Saturday, March 9, 2019

The Maker Culture

The maker culture is a contemporary culture or subculture representing a technology-based extension of DIY culture that intersects with hacker culture (which is less concerned with physical objects as it focuses on software) and revels in the creation of new devices as well as tinkering with existing ones. The maker culture in general supports open-source hardware. Typical interests enjoyed by the maker culture include engineering-oriented pursuits such as electronics, robotics, 3-D printing, and the use of Computer Numeric Control tools, as well as more traditional activities such as metalworking, woodworking, and, mainly, its predecessor, the traditional arts and crafts. The subculture stresses a cut-and-paste approach to standardized hobbyist technologies, and encourages cookbook re-use of designs published on websites and maker-oriented publications. There is a strong focus on using and learning practical skills and applying them to reference designs. There is also growing work on equity and the maker culture.

Philosophical Emphasis

The maker movement is a social movement with an artisan spirit. Promoting equity in the maker movement is fundamental to its success in democratizing access to STEM and other tech-rich domains.

Maker culture emphasizes learning-through-doing (active learning) in a social environment. Maker culture emphasizes informal, networked, peer-led, and shared learning motivated by fun and self-fulfillment. Maker culture encourages novel applications of technologies, and the exploration of intersections between traditionally separate domains and ways of working including metal-working, calligraphy, film making, and computer programming. Community interaction and knowledge sharing are often mediated through networked technologies, with websites and social media tools forming the basis of knowledge repositories and a central channel for information sharing and exchange of ideas, and focused through social meetings in shared spaces such as hackspaces. Maker culture has attracted the interest of educators concerned about students’ disengagement from STEM subjects (science, technology, engineering and mathematics) in formal educational settings. Maker culture is seen as having the potential to contribute to a more participatory approach and create new pathways into topics that will make them more alive and relevant to learners.

Some say that the maker movement is a reaction to the de-valuing of physical exploration and the growing sense of disconnection with the physical world in modern cities. Many products produced by the maker communities have a focus on health (food), sustainable development, environmentalism and local culture, and can from that point of view also be seen as a negative response to disposables, globalised mass production, the power of chain stores, multinationals and consumerism.

In reaction to the rise of maker culture, Barack Obama pledged to open several national research and development facilities to the public. In addition the U.S. federal government renamed one of their national centers "America Makes".

The methods of digital fabrication—previously the exclusive domain of institutions—have made making on a personal scale accessible, following a logical and economic progression similar to the transition from minicomputers to personal computers in the microcomputer revolution of the 1970s. In 2005, Dale Dougherty launched Make magazine to serve the growing community, followed by the 2006 launch of Maker Faire. The term, coined by Dougherty, grew into a full-fledged industry based on the growing number of DIYers who want to build something rather than buy it.

Spurred primarily by the advent of RepRap 3D printing for the fabrication of prototypes, declining cost and broad adoption have opened up new realms of innovation. As it has become cost effective to make just one item for prototyping (or a small number of household items), this approach can be depicted as personal fabrication for "a market of one person".

Makerspaces

The rise of the maker culture is closely associated with the rise of hackerspaces, Fab Labs and other "makerspaces", of which there are now many around the world, including over 100 each in Germany and the United States. Hackerspaces allow like-minded individuals to share ideas, tools, and skillsets. Some notable hackerspaces which have been linked with the maker culture include Artisan's Asylum, Dallas Makerspace, Noisebridge, NYC Resistor, Pumping Station: One, and TechShop. In addition, those who identify with the subculture can be found at more traditional universities with a technical orientation, such as MIT and Carnegie Mellon (specifically around "shop" areas like the MIT Hobby Shop and CMU Robotics Club). As maker culture becomes more popular, hackerspaces and Fab Labs are becoming more common in universities and public libraries. The federal government has started adopting the concept of fully open makerspaces within its agencies, the first of which (SpaceShop Rapid Prototyping Lab) resides at NASA Ames Research Center. In Europe the popularity of the labs is more prominent than in the US: about three times more labs exist there.

Outside Europe and the US, the maker culture is also on the rise, with several hacker or makerspaces being landmarks in their respective cities' entrepreneurial and educational landscape. More precisely: HackerspaceSG in Singapore has been set up by the team now leading the city-state's (and, arguably, South-East Asia's) most prominent accelerator JFDI.Asia. Lamba Labs in Beirut is recognized as a hackerspace where people can collaborate freely, in a city often divided by its different ethnic and religious groups. Xinchejian in Shanghai is China's first hackerspace, which allows for innovation and collaboration in a country known for its strong internet censorship.

With the rise of cities, which will host 60% of mankind by 2030, hackerspaces, fablabs and makerspaces will likely gain traction, as they are places for local entrepreneurs to gather and collaborate, providing local solutions to environmental, social or economical issues. The Institute for the Future has launched in this regard Maker Cities as "an open and collaborative online game, to generate ideas about how citizens are changing work, production, governance, learning, well-being, and their neighborhoods, and what this means for the future."

Tools and Hardware

  • Cloud
  • Computers
  • Digital Fabrication
  • Funding Platforms
  • Hand Tools
Other Types of Making

  • Amateur Scientific Equipment
  • Biology, Food and Composting
  • Clothes
  • Cosmetics
  • Musical Instruments
  • Tool Making
  • Vehicles
Media

MAKE (a magazine published since 2004 by O'Reilly Media), is considered a "central organ of the Maker Movement," and its founder, Dale Dougherty, is widely considered the founder of the Movement. Other media outlets associated with the movement include Wamungo, Hackaday, Makery, and the popular weblog Boing Boing. Boing Boing editor Cory Doctorow has written a novel, Makers, which he describes as being "a book about people who hack hardware, business-models, and living arrangements to discover ways of staying alive and happy even when the economy is falling down the toilet".

In 2016 Intel sponsored a reality TV show—America's Greatest Makers—where 24 teams of Makers compete for $1 million.

Criticisms

The Maker Movement has at times been criticized for not fulfilling its goals of inclusivity and democratization. The most famous of these critiques come from Deb Chachra's piece, Why I Am Not a Maker in The Atlantic, criticizing the movement's gendered history and present; Evgeny Morozov's Making It in The New Yorker, challenging the movement's potential to actually disrupt or democratize innovation; and Will Holman's The Toaster Paradox, about Thomas Thwaites' the Toaster Project's challenges to the DIY and "Maker impulse."

Others criticize the Maker Movement as not even being a movement, and posit that fundamental hypocrisy extends to limit the scope and impact of every aspect of the "Movement.”

                              https://en.wikipedia.org/wiki/Maker_culture

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