The aim of the hackathon was to help therapists, parents and friends to prevent addiction in young age and to develop innovative applications or games.
31 participants took part in the hackathon, divided into 7 project teams - one of them was from Italy. Mentors from the project BaltCityPrevention and Poznań Supercomputing and Networking Center (PSNC) provided knowledge and technology to the participants.
Finally, the idea “Hard, harder, lost!” won the first prize. Followed by the second place: “Your own project”. Two projects took the third place - “Help us to help” and “Become viral”.
Now the City of Poznan together with their team of experts will decide which of these solutions can be used in the development of e-tools for the project. The first impression is that it would be good to combine some solutions into one.
Thank you to all the participants, judges and all other parties that have been involved!
It was a very interesting experience and it was difficult to choose the winners. Each of the projects was attractive, innovative and useful.
Following project ideas have been developed by the groups:
Case 1: Your own project. Create anything else you think could help prevent addictions!
Case 2: Hard, harder, lost! Prototypes - A fun way to simulate the state after using substances and demonstrate short-term negative effects. Consider the use of VR, robot arm, Nao.
Case 3: Who are you really? Are you choleric or phlegmatic? Analytical or expressive? Does it increase or decrease your addiction risk? Create a wellness path - a few simple personality assessment exercises that precede any therapy. Consider using object programming and/or VR and/or robots.
Case 4: What is your goal? Find new ways to spend time in a targeted way. Create apps to build local support communities, hobby groups, time bases, voluntary help.
Case 5: Become viral! Spread information about the effects of substance use effectively among young people. Make it trustworthy and attractive for 18-year-olds. Consider using simple social media features or more advanced technologies.
Case 6: Inspire! Reinforce those who do not use psychoactive substances. Help them exchange good practices and inconspicuous values behind cleanliness. Create a well-designed group on Facebook, a website or any other tool that appeals to people.
Case 7: Cool AND clean. Create a game, a website or a social media campaign to learn to refuse without losing face.
Case 8: Stamina. Design an app that allows your decision to stay clean. This can include SMS/email reminders, VR exercises, self-monitoring, smartphone-based tools, etc.
Case 9: Go online! Conversion of traditional therapy/diagnosis tools (e.g. from the platform www.millisecond.com/download/library/) into attractive online applications or games.
Case 10: Help to help! Friends, parents, therapists of risk groups need new tools for addiction prevention. Design an app or game to support an abusive friend.