a condensed period of time (e.g. a 24 -h period), and have very structured formats for participation (Taylor and Clarke 2018; Medina Angarita and Nolte 2020). Hackathons originally emerged with a focus on software development, but are increasingly being used as a participatory method (Lodato and DiSalvo 2016; Hodge et al. 2023) for integrating a wide range of perspectives, including those of older adults (Irani 2015; Wang et al. 2024) and people living with dementia (e.g. Hodge et al. 2023). These groups may have traditionally been excluded from solution development processes (Kopeć et al. 2018; Falk et al. 2024; Wang et al. 2024) and, in particular, technological solutions (DiSalvo et al. 2014; Taylor and Clarke 2018).

Typically, the outputs from a hackathon are technology focused, such as prototypes or code bases (Medina Angarita and Nolte 2020), which then seed further development of solutions (Falk et al. 2024). Broader benefits of engagement have also been identified. By ‘[B]ringing the outside world inside the hackathon bubble’ (Taylor and Clarke 2018, p. 9) broader perspectives are applied, participants develop new skills, expand social and professional networks, and develop entrepreneurship (Irani 2015; Kopeć et al. 2018; Rys et al. 2024). When participants with lived experience are involved, hackathons can shift participants’ perspectives of an issue, supporting deeper understanding (Taylor and Clarke 2018; Hodge et al. 2023; Wang et al. 2024). These intangible benefits are particularly important in participatory and co-design contexts, where often the goal is not only to create a solution, but also to ensure that all stakeholders are heard, valued and respected (DiSalvo et al. 2014; Lodato and DiSalvo 2016; Hodge et al. 2023). This level of involvement takes steps towards ensuring the outputs from hackathons recognise and respond to users’ needs rather than designers’ perceptions of their needs (Taylor and Clarke 2018), a mindset that is unfortunately common in the fields of design and engineering (Jackson et al. 2022).

Understanding barriers, and supporting equity and inclusion within design events

The intensity from the structure of traditional hackathons (time-bound, long hours, short time period, competition etc.) is considered to be an integral part of the experience, supporting creativity and a sense of exhilaration (Kopeć et al. 2018; Rys et al. 2024). However, these conditions may also reduce participants’ capacity to engage thoughtfully in the process (Falk et al. 2024; Rys et al. 2024). Participants with less technical experience and those who are unfamiliar with hackathons may feel intimidated, leading to reduced collaboration and participation (Kopeć et al. 2018; Wang et al. 2022; Rys et al. 2024). This may further deter participants whose voices should be heard (Lodato and DiSalvo 2016; Garcia 2022). The use of the term, ‘hackathon’, may itself lead to exclusion (including self-exclusion). Within design communities, these events carry an implication of specific ways of working that are not accessible, familiar or acceptable to many people (Taylor and Clarke 2018). Fig. 1 provides an illustration of a traditional hackathon timeline.

Fig. 1.

A typical timeline of a traditional hackathon. This format often involves intensive, time-bound sessions over 1 or 2 days, with high expectations for rapid, intense work and output.


IB24136_F1.gif

To support equity and inclusion within hackathons, a number of challenges must be addressed, which have been noted within the literature and are consistent with the experiences of our teams. In considering key barriers, these can be organised by environmental factors within the International Classification of Functioning (World Health Organization 2001; Table 1).

Table 1.Barriers to inclusion in traditional hackathons, organised using the environmental factors of the International Classification of Functioning.

Environmental factor from the ICF (World Health Organization 2001)Hackathon challenge(s)
Products and technology
  • Assumptions about technology design requirements and focus areas may exclude users

  • Platforms for collaboration, development and submission of designs may be inaccessible or unfamiliar

  • Adaptive equipment for engagement may not be supplied

  • Created technology/products may be unusable, create problematic perceptions of disability

  • Technical ‘fixes’ that do not consider lived experience may prevent needed work on systemic change

Natural environment and human-made changes to environment
  • Physical spaces (including travel, working spaces, collaborative opportunities, presentation requirements)

