HUP
HACKATHN

One method.
Seven steps.
Three learning loops.

The HUP Hackathon method, V1.1 — our first attempt at mapping Value-Based Heritage Interpretation onto the Designathon method. Built from three research passes, pressure-tested twice, and now on your table.

First attempt · for discussionJuly 2026Consortium overview
Read me first

How to read this overview

This is a prototype of a method — treat it exactly like we ask children to treat their prototypes: something real enough to react to, and unfinished enough to change.

1

It's a first mapping

We mapped Value-Based Heritage Interpretation onto the Designathon steps. The skeleton stays; everything inside each step is new. This page shows the result — version 1, not the final answer.

2

The loop is the innovation

The boldest claim in this method is not the hackathon day — it's the learning loop wrapped around it: what the museum learns before, during and after. Don't skim the dark section.

3

Choice needs deciding

Youth participants get real options — which object, which format, which way to capture their promise. Which menu of options we offer, and why — that selection is ours to make together.

4

Two parts need more work

The invitation (meeting youngsters where they are, before anything starts) and the harvest choreography (loop three) are the least developed parts. They're flagged, not hidden.

The blend

Two columns, one bridge

Like the logo: two pillars holding one playful brick between them.

From the Designathon method

The child-led making skeleton: children invent, build and present — adults design the conditions, never the content. We keep the steps, the maker spirit, and the panel with a child on it.

From Value-Based Heritage Interpretation

The meaning craft: real objects first, emotions as data, meanings over facts, interpretation as a gift to a future visitor — and the question whose story is missing?

Children research meanings, not problems —
and build experiences, not solutions.

A sentence a nine-year-old can say:  meet it · feel it · promise it · shape it · build it · give it · keep it

The spine

Seven steps, one production line

Each step keeps its Designathon ancestor [in brackets] and carries one link of the meaning chain: phenomenon → emotion → meaning → promise → experience → encounter → stewardship. Every step names what children decide.

STEP 1

MEET [Theme / topic]

Meet real heritage — and choose YOUR object.

The museum curates a small menu of objects, stories and places as a mini-exhibition. Teams tour with their senses, then make the day's first real decision: which one is ours. No interpretation offered yet — the museum's story waits until children have formed their own.

± 35 minKids choose · museum curatesAI-free
STEP 2

FEEL [Research]

Turn the museum on: what does it make you feel — and why does it matter?

The Emotional Engagement Canvas (field-tested in Šentjur): private first reactions in your own words, then “why does this matter — or not?”, then one provocation: whose story is missing here? Negative feelings are welcome. Cold is data — “it bores me” is a real answer.

± 60 minKids author · staff facilitateAI-free
STEP 3

PROMISE [Ideate · the hinge]

Decide what a visitor should feel. One step, one move.

Silent individual drafts first — “We want ___ to feel ___ about our object, because ___” (younger bands pick one real person and speak the “because”). Then one team promise, with every unmerged draft pinned beneath it as an echo. The method's signature move — and the primary pilot test.

± 35 minKids decideAI-freePilot test: capture form
STEP 4

SHAPE [Ideate + Sketch]

Imagine how — then give the experience a visible shape.

Stepping-stone cards and “ugly on purpose” Crazy 8s open the ideas; sticker-voting picks a direction; the 3-panel storyboard (our object → the feeling → the experience) plus an emotional arc gives it form. Bands choose their route: comic panels, acting it out, or story spine.

± 70 minKids decideAI: judged ideas + refine-my-sketch
STEP 5

BUILD [Make]

Build it so someone can live it.

Mixed-fidelity stations — cardboard & clay, figurines, act-it-out, device corner — and a format menu the youth asked for themselves: games, escape-room moments, magic objects, QR audio stories. Every team also distills a 2-minute mini interpretive talk: nobody arrives at GIVE empty-handed.

± 105 minKids decide · adults build alongsideAI: production crew
STEP 6

GIVE [Show]

Press play: give it to a real audience and watch what they feel.

A 60-second emotional priming, then peers experience each other's prototypes as visitors — emotion-response cards ask “did you feel what they promised?”. Then the panel (always with a child on it). Feedback in one language only: kind, specific, helpful.

± 60 minFormat co-decided per bandAI: translation only
STEP 7

KEEP [Reflect]

Decide what we keep: the learning, the care, the story.

Teams read their visitor cards against their promise (did it land?), walk the chain — what did we learn → what do we now appreciate → what do we want to protect? — and close as a heritage community: do we want to keep telling this story? Who else should hear it?

± 35 minKids evaluate themselves firstAI: ownership check
What holds it together

The through-line

The North-Star Canvas

  • One A1 poster per team, pinned all day — a pinboard, not a form
  • Six zones: our object · what we felt · why it matters · our promise · the experience · did it land?
  • Artifacts get stuck, not written: stickies, drawings, photos, voice notes
  • Any moment, any team: “does this deliver our promise?” — point at the wall

Roles, elected by peers

  • Timekeeper — owns the visible timer
  • Documentation lead — kids control the camera (“you frame it, I click”)
  • Voice of the Object — “what would the object say?” May ask, never veto
  • Roles rotate at midday

Standing rituals

  • Feelings check-in & check-out (safety + evidence in one)
  • Kind · specific · helpful — the only feedback language
  • Movement or novelty every 20–30 minutes
  • Stop-signal & calm corner, rehearsed before content
The biggest innovation

The hackathon is the visible middle.
The innovation is the loop.

