A. Team Formation and Access

  1. Team Size: Mandatory 4 members per team. No exceptions or substitutions after registration.

  2. Enrollment: Teams can be formed through Institutional Bulk Entry or by Individual Entry (team leader registers all 4 members and pays the fee).

  3. The Project Cube (Workspace):

    • The registered team leader receives the single access code for the private, virtual "Project Cube" within the WorkAdventure pixel world.

    • Only registered team members can access this Cube, which contains all necessary project tools and submission portals.

  4. Duration and Lockout: The Hackathon is strictly 72 hours. The submission portal will lock exactly at the deadline (Time Zone specified upon launch).

B. Project Theme and Deliverables

  1. Problem Statement: Teams must submit a proposal that addresses the challenge: "Redesign and optimize a single, existing area of your school campus for maximum utility and sustainability."

  2. Mandatory Deliverables (3 Files):

    • (A) Pixel Prototype/Mockup (Image/PDF): A visual design of the solution. This can be a high-fidelity image or a simple wireframe/flowchart created using any tool, detailing the user experience or physical layout of the redesign.

    • (B) Written Proposal (Max 1000 Words, PDF): A formal document covering: Problem, Solution, Implementation Plan (who, what, when), Estimated Cost/Resources, and Projected Impact (quantifiable metrics).

    • (C) Video Pitch (Max 3 Minutes, MP4): A professional, concise presentation where all team members must appear and speak, explaining why their solution is the best choice for the school.

  3. Originality: The idea must be novel and developed entirely within the 72-hour period. Pre-existing, fully funded, or implemented ideas are grounds for disqualification.

C. Judging Criteria and How to Win

  1. Judging Panel: Projects will be evaluated by an external panel of subject matter experts (e.g., architects, educators, designers).

  2. Winning Criteria (Weighted Score):

    • Innovation & Relevance (35%): How unique is the idea, and how critically important is the problem it solves for the student body?

    • Feasibility & Cost-Effectiveness (30%): Can the school realistically implement this, and is the estimated budget reasonable for the impact?

    • Design Thinking & UX (20%): How thoughtful and user-friendly is the proposed design or solution flow?

    • Presentation Quality (15%): Clarity, professionalism, and persuasiveness of the Video Pitch and Written Proposal.

  3. Dispute: Judge scores are final and not subject to review.