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Meaningful	Making
Dr.	Clifford	Choy
School	of	Design,	The	Hong	Kong	Polytechnic	University
mccliff@polyu.edu.hk
27	May	2016
Outline
• Making	and	Designing
• Supporting	infrastructure
• Design	for	Disadvantaged
• Q&A
Making
Making
• Turning	ideas	into	tangible/perceivable	form
• Materials,	Tools,	Processes
• Not	merely	about	production	and	fabrication,	but	also	involves	self-learning,	
problem-solving,	exploration,	experimentation	and	critical	thinking	
• Learn,	create,	share
• Do-it-yourself	(DIY)	with	others
• Not	just	in	local	communities	in	old	days,	but	through	Internet	to	collaborate	with	people	
around	the	world
• Do-it-yourself	(DIY)	with	technology
• Not	just	with	hand	tools,	but	with	digitally-enabled	tools
Make	=	DIY	with	Technology
• Online	platforms	for	learning,	sharing	and	acquiring	resources
Make	=	DIY	with	Technology
• Personal	and	digital	fabrication
Make	=	DIY	with	Technology
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/
Maker	Movement
• Growing culture of hands-on making, creating, designing and
innovating
• Despite its diversity [in makers’ interests], the movement is unified by
a shared commitment to open exploration, intrinsic interests and
creative ideas
• When I talk about the maker movement, I make an effort to stay
away from the word “inventor” – most people just don’t identify
themselves that way. “Maker”, on the other hand, describes each
one of us no matter how we live our lives, or what our goals might
be.
Peppler, K., Bender, S. (2013) Maker movement spreads innovation one project at a time. Kappan, v95, N3,
pp22-27. Retrieved from http://www.kyliepeppler.com/Docs/2013_Peppler_Maker_Movement.pdf
Dougherty, D. (2012). The Maker Movement. Innovations, v7, n3, pp11-14
MakerFaire Hong	Kong	2015	(28-29	Nov	2015)
MakerFaire Hong	Kong	2015	(28-29	Nov	2015)
FabFest Boston	(8-9	Aug	2015)
Maker	Faire	Hong	Kong	(28-29	Nov	2015)
Youth in Innovation, San Mateo Innovation Week 2016, 19 May 2016
“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
Why	“Making”	is	Important?	(1)
• Re-connect	us	to	the	material	world
Crawford,	M.	(2006).	Shop	Class	as	Soulcraft.	The	New	Atlantis.	Retrieved	 from	
http://www.thenewatlantis.com/publications/shop-class-as-soulcraft	
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.
Why	“Making”	is	Important?	(2)
• Sustainability
• Consume	less,	produce	more
• Locally	produce,	locally	consume
• Self-sustainable	community	and	city	(e.g.	Fab	City,	Maker	City)
• Maintain	local	and	global	views
• Empowerment
• What	can	be	imagined,	can	be	made
• “…	see	the	promise	of	being	the	makers	of	things,	and	not	just	the	consumers	of	
things”	(Obama,	2009)
• Dare	to	think	big,	dare	to	explore	unknown
• “Can	we	build	cars	in	HK?”	“Can	we	build	planes	in	HK?”	“Can	we	do	space	exploration	in	
HK?”	“Can	we	turn	HK	into	a	self-sufficient	city?”