  • Sensory factors, such as noise, lighting,and level of activity, may overwhelm or exclude participants, particularly those with sensory sensitivities or specific cognitive needs

  • Online spaces can exclude people, including those unfamiliar and unsupported in navigating digital platforms

  • Physical spaces are often based in major cities, excluding those in other regions

  • Time-of-day scheduling and prolonged duration may not align with participants’ cognitive needs or caregiving responsibilities

Support and relationships
  • Engaged group may lack diversity, representation

  • Technical language and information forms may be inaccessible

  • Team environment may be difficult to navigate if accessibility requirements are not met or considered

  • Careful and inclusive facilitation required – people may be excluded or sidelined

Attitudes
  • Fast-pace and competitive aspects are seen as central

  • Hackathons are often framed as opportunities to ‘solve problems’, prioritising technical ingenuity and rapid solution development

  • The complex realities of the people experiencing the ‘problem’ may be backgrounded or bypassed

  • Hackathons are not understood in the general community and perceived as specialised

  • Ageism and ableism (e.g. disability dongles (Jackson et al. 2022) affect experiences, build upon biases and reproduce social inequities

Services, systems and policies
  • Organisers are in charge of designing the approach, and may not include diverse needs and perspectives

  • History and focus may create disengagement from technology users

  • Value proposition may be focused on technical or commercial focus, including sponsors rather than users

  • Hours and lack of flexibility within event excludes people with other commitments (paid work, parenting, caregiving), energy considerations

Hackathons are often perceived as privileging rapidly applied technical skills (Irani 2015; Kopeć et al. 2018; Paganini et al. 2021). These perceptions create a challenge in reaching a diverse audience (Lodato and DiSalvo 2016; Taylor and Clarke 2018), including older adults and people living with dementia (Irani 2015; Kopeć et al. 2018; Hodge et al. 2023). Technical language and a lack of engagement with users in setting up and promoting hackathons may create negative perceptions of what involvement might actually mean (Hodge et al. 2023). There is also a need to have a ‘value proposition’ that is meaningful to those who should be involved in the hackathon (Taylor and Clarke 2018). Prioritising a technical focus may result in the development of solutions that do not actually meet the needs of the intended end-users (Taylor and Clarke 2018). This has resulted in some negative experiences and history associated with this design approach. One critical perspective highlights that designer-focused rather than user-focused approaches have created ‘disability dongles’, which do not consider users, and therefore do not create a solution to existing problems (Jackson et al. 2022). These champion the designer and simplify or misrepresent the need, and even though well-intended, often create problematic perceptions of and attitudes towards disability. Additionally, designer-focused solutions can create quick, highly technical and expensive ‘fixes’ (that do not address actual lived difficulties) rather than systemic change that is needed for inclusion. Rapid, shallow and technically focused design engagement tends to create disability dongles (Jackson et al. 2022).

The structure and culture of hackathons, as illustrated in Fig. 1, can effectively create a barrier for participation (Taylor and Clarke 2018; Hodge et al. 2023). Condensed timeframes may restrict representation and reduce lived experience to a narrow view with solutions often not being feasible, accessible or acceptable to end-users (Jackson et al. 2022; Hodge et al. 2023). Often there are intersecting issues of representation and power arising from the approach to facilitation (DiSalvo et al. 2014; Taylor and Clarke 2018). Without thoughtful facilitation, hackathons may reproduce social inequities (Irani 2015; Lodato and DiSalvo 2016) or the ‘sidelining’ of participants with lived experience at key stages (Kopeć et al. 2018; Hodge et al. 2023; Wang et al. 2024). The nature of the hackathon activities are set by the organisers. These are often highly structured with definite milestones and deadlines that can create challenges for meaningful engagement and completion (Taylor and Clarke 2018). There is a need for more ‘fluid structures’ to allow adaptation of activities that match the evolving understanding of issues sought to be addressed, and to ensure involvement of people with lived experience in the design of hackathon and its activities (Taylor and Clarke 2018). Finally, there is a need to ensure that the hackathon environment suits the range of people who will be involved. Environments that support intense software development, or are online only, will not always suit the diverse needs of all involved (Taylor and Clarke 2018; Hodge et al. 2023).

