1. Maker Culture and STEAM
Education
Dr. Clifford Choy
School of Design
The Hong Kong Polytechnic University
7 Nov 2015
Contact: mccliff@polyu.edu.hk
2. PolyU Design I MAKE Initiative
• www.i-make.world/about
• An initiative by PolyU Design for promoting the importance of
making and the maker culture to general public
• Plan
• Competition, workshops and seminars
• Maker Faire Hong Kong 2015
• Schools’ engagement activities on make and design, leading to Maker
Faire Hong Kong 2015 and 2016
8. Who are makers?
• We are all makers
• Those who make things
• Not just production or fabrication, but also apply critical thinking and
problem solving skills
• Explore materials, tools, processes
• Learn, create, share
• Do-it-yourself (DIY) with others
• Not just local communities in old days, but through Internet to collaborate
with people around the world
9. Who are makers?
• Some create enabling technologies (tools, materials, algorithms, …)
• Some use technologies creatively (applications, processes, …)
• Some do both
• They are
• Kids
• Hobbyists
• Entrepreneurs
• Inventors
• Educators
• Artists
• ….
10. Make = DIY with Technology
• Online platforms for learning and acquiring material resources
11. Make = DIY with Technology
• Personal and digital fabrication
12. Make = DIY with Technology
• Materials, components, modules, systems
http://www.engadget.com/2012/03/08/softkinetic-brings-depthsense-
range-sensor-to-gdc-hopes-to-put/
13. “making”
The Experiential Learning Cycle [Kolb and Kolb, 2005]
Kolb, A., Kolb, D. (2005, May 15) The Kolb Learning Style Inventory – Version 3.1 2005 Technical Specifications. Retrieved from
http://learningfromexperience.com/media/2010/08/tech_spec_lsi.pdf
14. Why “Making”?
• Re-connect us to the material world
• Skilled manual labor entails a systematic encounter with the material world,
precisely the kind of encounter that gives rise to natural science.
• This history provides a nice illustration of a point made by Aristotle:
• Lack of experience diminishes our power of taking a comprehensive view of the admitted
facts. Hence those who dwell in intimate association with nature and its phenomena are
more able to lay down principles such as to admit of a wide and coherent development;
while those whom devotion to abstract discussions has rendered unobservant of facts are
too ready to dogmatize on the basis of a few observations.
Crawford, M. (2006). Shop Class as Soulcraft. The New Atlantis. Retrieved from
http://www.thenewatlantis.com/publications/shop-class-as-soulcraft
15. Why “Making”?
• Sustainability
• Consume less, produce more
• Locally produce, locally consume
• Self-sustainable community and city
• Maintain local and global views
• Empowerment
• What can be imagined, can be made
• Dare to think big
• Dare to explore unknown
• “Can we do space exploration in HK?” “Can we build planes in HK?”
16. Attributes developed through Making
• Tinkering, hacking
• Learning
• Exploring
• Experimenting
• Hands-on approach in learning by doing
• Cross-disciplinarity
• Learn through peer and community
• Collaboration
• Skills, craftsmanship, patience
• Sharing to community
17. Why PolyU Design?
• “Everyone designs who devises courses of action aimed at changing existing
situations into preferred ones.”
• “… design … makes ideas tangible, it [design] takes abstract thoughts and
inspirations and makes something concrete.”
• Designers think through making
• Making is not just about production or fabrication, but also involve creativity,
critical thinking, self-learning, exploration and experimentation and more, which
helps to develop life-long learning skills
(Herbert Simon, 1981, as cited by John Hesket, 2009)
(Mat Hunter, 2014)
18. Infrastructure to Support Making
• Tools and machines:
• Tinkerspace, Makerspace, Hackerspace, Fab Lab
• Digital Fabrication lab, techshop
• Software (e.g. Blender, GIMP, …)
• Access to materials
• E.g. Material resource centre (PolyU JCIT 5-th floor)
(http://www.sd.polyu.edu.hk/en/j.c.-innovation-tower/material-resource-centre)
• Learning resources
• Blogs, tutorials, discussion forums, youtube, ….
