Where Humanities and Data Meet: The BiblioTech Hackathon 2026
The following post was written by Sam Goven, a master’s student in Journalism at KU Leuven. It offers a participant’s perspective on the BiblioTech Hackathon, reflecting on the experience, the creative process, and collaborative spirit that shaped the event.

Libraries are often seen as places of preservation rather than experimentation, but the BiblioTech Hackathon turns KU Leuven Libraries into a digital playground. Drawing on rich library datasets, students, researchers, and staff from diverse backgrounds work in interdisciplinary teams to reimagine historical collections through digital tools and collaboration.
The second edition of the hackathon culminated on 26 March in the University Library in Leuven, where seven teams presented their final projects to a jury. Over the course of ten days, materials from the library collection were transformed into innovative digital outputs, ranging from interactive maps and searchable databases to experimental interfaces, which can be explored via the project websites. Team PostScript ultimately claimed both the jury prize and the audience award with an interactive digital archive of Belgian postcards.
By combining technical support, curated library collections, and an emphasis on experimentation rather than competition, the BiblioTech Hackathon demonstrates that digital humanities can be accessible, creative, and collaborative, even for those new to computational approaches.
What is a Hackathon?
During a hackathon, a blend of “hacking” and “marathon”, participants work together in teams on a project against a tight deadline. These projects often have a digital component and can be developed over one or several days, resulting in a website, database, or another form of digital output.
The first edition of the BiblioTech Hackathon took place in 2023, organized by KU Leuven Libraries and the Faculty of Arts. Participants could choose from seven datasets, including the Bible of Anjou and wartime posters. The focus was on exploring documentary heritage from a fresh perspective by transforming it into computational data. The hackathon proved to be a success and led to a second edition in 2026.
Meet the Data, Meet the People
The second edition kicked off on 12 March in Agora Learning Centre in Leuven. As the smell of pizza filled the space, the perfect brain food for sharp minds, the seven teams discovered both the datasets and each other for the first time. In total, 39 enthusiastic participants from a wide range of backgrounds took on the challenge. The hackathon attracted not only master’s students, but also PhD candidates, postdoctoral researchers, and KU Leuven staff. Participants represented a broad variety of disciplines and research fields, including Computer Science, Egyptology, Law, and Economics.
To make the most of this diversity, teams were formed in advance based on digital skills and areas of expertise, ensuring a balanced mix. Each team was supported by a designated team leader to keep the project on track, while technical experts were readily available throughout the hackathon to answer questions and provide assistance. To ensure everyone could get started smoothly, an additional training session on the technical infrastructure and tools was organized the next day.
Following an introduction to the datasets and the available support network, the teams dove into the material. This year’s hackathon offered two datasets: well over 35.000 historical postcards from Belgium and around 300 travel accounts written by European authors describing the destinations they visited. Once again, these historical sources provided ample opportunities for innovative perspectives. Four teams chose to work with the travelogues, while the remaining three focused on the postcards.
The brainstorming phase reflected the exploratory nature of the hackathon. Faced with rich datasets and a wide range of ideas and ambitions, teams took time to explore different directions before narrowing their focus. Working within a limited timeframe required careful consideration of what was both innovative and feasible. This process not only helped shape the projects but also allowed participants to recognize and build on each other’s strengths. Andreas Ketele, a member of the Inked and Stamped team, reflected afterwards: “What I really enjoyed was that process of exploration. We reflected on our ideas and experimented a lot, and that’s exactly what a hackathon is about: discovering possibilities along the way.”