Children leave with an experience they authored. But the deepest change we're designing for happens in the museum — a triple learning loop that starts before the first child walks in and keeps turning after the last one leaves.

BEFOREthe museum preparesTHE DAYyouth + staff co-createAFTERthe museum learnsLOOP 1 · do things rightskills grow in the room — making, facilitating, judging AILOOP 2 · rethink whose storiesseeded with youth in the room · harvested by staff afterLOOP 3 · re-imagine engagementharvested learnings change the programme — the next cohort meets a changed museuminvitation · consent · staff trackfeedback to kids within a week

BEFORE · the museum gets ready

  • Staff workshop: revisit your own childhood → challenge assumptions about children → learn the rights & the bands
  • Decision map: what kids decide, what we co-decide — declared aloud at kickoff
  • Phenomenon menu curated; safety architecture set; consent two-key (parent + child)

DURING · facilitated by the HUP team

  • Museum staff co-create inside the teams — same materials, never the scribe
  • Loop 2 is seeded live: “whose story is missing?” · the Voice of the Object · the Bias Detective
  • Staff reflection: 5 minutes at the end of every block

AFTER · the harvest

  • Within one week, to the children: Full · Friendly · Fast · Followed-up feedback
  • Staff-only harvest session (HUP-facilitated): what did their emotions and choices tell us about our stories? What will we change?
  • Public “what we heard / what we changed” log → Insight Report → the prototyping phase

⚑ OPEN — the harvest choreography

We must still decide the modalities of harvesting: which moments mix adults and youngsters, which are staff-only, which are youth-only. Current draft: mixed during the day (HUP-facilitated), staff-only after. The exact choreography — and how the HUP project team hands it over to museums — is a consortium decision.

One method, three sizes

Formats — fitted to context, not imposed

Every step is tagged core or enrichment. The core path is guaranteed in every format; each pilot chooses its size and documents why — that choice itself becomes transferability evidence.

Format A

Full Arc

Pre-visit session (MEET + FEEL) + a ~6.5 h hackathon day. The richest arc.

Fits: museums with visitor infrastructure & nearby schools

Note: MEET needs real objects — school pre-visits need a handling box.

Format B

One-Day Sprint

The core path in ~5.8 h including lunch — honestly school-day-sized.

Fits: events, holidays, first-time host museums

Trade-off stated: the promise gets less air — risky for the youngest band.

Format C

Three Sessions

MEET+FEEL · PROMISE+SHAPE · BUILD+GIVE+KEEP, embedded in school rhythm, with micro-harvests between.

Fits: small museums (1–2 staff) with a school partner — likely the small-museum default

Staffing floor everywhere: three adults (facilitator · co-facilitator/safeguarding · floater) — exactly what each country tandem exists to supply. Small museums never run this alone.

Technology as a strength

GenAI: a material with rules, not a step

Three evidence streams agree — adults, children and heritage practice: people attach less to AI-generated ideas. So the method draws hard lines: meaning stays human; craft may be assisted.

MEET
✗ AI-free
FEEL
✗ AI-free
PROMISE
✗ own words first
SHAPE
✓ judged ideas · refine sketch
BUILD
✓ production crew
GIVE
~ translation only
KEEP
✓ ownership check
Own ideas first, AI second — alwaysKids judge AI; AI never judges kidsRefine, don't replace — preserve the child's marksVisible & reversible, never ambient9–12: mediated station · 13+: hands-on (NL consent age 16!)Every AI module has a no-tech twin

The Heritage Bias Detective

Ask an AI about your local heritage — then compare with the real object and what you know. What did it flatten, invent, forget? Whose voices aren't in the machine? The technology's weakness becomes the method's sharpest critical-heritage lesson — children end up correcting the world's most hyped technology with their local knowledge. No heritage curriculum anywhere does this yet.

Where we need you

Five decisions we make together

V1.1 is deliberately unfinished where the consortium's judgement — and the children's — matters most.

1

The invitation — meeting youngsters where they are

The step before MEET is our least developed: how do we formulate the invitation to join HUP, in whose language, through whose channels? Recruitment per tandem, one specific community per pilot — not “youth in general”. This deserves its own design sprint.

Needs: dedicated design round + tandem input

2

The choice menu for youth

Children choose their object, their build format, their way of capturing the promise, their Show format. Which options go on each menu — and why? We owe participants a motivated selection, not an arbitrary one.

Needs: consortium selection + rationale per menu

3

The harvest choreography (loop 3)

When do adults and youngsters mix, when is it staff-only, when youth-only? Draft: mixed during the day (HUP-facilitated), staff-only harvest after. Confirm the modalities — and how museums take it over after the project.