• E.g. Instructables, adafruits, stackoverflow, …
• Sharing and collaborative platforms
• Git, wordpress, youtube, vimeo
19. STEM/STEAM
• Knowledge from Science, Technology, Engineering, Art and
Mathematics (STEAM) to support making
• Science – e.g. understanding of properties of materials
• Technology – e.g. availability of tools (hardware, software, …) and processes
• Engineering – e.g. programming, electronics
• Art – e.g. aesthetics
• Mathematics – e.g. simulations, algorithms
• “Making” provides an engaging way for individual to learn and apply
STEAM knowledge
23. How to Promote Maker Culture
• MakerFaire Hong Kong 2015
• Competitions/Contents
• Encourage creative use of technologies and use of range of materials
• NOT just Arduino, NOT just 3D printing
• Makerspace, Hackerspace, Fab Lab
• Seminars, workshops
• Connect to local community by servicing local needs
• Bottom-up approach
24. Maker Faire
• A family-friendly festival of invention, creativity and resourcefulness
• For makers to gather, show what they have made and share what they have learned
• To demonstrate what is possible
• To exchange knowledge and ideas
• To inspire
• Part of science fair, part of fun fair
• You can perform/demonstrate “crazy” things
• NOT “Book Fair”, “Computer Fair”, “Animation-Comic and Game Fair” in Hong Kong
• NOT a trade fair dominated by traditional sales and marketing
• NOT an invention show, NOT a technology expo
• NOT a competition
25. Maker Faire
• First launch in Bay Area, USA, in 2006
• In 2014, 119 independently-produced Mini and 14 Featured Maker
Faires around the world, including Tokyo, Rome, Detroit, Oslo and
Shenzhen
• 215,000 people attended the two flagship Maker Faires in the Bay
Area and New York in 2014
• Promote STEAM (Science, Technology, Engineering, Art, Mathematics)
education
26. What do you expect in Maker Faire?
• Makers show-and-tell their works/projects
• Presentation
• Demonstration/Performance
• Hands-on activities
• Workshops
28. Supports Three Broad Stages of Makers
• Zero to Maker
• Arouse interest of those with no experience in making to become a maker
• In Maker Faire: Through hands-on activities, through workshops, through inspiring
talks, through inspiring works from other makers
• Maker to Maker
• Sharing of knowledge between makers
• Collaborate and access to others’ expertise
• Work together on shared platforms
• In Maker Faire: Through show-and-tell their projects, through offering hands-on
activities and organizing workshops, through interact with visitors and other makers
• Maker to Market
• Some creations of makers have commercial appeal and get into the market
• In Maker Faire: Through presenting their journey to other makers, through collecting
feedbacks from visitors on their creations
29. Some Categories of Makers
Electronics Planting
Robotics (e.g. hexapod, biped, …) Farming
UAV (e.g. quadcropter) Personalized Motorized Mobility Device
RC model (e.g. racing car, plane,
helicopter)
Sports
Construction toys/systems Modeling
Toys and play Recycling/upcycling
3D printing/additive manufacturing Craft (metal, glass, ceramics, clothes)
Digital fabrication (CNC, Miller, laser cut) Printing
30.
31. Maker Faire Hong Kong 2015
• 28, 29 Nov 2015 in PolyU Campus + JCIT
• Expect to attract 10000 visitors, welcome everyone, especially families
• Workshops on 28-29 Nov
• First ever Maker Faire in Hong Kong
• We would like to get as many students and teachers to participate as possible,
especially those with interesting works to show-and-tell
• Teachers and students from
• Visual Arts
• Design and Technology
• Information Technology
• Science
• Mathematics
34. How can students participate? (1)
• Show-and-tell interesting inventions or art/craft, or
demonstrate interesting works/experiments
• Gain confidence through show-and-tell and interacting
with visitors of a wide range of backgrounds
• Practice their presentation and communication skills
• Prepare to communicate to visitors who speak in Cantonese, Putonghua
and English
• Suitable for students in primary and secondary levels
35. How can students participate? (2)
• Lead or support workshops to teach others how to
make something:
• Gain confidence through interacting with others,
especially helping others to learn
• Learn more when teaching others
• Practice communication skills
• Suitable for students in secondary levels
36. How can teachers participate? (1)
• Deliver workshops
• Engage parents and possibly other kids in making, thereby helping to promote
maker culture (zero to maker)
• Share new techniques of making to others, and get feedback from others and
find collaborators
• Share experience in promoting STEAM education
• Share experience and good practice
• Connect with other teachers/educators/makers and share resources
37. Some Activities in MFHK2015 and Beyond
• Timely Hong Kong
• I MAKE Typographic Design Competition
• Hebocon Hong Kong 2015
• Let’s Build Something (Really) Big Together
• LAYERS Competition: Creative Use of 3D Printing Technologies
• Timber Frame Structure System Workshop
• Nerdy Derby
• ….
43. I MAKE Typographic design competition
• What is your interpretation of “I MAKE”?
• How does your design concept communicate your interpretation?
• Must have real objects in it – found, made, natural, …
• We are looking for creative design which surprises us
• It can be static as well as animated
• http://www.i-make.world/typographic
48. Why Hebocon?
• Encourage to challenge yourself to try something you are not good at
• Willingness to try new ideas, and demonstrate them in workable form
• Fun, motion, mechanical design, control, unpredictable situations
• Talk about underlying concepts, and reflect on how you executed the
concepts and what you learned
• Top 10 matches in Hebocon in Osaka 2015
• http://portal.nifty.com/kiji/150612193797_2.htm
49. https://youtu.be/GjNfC59Tamw
This robot is controlled by gloves, the concept is using the
contact of the finger to replace the button.
https://youtu.be/GjNfC59Tamw?t=12m28s
The volcano and the hands are created by the owner, the robot
will release the stream from the volcanic crater. The interesting
thing for this robot, the hand can push down the enemy.