Obama,	B.	(2009).	Remarks	by	the	President	on	the	“Education	to	Innovate”	campaign.	[Press	release].	Washington,	DC:	White	
House	Office	of	the	Press	Secretary.	www.whitehouse.gov/the-press-office/remarks-presidenteducation-innovate-campaign
Attributes	developed	through	Making
• Tinkering,	hacking
• Hands-on	approach	in	learning	by	doing
• Exploration	and	Experimentation
• Cross-disciplinarity
• Learning	through	peer	and	community
• Collaboration
• Skills,	craftsmanship,	patience
• Learning	through	sharing	to	community
• “can-do”	mindset
• Live	with	failures
http://mitadmissions.org/blogs/entry/faq-for-maker-portfolios
Executive Office of the President,The White House,Washington (2014,June) Building a Nation ofMakers:Universities and Colleges in Pledgeto
Expand Opportunities to Make.Retrieved from https://www.whitehouse.gov/sites/default/files/microsites/ostp/building_a_nation_of_makers.pdf
Making	and	Designing
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
• More	meaningful	if	making	is	associated	with	people,	not	just	making	for	the	sake	of	making
(Herbert	 Simon,	1981,	as	cited	by	John	Hesket,	2009)
(Mat	Hunter,	2014)
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
http://www.thecreativeindustries.co.uk/uk-creative-overview/news-
and-views/view-what-is-design-and-why-it-matters
“making”
Analysis-Synthesis Bridge Model (Dubberly and Evenson, 2011)
Dubberly, H., Evenson, S. (2011) Design as Learning - or 'Knowledge Creation' - the SECI Model. Interactions. Jan+Feb 2011, pp 75-79.
Retrieved from https://interactions.acm.org/archive/view/january-february-2011/design-as-learning-or-knowledge-creation-the-seci-model1
“making”
https://sheilapontis.wordpress.com/2015/06/04/design-thinking-revised/
“making”
Meaning	in	Making
• “Making”	should	be	based	on	intrinsic	interests
• How	to	make	it	meaningful	to	students	when	making?
• How	to	develop	their	abilities	to	“empathize”?
• Four	Levels	of	Making:
• Making	for	self
• Fun,	self-use,	solve	your	own	problem,	…
• Making	for	someone	you	are	familiar
• For	your	best	friend,	for	your	parents,	…
• Making	for	others
• For	your	classmates,	for	your	neighbors,	…
• Making	for	social	good
• For	disadvantaged	group,	for	local	community,	for	sustainability,	for	change,	….
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,	CAD
• Art	– e.g.	aesthetics,	form,	shape
• Mathematics	– e.g.	simulations,	algorithms
• “Making”	provides	an	engaging	way	for	individual	to	learn	and	apply	
STEAM	knowledge
How	to	make?	
What	can	be	made?
What	to	make?
Why	to	make?
Conceptual	strategy	to	promote	Design	thru	
Making
• Knowing	possibilities	 with	personal	and	
digital	fabrication	 technologies	 (strength	
and	limitations	 with	each	”technology”,	
what	can	be	done	by	combining	multiple	
of	those)
• Develop	tacit	knowledge	in	using	
different	materials,	 tools,	processes
• Understanding	“users”,	identifying	opportunities
• Evaluate,	identify	issues	and	improve
STEM/STEAM
Design
Supporting	infrastructure
Infrastructure	to	Support	Making
• Space,	tools,	machines
• Tinkerspace,	 Makerspace,	 Hackerspace,	Fab	Lab
• Traditional	tools
• Digital	Fabrication	 lab, techshop
• Software	(e.g.	Blender,	GIMP,	Rhino,	 …)
• Materials,	kits,	platforms
• E.g.	Material	Resource	Centre	(PolyU JCIT	5-th	floor)	
(http://www.sd.polyu.edu.hk/en/j.c.-innovation-tower/material-resource-
centre),	Strawbees (www.strawbees.com),	 Arduino
• Learning	resources
• Blogs,	tutorials,	 discussion	 forums,	 youtube,	 ….
• E.g.	Instructables,	 Adafruits,	 Stackoverflow,	 …
• Sharing	and	collaborative	platforms
• Git,	WordPress,	 Google	doc,	Google	hangout,	YouTube,	 Vimeo,	…
• Events	for	sharing	of	knowledge
• Exhibitions,	 science	fair,	fun	fair,	Maker	Faire
Supporting	infrastructure
Space,	tools,	machines,	materials
Makerspace,	Hackerspace,	Fab	Lab
• A	space	for	all	people	to	come	to	access	to	tools,	usually	under	a	
membership	system,	and	may	have	membership	fee
• Organize	workshops/seminars	for	knowledge	sharing
• Attract	talents	and	those	who	are	willing	to	learn
• Promote	physical	interactions,	exchange	of	knowledge	and	ideas,	
collaborations
• A	community	of	practice	of	makers,	which	in	turn	attracts	people	who	
would	like	to	get	help	from	makers	(e.g.	those	represent	local	needs)
• NOT	A	SPACE	TO	SHOW-OFF	EXPENSIVE	EQUIPMENTS!!!