The approach: Collab – designing technology for connection for older people

A participatory design event, ‘Collab’, was planned to help develop ideas and solutions at the completion of a research study into technology for connection for older people, including people living with dementia. This event was not a research project; however, its development was formed through a collaborative project team and built upon priorities identified within the research. The rationale, approach and reflections are provided below.

The ‘Other Ways to Connect’ project

The ‘Other Ways to Connect’ project sought to explore the role technology could play in helping older people connect with other people and places that are important to them. The project was conducted across two universities, one located in Brisbane, Australia, and the other in Exeter, UK. The project was conducted across three research stages, and a concluding design event (Fig. 2): (1) overall design of the project and continuing project guidance involving a multidisciplinary international team that included living experience experts (older people and people living with dementia), (2) a qualitative exploration of current experiences, stories and needs through semi-structured interviews, (3) completion of focus groups to identify key needs and priorities in relation to technology for connection, and (4) Collab, an international online collaborative design event that specifically designed to support the participation of people with varying needs for involvement. This multidisciplinary team guiding the project included living experience experts, people who were older and/or living with dementia, and researchers with backgrounds in occupational therapy, interaction design, psychology, computer science and business innovation. This team designed the overall study approach, then met on completion of each stage to reflect on learnings and revise the approach for the following stage. They were engaged in developing and implementing the design event approach and are authors on this manuscript. Findings from the research project are published elsewhere (e.g. Liddle et al. 2020), and this manuscript will focus on the co-created approach to an inclusive design event and the learnings from its implementation.

Fig. 2.

Overview of the design of the ‘Other Ways to Connect’ project and stages of engagement. The project involved four stages, with the final stage being Collab, the concluding design event.


IB24136_F2.gif

Collab: a co-created inclusive collaborative design event

Collab was a collaborative design event initially modelled on hackathons, adapted to support the inclusion of people with diverse needs in technology design. The aim of Collab was to collaboratively design technology for older people to enable connection to people and places. Collab incorporated a number of adaptations to reduce the intensity and address the inclusivity challenges that are typical of traditional Hackathon formats including: using non-technical language; providing information in various forms to support communication and memory; engaging project champions to support engagement in preferred formats (including face to face); and adjustments to the pacing of the event. All were aimed at broadening participation and ensuring older adults, people with scheduling constraints, and people with disability and other specific needs could still meaningfully contribute. However, it did retain elements of competition and prizes/rewards for involvement.

One aim of Collab included making ‘hackathon-type events more inclusive and accessible’. The call for expressions of interest explicitly listed the range of participants that were sought to be involved: developers, lived experience experts, health professionals and students. It also detailed a range of roles that participants could take in the event, including team members, providing expert guidance or judging. In place of pizzas (traditionally provided at hackathons), ‘participation packs’ were sent to participants, and these included stationery and refreshments, such as tea/coffee bags and chocolates.

People were invited to engage in the hackathon via local (in Australia and the UK) and online networks, including seniors groups, design/technology groups and disability groups. They were provided information about the process, and the opportunity to provide accessibility requirements and their preferred ways of working. Approximately 35 participants engaged in Collab throughout the process. They also were invited to provide feedback about the process as they engaged. No formal data collection occurred beyond the team documenting the process and reflections.

Engagement in the design event included the formation of project teams to address an identified priority area or areas (see Table 2). However, following feedback (and in contrast to traditional hackathons), membership of those teams remained flexible. Participants could join, leave or re-engage with teams as their interest, availability or expertise aligned with the evolving designs. Participants were able to identify as undertaking different roles within a team, such as a ‘team member’ or as an expert providing guidance. This fluidity was aimed at encouraging a structure of organic participation, allowing participants to contribute where and when they felt most able, rather than being bound to a single team. It was also aimed at supporting an evolving design process where ideas, feedback and directions could be formed over the more extended time period offered.

Table 2.Priority areas identified for Collab design teams.

