This is a talk in L&T Expo 2016 on 9 Dec 2016, about relationship between STEM/STEAM, making and design, and encourage teachers to think of how the projects are meaningful to students.
Meaningful Making (for L&T Expo 2016 on 9 Dec 2016)
1. Meaningful Making
Dr. Clifford CHOY
School of Design, The Hong Kong Polytechnic University
mccliff@polyu.edu.hk
9 Dec 2016
2. Making (1)
• 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/build, share
3. Making (2)
• 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
• Do-it-with-others (DIWO)
• Not just with hand tools, but with digitally-enabled tools
4. “making”
“自造”
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
5. Maker Movement (1)
• 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
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
6. Maker Movement (2)
• 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.
Dougherty, D. (2012). The Maker Movement. Innovations, v7, n3, pp11-14
7. 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
12. 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
14. 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”
16. 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” and to “understand the context”?
• 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, ….
17. STEM/STEAM
• Knowledge from Science, Technology, Engineering, Arts and
Mathematics (STEAM) to support making
• Science – e.g. understanding of properties of materials, understanding of
phenomena
• Technology – e.g. availability of tools (hardware, software, …) and processes
• Engineering – e.g. programming, electronics, CAD
• Arts – e.g. aesthetics, form, shape, music
• Mathematics – e.g. simulations, algorithms
• “Making” provides an engaging way for individual to learn and apply
STEAM knowledge
18. STEAM
Yakman, G. (2008). STEAM education: An overview of creating a model of integrative education. In Pupils' Attitudes Towards
Technology (PATT-19) Conference: Research on Technology, Innovation, Design & Engineering Teaching, Salt Lake City, Utah,
USA.
19. 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
20. Maker Faire (1)
• 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
21. Maker Faire (2)
• 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
• 150,000 people attended Maker Faire Bay Area in 2016
• Promote STEAM (Science, Technology, Engineering, Arts, Mathematics) education
26. • 1st briefing on 13 Dec at 7:30pm
• http://www.makerfairehongkong.com/signupworkshop/
27. Some Contests/Activities Through MFHK2017
• Nerdy Derby
• Let’s Build Something (Really) Big Together
• Electric go-kart
• Bamboo Pavilion
• For engaging with primary and secondary schools, and also with
tertiary institutions and general public
28. Nerdy Derby
• “The Nerdy Derby is a no-rules
miniature car building and
racing competition. With a
larger, undulating track and no
restrictions on the size of the
cars or materials participants
can use, the Nerdy Derby
rewards creativity, cleverness
and ingenuity.”
www.nerdyderby.com
29.
30. Nerdy Derby
• Goal – to make a car which can run through the whole track
• Appeal to kids, just for fun
• But a lot of science behind it
• http://www.slideshare.net/cliffordchoy9/constructing-nerdy-derby-
cars
31. Let’s Build Something (Really) Big Together
• Goal - “Make something Really Big” and “Together”
• Contest aiming at primary and secondary schools
• Suitable for students from Arts background, but can also include STEM
• Appeal to both boys and girls
• Show-and-tell, exhibition, performance
• Certificates of participation, trophies and prizes
• https://www.slideshare.net/secret/HkzOBdgqMfjfsK
32. Possible ideas: Big Heads
http://www.tested.com/art/makers/461436-maker-faire-2014-we-make-papercraft-big-head-costumes/
http://testroete.com/index.php?location=head
http://www.paper-kit.com/en/
33. Possible Ideas: Costumes with
Moving Parts
http://www.instructables.com/id/Cardboard-
Minion-Halloween-costume/
http://www.instructables.com/id/Build-Ironman-Mark-VI-
out-of-makedo-and-cardboard-/
http://www.kit-rex.com/new-page-1/
35. Electric go-kart
• Goal – create/customize a one-seat electric go-kart
• Contest aiming at primary and secondary schools
• Suitable for students from Arts background only, but can also be included
STEM
• May appeal more to boys
• Exhibition, race, test-drive, show-and-tell, parade
• Certificates of participation, trophies and prizes
• https://www.slideshare.net/secret/1pNa9dnLqVA8V
42. Bamboo Pavilion
• Goal – create a bamboo structure collaboratively (with architects,
volunteers, university students and students+teachers from primary
and secondary schools
• Use of sustainable materials, and promote its use not only as
temporary structures but as permanent use
• Training workshops for learning skills on creating joineries, and
contribute to design and construction
44. 44
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
45.
46. 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 PolyU Design
• Ergonomics, limitations of functioning
• Physical computing
47. 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
48. 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/)
49. Support
• From supporting organization
• Talks on Visual Impairment
• Demonstrations and Interviews
• Observations
• Simulations
• Prototyping, evaluations and feedbacks
• From PolyU Design
• Design process
• Experience map
50. 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?
51. Notes
• Meaningful if students/teachers understand the value of the ”make-
things” (and sometimes the process of making) to the stakeholders
• Questions :
• What aspects are meaningful to you or your students?
• From your experience, any other ways to effectively engage your students to
make?
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
- A college student making his own customized skateboard, using CNC mill to create a mould for making the skateboard with glass fibre and plywood
A K12 student created different types of electric vehicles to help him move around as he has injury in his back
Mr. Kuramoto has injury in C5 and C6 in his spine and cannot move, and he created the fabscooter to help him to move around
It can be easily disassembled into lighter weight parts, which allows him to easily assemble and disassemble to let him go to different places, including on plane and put his fab scooter to his car
Why do PolyU Design want to promote making?
Design process from UK design council
Another design process model which also involves making
The design thinking process model, which also involves the “making” part
Maker faire promotes inventiveness, creativity and resourcefulness
Makers to demonstrate, learn and inspire
Mostly non-commercial activities
Not for competitions
Maker Faire started from 2006, for more than 10 years, start from Bay Area
In 2016, 150,000 people visited Maker Faire Bay Area
For promoting STEAM – science, teachnology, engineering, arts, mathematics
1st featured Maker Faire Hong Kong in 2015, in PolyU campus
Happening on the campus of PolyU, attracted 30000 visitors over two days of event, with more than 170 maker activities
In Maker Faire HK 2015, we have a wide range of activities, from crafts to science
And from fun to serious applications
Photo of a nerdy derby track
Video of a car moving along a nerdy derby track
Making for fun, and with others
Create a big head of yourself, with combination of software and digital fabrication hardware like vinyl cutter
Costume which has moving parts, like hands and tails
Works created by students in HK, displayed in Maker Faire HK 2015
We will give out wooden go-kart driven by power-drill to schools, and let them customize. Including designing and making their own car bodies, and add sensors and actuators and wireless controls
The project leader, Mr. Kuo, brought volunteers to rural areas in China to help to build structures with wood and bamboo for a number of years, to help to grow the community in that area
Three groups of students from product design participate in this project
Key concepts of their design – a train set with different themes and props to allow disabled kids to play with normal ones
With themes including theme park, zoo, restaurants and kitchens
This project brought in collaborations among different types of people, from specialists to end users
What we have learnt through this project
Design project to enhance the experience of visually impaired persons
Again, we need collaborations among different expertises