The Final Projects
On 26 March, participants, jury members, and guests gathered in the University Library for the final presentations accompanied by a poster exhibition, marking the culmination of the hackathon and an opportunity for teams to present their work. The evening opened with welcoming words from the organizing team, Demmy Verbeke (Head of KU Leuven Libraries Artes), and Geert Brône (Vice Dean for Research at the Faculty of Arts), who praised the creativity and commitment shown throughout the hackathon.
The presentations were opened by team CaptaCats with their project ShipAdvisor. Loosely inspired by the travel website TripAdvisor, the team developed a web platform that maps maritime routes in the Mediterranean during the 18th and 19th centuries, based on historical travel accounts.
Next, team DH.xml presented their analysis of the postcard dataset. They argued that historical postcards functioned as a form of social media avant la lettre, and used the collection to identify recurring visual trends and patterns.
All Reads Lead to Leuven focused on how 19th-century French travel writers wrote about African languages. Their project resulted in a website featuring Instagram-inspired posts that reveal the vocabulary and framing these authors used when describing linguistic encounters.
Using the postcard dataset, Inked and Stamped built a searchable digital database. Its intuitive interface allows users to explore the collection by location, date, and even the color of the postcards.
Team PostScript adopted a similar approach, but with a specific focus on postcards from Antwerp. In addition to a searchable database, they introduced interactive features such as maps that contrast contemporary photographs with historical images from the collection.
The penultimate presentation came from Team W@nder. Drawing on The Land and the Book, a 19th-century publication by W. M. Thompson, they visualized the author’s travels in the Levant. As with other projects, historical illustrations were juxtaposed with present-day photographs to highlight continuity and change.
The evening concluded with a presentation by Team Julie Verne. They developed an oracle-like search tool based on the travelogues dataset. Through their website, users can query the texts and receive the most relevant responses generated from the corpus.
After a brief deliberation by the jury and a public vote, the awards were announced. The jury consisted of experts in data and digital research: Julie Birkholz (Coordinator CLARIAH VL+), Geert Brône (Vice Dean for Research of the Faculty of Arts), Jo Rademakers, (Head of LIBIS), Fred Truyen (Head of CS Digital), and Katrien Verbert (Program director of the POC Digital Humanities). Team PostScript was awarded both the jury prize and the audience award. As in the 2023 edition, however, each team received recognition, including awards such as Best Research Potential and Best Visualization. The evening concluded with a reception, where teams presented their project posters over food and drinks. To share the creativity and impact of the hackathon with a wider audience, the posters are currently touring across KU Leuven.

A Community Built Through Collaboration
Not only were the results of the hackathon impressive, participants also praised the atmosphere and strong sense of community that developed throughout the event. In post-hackathon interviews, several participants reflected on the collaborative environment that emerged over the course of the ten days. Andreas Ketele described the experience as particularly rewarding: “I’m usually not someone who uses very strong words, but this really was fantastic. […] We were working as a group of highly motivated people. We collaborated very well and benefited enormously from all the support we received along the way.”
The diversity of backgrounds and skill levels did not prove to be a challenge, but rather one of the hackathon’s greatest strengths. By bringing together participants with different perspectives, expertise, and levels of technical experience, the hackathon created space for learning from one another. As Roberta Pireddu, team leader of PostScript, explained: “I really think everyone can participate, because there’s a place for everyone in a hackathon, even if you don’t have strong technical skills. Whatever your background or skills, there’s always a way to contribute and find your role within the group.”
For many participants, this emphasis on collaboration rather than competition was key. As advice for future participants, Luisa Ripoll Alberola, team leader of CaptaCats, encouraged newcomers not to focus too heavily on the final outcome: “What really matters is not the end product, but the process: working together, learning new things, and enjoying the experience. That’s what makes it valuable.”
The second edition of the BiblioTech Hackathon proved once again how working with library data can foster meaningful collaboration across disciplines. By bringing together diverse participants, the hackathon strengthened connections within the academic community and opened up new ways of engaging with humanities collections.
More information about the hackathon, its datasets, and the final projects can be found on the BiblioTech 2026 website. We encourage you to have a look at the project posters and websites to explore the teams’ outputs and discover the creative ways in which KU Leuven’s library collections continue to inspire digital humanities research.



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