PriorityDescription
Support and confidence for difficult technologyMany mainstream technologies are difficult but important to use – how do we help people to use these technologies to support connection?
How to recognise and measure good connectionFeeling connection is more complicated than just a number of people you are in contact with, or an amount of time spent. We need to explore what good connections look and feel like. Is there a way of measuring it?
Keeping things consistentPeople identified the challenges of coping with the constantly changing technology environment. The potential of managing the difficulties through the introduction of consistent approaches to apps and websites or support to use them
Second class citizensParticipating online when others are attending in real life is giving a second rate experience. This might relate to technology issues like Internet connectivity, technology performance and familiarity, and the way in which online participation is managed by others ‘in the room’. People can feel excluded – can these options be more inclusive?
Getting the basics rightFeeling connected requires that the message is received accurately and promptly. It does not need to be impressive and technically fancy. Being able to hear and see well via the technology; as well as feeling the technology is reliable will help with connection.
Making connections work for youPeople described clear strategies about how they made sure technology worked well for them and did not bring too many negatives. Can we harness the wisdom and advice of older people to actively, and thoughtfully manage connections via technology to benefit others too?
Connecting generationsAt times, technology can be seen as coming between generations and making them more separate. Many people also identified that they learned to use technology specifically to keep up with younger family members and stay connected. Can we utilise technology to support new connection between the generations?
The revolutionMany people identified key issues they were passionate about. The use or potential for technology to support people to organise around causes that are important to them via technology was raised. Can we make technology work for good?

These priorities were drawn from earlier phases in the ‘Other Ways to Connect’ project.

In contrast to the typical short, intensive hackathon model, Collab took place (gradually and flexibly) over a 4-week period. This extended timeframe gave participants more time to consider problems, designs and potential solution, as well as to create a more reflective and less pressured environment. A ‘semi-structured’ schedule was created where objectives were defined and general phases were identified (Fig. 3). Informed by human-centred design (International Organization for Standardization n.d.), an approach common in the design of technology, iteration on ideas was a key component of the design phase. The information about the semi-structured schedule were communicated to participants and overall activity for each team was facilitated by ‘project champions’ (staff facilitating the design). However, participants largely worked at their own pace, rather than following a strict, pre-defined schedule. This semi-structured schedule was also aimed at supporting those who had constraints on when they could participate. The project champions had the added responsibility of creating processes that supported participation including matching the pace of phases to the needs of participants involved in the team.

Fig. 3.

Semi-structured process for the Collab design event. Collab unfolded over 4 weeks using a flexible schedule with defined objectives and phases. This structure intentionally supported iteration following human-centred design principles.


IB24136_F3.gif

Although participation was predominantly online and asynchronous, to support participants living in different locations, Collab additionally supported synchronous involvement (a need that emerged during the event) and in-person engagement, allowing involvement in small groups or individually for more supported engagement activity. Two additional tools were used to support asynchronous participation: (1) a website where priorities and outputs were posted, and participants could add comments and ‘sign-up’ to be part of a design team, and (2) Miro, an online whiteboard where participants could collaborate on proposed designs. Assistance in the form of personalised communication and contact was also available to support participation. This supported not only participants with particular assistance needs, but also those with scheduling constraints. The intended outputs from Collab were not working technologies or prototypes, but rather artefacts that helped to describe the solution developed by each team. Primarily this consisted of a conceptual design statement, but could also be supported by other artefacts (see Fig. 4 for examples).

Fig. 4.

Examples of design artefacts produced during Collab. Rather than prototypes, participants created conceptual design statements and supporting materials to communicate their ideas.


IB24136_F4.gif

Reflections and learnings from Collab

The challenges of traditional hackathons for older participants and participants living with dementia include time intensity, prioritisation of technical skills, lack of inclusive facilitation and narrow representation (Lodato and DiSalvo 2016; Taylor and Clarke 2018; Wang et al. 2022). In contrast to traditional hackathons, Collab, as a participatory design event, attempted to address some of these issues primarily by extending the timeframe for the event, supporting fluid participation, providing a range of options for participation, reframing both who the event was intended to include, as well as the roles that participants could take within the event, and flexible team membership. The design of Collab, however, sought to retain some of the beneficial features of traditional hackathons, such as creating clear objectives, a collective sense of purpose, providing small rewards for participation, an atmosphere of creativity and problem-solving, a sense of competition with participants acting as judges, and prizes for winners. However, a final ‘judging’ of ‘winners’ did not occur due to pragmatic considerations and issues related to the COVID-19 pandemic.

