Dates

- 24 October · Online

Hybrid induction & team matching at 13:00. Online participation is available.

- 4–6 November · 48-Hour Hackathon

The main hackathon runs from 14:00 on 4 November to 14:00 on 6 November.

- 6 November · Final Showcase

Presentations, demos and judging will take place in the afternoon, followed by the prize announcement at 17:00.

Eligibility

You can register individually or with people you already know, in teams of 1–4 people. If you sign up on your own, we’ll help match you with other participants to form a team. Please bring your own laptop and preferred development tools. Lunch and refreshments will be provided during the hackathon.

The Hackathon brings together people from creative, technical, research, and clinical backgrounds to explore how immersive and spatial technologies can reframe unpleasant physical experiences in more positive ways. Students, researchers, clinicians, artists, designers, developers, and early-career professionals are all welcome.

Project and Submission Requirements

Final deliverables will include a 1-minute video and a 5-minute presentation. A working demo or prototype is optional but highly encouraged and will be taken into strong consideration during judging. Teams will be supported throughout the hackathon by mentors from Goldsmiths, King’s College London, and invited artists and creative practitioners.

Prizes

1st Prize: £400 voucher

2nd Prize: £150 voucher

3rd Prize: £50 voucher

Judging Criteria and Winner Selection

Creativity of reframing interaction design: The experience must change the meaning or interpretation of a real physical interaction, rather than simply distract from it. 

Originality: The idea should be novel and present new and surprising ideas.

Technology: The technology should play a meaningful and appropriate role in creating and supporting the reframed experience.

User Accessibility & Immersion Quality: The experience should be intuitive, engaging, comfortable, and immersive for its intended users.

Impact: Potential for real-world application in healthcare or creative field. Design something playful that could make a real impact in real life.