Unfortunately, this robot cannot did it in the competition.
50. Schedule
• Competition on 28 or 29 Nov 2015
• Two types:
• Hebocon - Sumo battle (28 Nov 1pm to 4pm)
• Hebocon water - Coin carrying (29 Nov 1pm to
4pm)
• Sign up at
https://www.facebook.com/Hebocon.HK
• Special guest: 石村大樹
http://portal.nifty.com/kiji/150913194541_1.htm
52. Creative use of 3D printing
• Theme:
• Fashion accessories
• Toys
• Local culture and Identity
• Create for ______
• Technical requirements
• Must have 3D printed parts
• Possible to combine with other materials and technologies
• http://www.i-make.world/creative-use-of-3d
53.
54.
55. Schedule
• Announcement:
• Mid/late Aug 2015
• Enrolment in competition
• 20 Sep 2015 to 29 Feb 2016
• ** Pitching+feedback if enrolled before 22 Nov 2015
• Seminars
• Open seminars from mid Oct to mid Nov
• Submission deadline:
• Jun 2016
• Exhibition and competition:
• July 2016
• Good quality work to be exhibited in Maker Faire Hong Kong 2016
57. Let’s Build Something (Really) Big Together
• From Sep 2015 till Nov 2015, for Maker Faire Hong Kong 2015
• http://www.i-make.world/sthbig
• Possible ideas:
• Make a Makey with at least 5m tall (or more) and with moving hands
• Make a fire dragon or lion head or with local culture, and interactive
63. Schedule
• Enrolment in competition
• 20 Sep to 4 Oct 2015
• Short workshops
• 26 to 28 Sep 2015
• Consultation sessions
• Oct 2015 to Nov 2015
• Show-and-tell and Performance during MakerFaire Hong Kong 2015
65. Timber Frame Structure System Workshop
• Introduce the process of “Design through making” to HK younger
generations of 16-18 years old
• They will
• Interact with architects, designers and design students, this would give them
a chance to find out more about the path of design career.
• Learn about basic wood working skill like sawing, chiseling and joinery.
• Play with 1:1 size structure of up to 3-5 meters diameters and 2.5 meters
height. So that they can get to explore the relationship of space, body and
proportions.
66. Schedule
• Day 1: 21 Nov, 10am – 1pm
• Day 2: 22 Nov, 10am – 1pm
• 30 – 50 students
• Lead by Kuo Jze Yi, Visiting Lecturer
• Welcome teachers to recommend students to participate
• Enroll at http://www.i-make.world/
73. FabLab@PolyU
• One of the research initiative in PolyU Design, name to be finalized
• Promote maker culture
• Engage makers, those with needs, university students, teachers and
students in primary and secondary schools (may be even
kindergarten), other makerspaces in HK
• Provide resources to support establishment of other makerspace,
hackerspace, fablab in HK, especially in schools
• NOT just a workspace with machines, but a Community of Practice,
where tools, knowledge and experts concentrate (physically and
virtually)
76. References
• Heskett, J. (2009). Creating Economic Value by Design. International Journal of
Design, v3, n1. Retrieved from:
http://www.ijdesign.org/ojs/index.php/IJDesign/article/view/477/243
• Hunter, M (2014) What is Design and Why it matters? Retrieved on 5 May 2015
from http://www.thecreativeindustries.co.uk/uk-creative-overview/news-and-
views/view-what-is-design-and-why-it-matters
• Kolb, A., Kolb, D. (2005, May 15) The Kolb Learning Style Inventory – Version 3.1
2005 Technical Specifications. Retrieved from
http://learningfromexperience.com/media/2010/08/tech_spec_lsi.pdf
Editor's Notes
Examples on available tools and learning environment. E.g. 123D, Arduino, discussion forum, instructables
Why making related to design?
Kolb, A., Kolb, D. (2005, May 15) The Kolb Learning Style Inventory – Version 3.1 2005 Technical Specifications. Retrieved from http://learningfromexperience.com/media/2010/08/tech_spec_lsi.pdf
Heskett, J. (2009). Creating Economic Value by Design. International Journal of Design, v3, n1. Retrieved from: http://www.ijdesign.org/ojs/index.php/IJDesign/article/view/477/243
Hunter, M (2014) What is Design and Why it matters? Retrieved on 5 May 2015 from http://www.thecreativeindustries.co.uk/uk-creative-overview/news-and-views/view-what-is-design-and-why-it-matters