The extended timeframe coupled with asynchronous participation options allowed for a broader range of participants to be involved. This broadened range encompassed older adults and participants living with dementia, who might not ordinarily perceive hackathons as an event that they would be involved in. Additionally, designers included participants with disabilities, participants with time constraints (health professionals, caregivers, parents) and participants living in regional areas who could not usually attend hackathon venues. Some participants identified that this was the first design event they had been able to be involved with. However, the more fluid structure of the event also created some difficulties in maintaining a sense of focus and momentum. There was notable attrition, with some participants not completing the process (this is also common within traditional hackathons). The longer timeframes were effective in increasing accessibility for participants with a range of needs, allowing participants to develop an understanding of the ways of working within the event and make adaptations, something that is often not supported by the format of traditional hackathons (Taylor and Clarke 2018). These timeframes also provided greater opportunity to reflect on and change preconceptions (Lodato and DiSalvo 2016), allowing participants to develop a more nuanced understanding and recognition of the range of needs (Lodato and DiSalvo 2016; Kopeć et al. 2018). However, these longer timeframes required additional work to support the pacing of the activities completed, and additional strategies to support ongoing engagement. Although a level of fluidity within the longer timeframes was useful in supporting engagement, an element of additional structure (such as key touchpoints) was needed to maintain continuity and closure.

The use of some synchronous online and offline events supported relationship-building between some participants, a more dynamic exchange of ideas and feedback, and opportunities to clarify concepts and issues in real-time. These real-time events supported a sense of energy for the event and developing a common understanding of project aims. They also helped to ensure that participants felt supported and involved throughout the process, an important feature of traditional hackathons (Rys et al. 2024; Wang et al. 2024). Furthermore, it became clear that the use of online tools (websites, Miro) was not accessible to or comfortable for everyone. In this respect, providing additional support, such as buddies, alternative resources and a choice of options, is important to build participants’ confidence and competence. In retrospect, a three-pronged approach to participation (online, asynchronous and personal outreach) should have been considered in the design of Collab.

The adoption of inclusive practices for this type of collaborative online event requires careful resourcing and thoughtful scheduling (to account for things like holidays at different times of year and work cycles). It became evident that additional training and support for the project champions were necessary to ensure they were able to effectively adapt activities and facilitate engagement.

Pathways forward: creating future inclusive design research and events

Achieving genuine inclusion in technology design requires moving beyond physical and sensory accessibility (Hodge et al. 2023) to also consider pacing, cognitive load, communication styles, and the varying expertise (including living experience) and responsibilities of participants (Lodato and DiSalvo 2016; Taylor and Clarke 2018; Wang et al. 2022; Hodge et al. 2023). Cognitive accessibility remains underexplored (Gartland et al. 2022) and warrants specific attention. No single approach will suit everyone; instead, inclusive design events must be flexible, responsive and clearly supported. A combination of synchronous and asynchronous engagement can help accommodate diverse abilities and schedules, although it introduces new complexities. Although asynchronous participation can reduce time pressure and allow for reflection, it requires greater self-direction and may limit real-time interaction, as well as a sense of being involved. Similarly, providing a variety of familiar and accessible tools can support cognitive needs, but may demand more facilitation and resources. Striking a balance between structure and adaptability is an ongoing challenge, and adequate resources (including staff and training) are essential.

Table 3 contrasts traditional hackathons, our Collab approach and future models, highlighting practical steps to enhance inclusivity. By thoughtfully blending methods, supports and timelines, collaborative design events can better recognise and support varied needs, foster richer participation, and ultimately produce more meaningful outcomes for all. Learnings from Collab have been applied within an inclusive consensus project (Worthy et al. 2023) and codesign of aphasia technologies (Ramajoo et al. 2024).

