This challenge tasked students with creating a digital pet that tracks hunger, happiness, and energy
while supporting basic interactions. To accommodate varying skill sets, the task offered two distinct
tracks: one for participants who prefer to code a working simulation (programmers), and another for those
more inclined to focus on design mock-ups and user experience (non-programmers). The activity fostered
creativity, problem-solving, and communication skills, culminating in presentations evaluated for
uniqueness, completeness, user-friendliness, and clarity.