Needs: consortium decision + facilitation plan

4

Step names in five languages

English set is canonical; each pilot co-creates child-facing labels with children. PROMISE needs special validation — its imperative runs heavy in Greek and Slovenian.

Needs: native educators + kids at pilot 1

5

Format per pilot

Each tandem picks Full Arc, One-Day or Three Sessions for its context and documents why — the variation itself becomes the transferability evidence.

Needs: one choice per tandem, reasons logged

Sources & references

What this method is built on

HUP Hackathon Method V1.1 synthesises three research phases — value-based heritage interpretation, children's participation, and contemporary design methods & generative AI — alongside the project's own field research with youth. The key works that most directly shaped the method are grouped below; this list is indicative, not exhaustive, and full internal references live in the project research dossier.

1 · Heritage interpretation & value

  • Tilden, F. (1957). Interpreting Our Heritage. University of North Carolina Press.
  • Ham, S. H. (2013). Interpretation: Making a Difference on Purpose. Fulcrum.
  • Smith, L. (2006). Uses of Heritage. Routledge.
  • Smith, L. (2021). Emotional Heritage: Visitor Engagement at Museums and Heritage Sites. Routledge.
  • Falk, J. H. & Dierking, L. D. (2013). The Museum Experience Revisited. Routledge.
  • Ludwig, T. (2015). The Interpretive Guide. Interpret Europe.
  • ICOMOS (2008). Charter for the Interpretation and Presentation of Cultural Heritage Sites (Ename Charter).
  • Australia ICOMOS (2013). The Burra Charter.
  • Historic England (2008). Conservation Principles, Policies and Guidance.
  • Council of Europe (2005). Faro Convention (Framework Convention on the Value of Cultural Heritage for Society).
  • UNESCO (2015). Recommendation concerning the Protection and Promotion of Museums and Collections.
  • U.S. National Park Service. Foundations of Interpretation / Interpretive Development Program.

2 · Children's rights & participation

3 · Co-design with children

  • Druin, A. (2002). The role of children in the design of new technology. Behaviour & Information Technology, 21(1).
  • Fails, J. A., Guha, M. L. & Druin, A. (2013). Methods and Techniques for Involving Children in the Design of New Technology. Foundations and Trends in HCI, 6(2).
  • Iversen, O. S., Smith, R. C. & Dindler, C. (2017). Child as protagonist: expanding the role of children in participatory design. IDC '17.
  • Sanders, E. B.-N. & Stappers, P. J. (2008). Co-creation and the new landscapes of design. CoDesign, 4(1).
  • Simon, N. (2010). The Participatory Museum. Museum 2.0.
  • Sethi, K. B. — Design for Change (Feel · Imagine · Do · Share).

4 · Design methods & prototyping

  • Buchenau, M. & Suri, J. F. (2000). Experience Prototyping. ACM DIS.
  • Hasso Plattner Institute of Design (d.school), Stanford. Design Thinking Bootleg.
  • Knapp, J., Zeratsky, J. & Kowitz, B. (2016). Sprint. Simon & Schuster.
  • Stickdorn, M., Hormess, M., Lawrence, A. & Schneider, J. (2018). This Is Service Design Doing. O'Reilly.
  • The LEGO Group. LEGO Serious Play — Open-Source Introduction.
  • Berger, R. — Austin's Butterfly (kind, specific, helpful feedback), EL Education.
  • Lerman, L. — Critical Response Process.
  • Adams, K. — The Story Spine.
  • Touchpoint — The Journal of Service Design (Service Design Network): Vol. 11-2 Experience Prototyping (2019); Vol. 9-2 Measuring Impact & Value (2017); Vol. 17-1 From AI to Synthetic Services (2025).

5 · Generative AI & critical AI literacy

6 · Developmental science (ages 9–16)

  • Piaget, J. — cognitive-developmental stages (with contemporary neo-Piagetian critique).
  • Vygotsky, L. S. — the zone of proximal development.
  • Elkind, D. (1967). Egocentrism in adolescence (the imaginary audience). Child Development, 38(4).
  • Lowenfeld, V. & Brittain, W. L. — Creative and Mental Growth (stages of children's drawing).
  • Deci, E. L. & Ryan, R. M. — Self-Determination Theory.
  • Hidi, S. & Renninger, K. A. (2006). The four-phase model of interest development. Educational Psychologist, 41(2).

7 · Project foundations (HUP consortium)

  • HUP Hackathon — Creative Europe application (CREA-CULT-2025-COOP), Part B.
  • HUP Hackathon — Joint Research Report: Heritage Understanding & Participation.
  • HUP Hackathon — Learning Outcomes Framework (D2.2).
  • Designathon Works — Designathon Methodology Guidebook.
  • HUP Hackathon — youth focus-group & VBHI canvas field materials (Šentjur, 2026).
On these references. Method V1.1 is a first prototype for consortium discussion; the works above are those that most directly shaped its design decisions and are cited to credit their authors, not to imply endorsement. Where a stable public source exists it is linked; books and journal articles are cited in full for retrieval. Visual identity: HUP Hackathon Brand Guidelines (2026), Kvirina M. Zupanc. Co-funded by the European Union.