Futureward@Tatung
University,	Taipei
Citrus	Invention	Lab@UC Berkeley,	Berkeley	(1)
Citrus	Invention	Lab@UC Berkeley,	Berkeley	(2)
Jacobs	Institute	for	Design	Innovation@UC
Berkeley,	Berkeley
Some	Use	Cases	for	Makerspace/Fab	Lab
• Talk,	demo,	workshop
• Different	types	of	privilege	and	abilities	for	members
• Scrap	materials	for	others	to	use
• Volunteers	willing	to	work	in	exchange	for	free	use
• Come	to	explore	and	have	fun,	may	be	newcomers,	may	be	members
• Come	to	look	for	collaborators
• Want	to	prototype	for	a	potentially	commercializableproduct
• Want	to	share	what	they	have	learned,	and/or	have	made
Fab Labs
• Fab	Lab	program	from	Neil	Gershenfeld,	Centre	of	Bits	and	Atoms,	
MIT
• Since	2002
• More	than	672	registered	worldwide,	some	in	rural	areas,	as	of	28	May	2016
• A	small	scale	workshop	to	support	digital	fabrication
• Provide	a	physical	hub	for	people	to	meet
• Provide	an	online	hub	for	people	to	contribute	knowledge	and	share	ideas
http://www.fabfoundation.org/fab-labs/the-fab-charter/
Labelec, S.A. (2010) International Benchmarking Study on the Functioning of FABLAB – Proposal for
a Business Model. Technical Report no 836/10-MT. Metrology Department, EDP. Retrieved from
http://www.fablabedp.edp.pt/sites/default/files/uploaded_files/Benchmarking%20report.pdf
https://www.fablabs.io/map
Makerspace/Hackerspace/Fab	Lab	in	HK
• Few	privately	run	(DimSum Lab,	Lab	by	Dimension+,	
MakerBay),	more	coming
• Compare	to	>200	in	ShenZhen
• 2	Fab	Labs	in	ShenZhen
• 0	Fab	Lab	in	HK!!
Supporting	infrastructure
Events	for	sharing	of	knowledge
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
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
What	do	you	expect	in	Maker	Faire?
• Makers	show-and-tell	their	works/projects
• Presentation
• Demonstration/Performance
• Hands-on	activities
• Workshops
Maker	Faire	Hong	Kong	2015	(28-29	Nov	2015)
Maker	Faire	Hong	
Kong	2015	(28-29	
Nov	2015)
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
Hagel, J. Brown, J,, Kulasooriya, D. (2014) A Movement in the Making. Deloitte University Press. Retrieved from
http://dupress.com/articles/a-movement-in-the-making/
Some	Facts	on	Maker	Faire	Hong	Kong	2015
• www.makerfairehongkong.com
• More	than	200	makers	participated
• More	than	170	exhibits/activities/workshops/talks	show-cased/delivered
• Estimated	15,000	per	day	on	average	visited
• 4	local	primary	schools,	8	local	secondary	schools,	and	1	international	
school	participated;	more	schools	are	interested	and	will	join	next	year
• Makers	come	from	HK,	Taiwan,	mainland	China,	Japan,	France,	Barcelona,	
UK
• From	embroidery	to	robotics,	from	amateur/hobbyists	to	professionals
Some	observations
• Most	HK	people	have	no	concept	on	a	“fair”	during	which	people	share	
their	works	and	knowledge
• General	impression	- “Fair”	is	about	selling	things	only
• We	have	makers	who	are	good	at	crafts	and	would	like	to	apply	technology,	
but	don’t	know	how.	We	have	makers	who	are	good	in	technology,	but	
don’t	know	how	they	can	be	used	to	create	objects	which	are	useful	and	
appealing.