Table 3.Comparison of traditional hackathons, Collab and future approaches, structured by key themes. This table outlines how design event choices affect inclusion, accessibility and the involvement of people with diverse needs.

ThemeTraditional hackathonsCollab (1.0)Future approaches
Timeframe & schedulingContained, intensive timeframe (e.g. 1 weekend – 48 h continuous)Over a 4-week period, mostly asynchronous and onlineMaintain longer timeframes; combine asynchronous and synchronous modes with structured checkpoints
Mode(s) of participationTypically in-person and time-bound, with a single, shared mode of participation (e.g. co-located sessions in a physical place)Primarily online with asynchronous engagement; also supported, individualised in-person or synchronous options based on participant needsCombine online, in-person and asynchronous options; offer a range of participation modes to accommodate cognitive, sensory and scheduling needs; participants choose and switch between mode(s) according to needs, preferences and contexts
Participation structure & rolesFixed teams with clearly defined roles; technical focusFluid team roles and membership; involvement as suits interest and availabilityRetain fluid roles; support role clarity with skilling-up resources and onboarding
Tools & accessibilityAssumed technical familiarity with digital tools; limited accommodation for access needsProvided accessible platforms; some tools (e.g. Miro) were difficult for some participantsOffer multiple, familiar modes (e.g. Word documents, whiteboards, phone calls) for cognitive, sensory and practical (e.g. limited Internet access) accessibility. Buddies for support with learning.
Facilitation & supportMinimal structured support; often peer-led or self-organisedSupport through team champions, including individualised outreach and facilitationStructured facilitation with small group sessions and breakout groups; trained facilitators for inclusive support
Problem framing & challenge designChallenges set by industry; emphasis on novelty and innovationChallenges set by users and lived experience expertsContinue user-defined challenges; include contextual and real-world testing and evaluation to ground ideas
Culture & valuesCompetitive, fast-paced, high-pressure culture; ‘excitement and pizza’Collaborative culture with reduced emphasis on competitionFoster a culture that prioritises inclusion, respect for lived experience and meaningful engagement; participant-driven values should shape the event culture including the role of competition to ensure it enhances experience and engagement rather than undermine accessibility and inclusion
Outcomes & impactTechnical prototypes and demo pitches; short-term engagementConceptual design statements; deep engagement with user-identified issuesPre-identified and organised pathways to application and actual use; redefine success to focus on how well outcomes address real needs and reflect lived experience; emphasise recognition of diverse contributions – particularly those from people with lived experience – over purely technical achievement or innovation; outcomes should be relevant, usable and meaningful to intended users
Key challengesExcludes groups due to time, location and technical focus; often superficial solutionsSome participants felt unsure or unsupported; tool difficulty; attritionRequires time and funding for multi-modal support; need to engage technical/industry participants in longer timelines
Recommendations for practiceBroaden participation; reduce emphasis on technical novelty; avoid ‘disability dongles’Combine structure with flexibility; skill-building and confidence support; resources for engagement and participationDisseminate inclusive models; promote cognitive accessibility; encourage cultural change in design and tech communities

Conclusions

Traditional hackathons can be made more inclusive to enable considered and collaborative approaches to tackling challenges. Conducting collaborative design research will require flexible and ongoing adaptations to ensure the engagement of key stakeholders. When such research or engagement is undertaken, it will be useful to continue to share and reflect upon approaches and outcomes.

Data availability

Data sharing is not applicable as no new data were generated or analysed during this study.

Conflicts of interest

Authors have no conflicts of interest to disclose.

Declaration of funding

This study was supported by a grant from the University of Queensland and the University of Exeter under the QUEX Accelerator program – The University of Queensland and University of Exeter; United Kingdom Research and Innovation Engineering and Physical Sciences Research Council. JL, PW and JW were supported by funding from the Australian Research Council, Centre of Excellence for the Dynamics of Language [Project ID: CE140100041].

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