Theme: "Designing for the In-Between" - Designing for moments that are often overlooked, transitional, or uncomfortable.

Examples: Waiting rooms, career uncertainty, moving houses, going to college for the first time, etc.

Requirements

Problem Statement & its relation to the theme "Designing for the In-Between"

Figma Design File View Link (Link should show the pages that showcase your work such as Photos of Sketches, Links to documents you compiled your research on, and of course a page for the Interactive Prototype)

Framer Project View Link (*Only if you're doing "Best Use of Framer"* Link should show the project's pages, layers, and assets)

YouTube Presentation (Design Pitch) Video Link (Time Requirement 1-3 minutes: Video should be uploaded either as unlisted or public)

Hackathon Sponsors

Prizes

$700+ in prizes
+ other prizes
Best Overall (1st Place)
$300 in cash
1 winner

$300 + Figma Gift Cards

Best Overall (Runner-up)
$200 in cash
1 winner

Best Gators / Gainesville Focused (2 winners)
2 winners

8x Blaze Pizza Free Pizza Cards + 4x $50 Salty Dog Gift Cards + 4 $10 Rush Bowl gift certificates + 4x Figma plushie

Best Framer Implementation
$100 in cash
1 winner

$100 + Framer Merchandise

Crowd Favorite
$100 in cash
1 winner

Devpost Achievements

Submitting to this hackathon could earn you:

Judges

Dan Davis

Dan Davis
Lead UX Designer @ Citi

Sameer Puri

Sameer Puri
Associate Director of UX @ Nagarro

Sylke Lopez

Sylke Lopez
Senior Designer @ Microsoft

Marcus Aurelius Bothsa

Marcus Aurelius Bothsa
Senior Design Leader @ Google AI

Judging Criteria

  • User Research & Empathy (The Why and The Who)
    Evaluates if the team identified specific obstacles or frustrations users face. High marks for using data or interviews to prove the problem exists, while ensuring the solution is accessible to people of all abilities from the start.
  • Problem Solving & Innovation (The Wow & The Reality)
    Assesses the creativity and clarity of their solution. Whether a brand-new idea or a significant UX improvement on an existing app, judges look for a clear, logical connection between the research and the final features.
  • Design & Visual Quality (The Look & The How)
    Evaluates the reasoning behind every element: why this button, this color, or this layout? High marks for a cohesive design system and a polished, interactive prototype that demonstrates a seamless and intuitive user journey.
  • Presentation & Pitch (The Story)
    Judges the team’s ability to communicate their vision. A strong pitch uses a compelling narrative to bridge the gap between the problem and the solution, featuring a prototyped demo that clearly showcases the core functionality.

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