• Many	teachers	have	difficulties	in	understanding	why	they	have	to	
participate	in	Maker	Faire
• This	is	not	a	competition.	Why	join?	What	benefits?	What	they	may	gain?
• Many	teachers	do	not	talk	to	those	in	different	disciplines
• Many	teachers	do	not	know	what	is	“Design”	(thought	that	it	is	about	
making	things	prettier),	and	haven’t	heard	of	“Design	Thinking”
Supporting	infrastructure
Sharing	and	collaborative	platforms
http://www.protospace.nl/fabmoments/rolbox
http://www.protospace.nl/fabmoments
http://fablab.waag.org/how-to-document
Glossary
Design	for	Disadvantaged
60
Project	title:
“Project	Positive	Play”- Pleasurable	 Experience	 for	Promoting	Positive	Emotional	 Quality	
with	Confidence	 and	Sustainable	Development	 of	Disable	Kids
Hong	- 13	year	old	boy	 Fong	- 7	year	old	girl
Design	for	Humanities
Support
• From	school	of	target	users
• Speech	therapist
• Rehabilitation	specialists
• Interviews	with	target	users
• Observations	of	target	users	in	school
• Prototyping,	evaluation	and	feedbacks
• From	PolyUDesign
• Ergonomics,	limitations	of	functioning
• Physical	computing
Key	Issues	and	Learning
• Physical	disabilities	limit	their	ability	to	play,	which	limit	their	ability	
to	explore	and	hence	to	learn
• Existing	toys	cannot	fulfill	their	needs
• Difficult	for	them	to	play	with	others,	and	with	other	more	capable	
students
• Develop	their	abilities	to	use	their	controllers	can	greatly	improve	
accessibility	to	information,	hence	playful	activities	should	help	them	
to	develop	these	abilities
Design	for	Visually	Impaired
• In	2013,	supported	by	The	Hong	Kong	Society	for	the	Blind	
(www.hksb.org.hk)
• In	2015,	supported	by	Hong	Kong	Network	for	the	Promotion	of	
Inclusive	Society	Ltd	(http://www.inclusive.org.hk/)
Support
• From	supporting	organization
• Talks	on	Visual	Impairment
• Demonstrations	and	Interviews
• Observations
• Simulations
• Prototyping,	evaluations	and	feedbacks
• From	PolyUDesign
• Design	process
• Experience	map
Key	Issues	and	Learning
• Misconception	on	what	can	be	achieved	by	VI	persons	and	how	they	solve	
their	daily	problems	affect	our	ability	to	design
• iPhone	and	other	mobile	devices	(and	information	technology)	offer	great	
help	to	VI	persons	in	accessing	to	information
• Braille	is	difficult	to	learn,	and	don’t	expect	all	VI	persons	can	read	braille
• Many	VI	persons	are	not	born	blind,	and	more	important	in	HK	to	allow	
those	who	become	visually	impaired	in	adulthood	to	adapt
• They	prefer	as	little	help	from	others	as	possible
• How	can	they	travel	alone?	How	can	they	shop?	How	can	they	take	public	
transport?
Questions
• Can	a	makerspace	with	an	appropriately	mix	of	makers	help	to	design	
for	certain	disadvantaged	groups?
• How	to	concentrate	those	knowledge	as	learned	from	the	specific	
context?
• Possible	to	engage	those	who	are	familiar	with	disadvantaged	groups	
in	makerspace,	with	makers	to	help	them	solve	their	problems?
• Social	innovation!!!
Questions?
Thanks
Welcome	any	suggestions
email:	mccliff@polyu.edu.hk
Slides	available	from:	
http://www.slideshare.net/cliffordchoy9/meaningful-making-
27-may-2016

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