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March 29 - 31

2019 Winners

First Place

Study Buddy

Inefficient studying can lead to increased stress, sleep deprivation, anxiety, and an overall decrease in health. Many students do not know all of their classmates on a personal level and have trouble connecting to study together. Study Buddy is an app that connects students across classes and majors to create and join study groups.

Sarah Hwang, Sophomore, College of Engineering, Computer Science
Jeongseok Suh, Sophomore, College of Engineering, Computer Science
Logan Yokum, Junior, College of Engineering, Computer Science
Christina Youn, Sophomore, College of Engineering, Computer Science

Second Place

Sprout

Sprout is an all-encompassing student activities calendar that bridges the gap in student knowledge of campus events and increases overall campus communications. Customized by students themselves, the service provides a direct and personalized schedule of as many school-related events the student wants. It will make event suggestions for each user and encourages students to branch out and get involved. Regardless of major – Sprout will help you expand and grow.

Woo Hyun Cheong, Sophomore, College of Engineering, Computer Science
Megha Devaraj, Sophomore, College of Engineering, Computer Science
Da Young Park, Sophomore, College of Arts & Letters, Industrial Design and Sociology
Mathew Shan, Sophomore, College of Engineering, Computer Science

Third Place

Bridge

Universities have hundreds of options for extracurricular activities. Currently, there’s no effective way of matching students with activities that interest them. Bridge is a social-networking site for discovering clubs on campus. The team is aiming for a Linked-In style site where the "employers" are clubs. This site will be a great way to discover clubs and discuss your experiences with others.

John Shea, Junior, College of Engineering, Computer Science
Richard Stefanik, Junior, College of Engineering, Computer Science

Honorable Mention

Forae

The goal of Forae is to create a mobile platform that encourages and incentivizes Notre Dame students to achieve a more well-rounded and balanced student experience. Each Notre Dame student has a user profile where they can earn points, unlock achievements, and compete on campus leaderboards each time they attend an event or utilize a new campus resource. Forae promotes awareness of campus events and resources and quantifies how many activities you engage, so a user has an easy and fun way to view the impact of their experiences.

Samuel Berning, Senior, College of Engineering, Computer Science
Abigail Greentree, Senior, College of Engineering, Electrical Engineering
Rathin Kacham, Senior, College of Science, Mathematics

Honorable Mention

Napingo

A large percentage of college students suffer from poor sleep quality. Napingo is a website that will allow students to easily and efficiently find places to nap around campus. The site will also include a nap tracker to help students gain awareness about their sleep habits to improve their health.

Joshua Cepeda, First Year, College of Engineering, Computer Science
Thomas Fisher, First Year, College of Engineering, Computer Science
Erin Markel, First Year, College of Engineering, Physics
Spencer Wells, First Year, College of Engineering, Computer Science

2019 Judges

Mikala Narlock

Digital Collections Librarian,
Hesburgh Libraries

Mikala is responsible for assisting Hesburgh Libraries with digitization initiatives, managing and providing guidance on digital collections, and helping researchers deposit their work in the institutional repository, CurateND. She works closely with the Libraries’ digital production, IT development, and resources description units to consult on projects.

Abby Shelton

Outreach Specialist,
Snite Museum of Art

Abby is the Outreach Specialist for the Mellon Foundation Library-Museum Collaboration Grant project. The project aims to build a unified digital space for cultural heritage collections at Notre Dame and her role is to work between users and software developers.

Tony Blasucci

Program Coordinator,
RecSports

Through his role as the Climbing & Bouldering Wall Coordinator at RecSports, Tony enjoys challenging people with new experiences. Tony has also worked with students on independent ventures through Innovation Park and coached a team during an entrepreneurship competition.

Tom Marentette

IT Solutions Architect & Streaming Program Manager,
Office of Information Technology

Tom has over twenty years of experience in the Information and Communication Technologies field. His current responsibilities include IT architecture, solutions, strategy, and execution of enterprise media and academic technologies, in addition to Information and Communication Technologies for Development research and practice.

Judging Criteria

This guide lists the categories for judging the projects that will be presented at the conclusion of the hackathon. Each category has a weighted percentage that will be used to calculate the final score for each team. This explanatory material should be used as a guide for scoring each area.

Impact 20%

The solution should have a significant impact on either library operations or the services that students and faculty use on a regular basis. An indication of impact would be represented in factors such as ease of use for a particular library service, increasing accessibility, increasing availability, fostering communication, etc. The product should advance the library’s ultimate goal of “connecting people to knowledge”.

Teamwork 20%

This category emphasizes the way in which the team members cooperate in order to create their product. The team should involve every member in the creative process and try to take advantage of individual strengths. This should be evident in the team presentation, and the participation of each team member should be clearly evident. Teams that incorporate a diverse set of skills and styles but who work in a unified manner have an advantage in this category.

Innovation 30%

Simply put, innovation represents a degree of “pushing the envelope” for access to services and content. The key criterion for the category is advancement of library services into areas that have not been previously explored. Another area of of focus is advancement using cutting edge methods for activities such as user interaction, data manipulation and presentation, and use of new information technology techniques.

Usability 15%

This category represents the ease of use for library patrons when they engage with the target content or service. The user interface should be intuitive and uncomplicated. The goals of the product should be clear. The information presented by the application or product should be clear, and the method for interaction with the content or service should be understandable by everyone.

Presentation 15%

The final presentation of the product to the judges should be professional, clear, and meaningful. Aspects that could add to the quality of the presentation could be creativity, engagement with the audience, style of the presentation, or simplicity. Does the presentation clearly communicate the intent of the product? Is the presentation well structured so that the judges and audience can understand the nature of the problem, the implementation of the solution, and a conclusion that states what the next steps are?

 

Hesburgh Libraries Hackathon Code of Conduct

Social Practices

In keeping with the codes of conduct set forth in du Lac: A Guide to Student Life, our Hackathon is dedicated to providing a harassment-free experience for everyone, regardless of gender, gender identity and expression, age, sexual orientation, disability, physical appearance, body size, race, ethnicity, nationality, religion, previous hackathon attendance or computing experience (or lack of any of the aforementioned). We do not tolerate harassment of hackathon participants in any form.

Photography

All participants understand that the Hesburgh Hackathon may be photographed, videotaped, and or recorded by the Hesburgh Libraries, and grant the Hesburgh Libraries the right to use or refrain from using their name and/or likeness without their approval or compensation. Photography by participants is encouraged, but other participants must be given a reasonable chance to opt out from being photographed. If they object to the taking of their photograph, comply with their request. It is inappropriate to take photographs in contexts where people have a reasonable expectation of privacy.

Inappropriate Behavior

If you witness or experience any transgressions of this Code of Conduct at the Hackathon, please tell a member of the staff immediately, or email hesburgh-library-hackathon-list@nd.edu.