Lap 2 - Fabrication
Giving form to ideas and making hope visible
At it's core, fabrication is simply bringing form to ideas. That idea - the end game - is super important to define as a maker before embarking on a build. What is it that you want to achieve? Having the clear end game in mind allows us think backwards and imagine a step-wise process for creating our product. At the end of the day, making is about creating some product, but our core value of fabrication reminds us that planning helps to ensure a successful build.
Ready to dive in? One the things we hope to share through these lessons is a true "behind the curtain" look at how we developed our program. We don't want to imply that our language and designs are exactly right for your program, but by sharing our process we hope to spark some research, design, or iteration efforts at your own organization. We imagine that if we had these resources at our fingertips 3 years ago, we could have accelerated much faster. We hope the same is true for you.
Jim mentions in the video that we started with a core set of identities. While that is true, Artisan/Hacker/Tinkerer and the core values that go with them didn't happen by chance. We worked through a discovery and empathizing process that burned a lot of post-it notes in order to uncover a few gems. Here is a messy photo album what what is quite literally our origin story and the prompts that got us there.
- Stakeholder Needs and Expectations: Name all of the stakeholders in such a space and describe their needs and expectations (and hopes and dreams)
- Tell the story about how this group of teachers would use and learn in the space.
- Tell the story of how students will learn in and use the space.
- Tell the story of how the administration would like to use the space.
- Tell the story of how the broader community will use the space.
- Makerspace Outcomes: Describe the skills, knowledge and habits students will get from their experience in the makerspace.
- What is a skill and how will the makerspace help students grow their skills?
- What is knowledge? What knowledge will the makerspace will help teach?
- What is a habit and what are the habits students will have after their experience in the makerspace?
- How will skills, knowledge and habits change as students learn, grow and age?
- Tell a story about the culture students will experience in the makerspace.
- Tell a story about how a safety violation will be handled.
- Language Exploration: Map the current language being used in the space and around the space. Explore the terms artisan, hacker and tinkerer.
- What does it mean to “produce” in the space?
- How do you produce without a goal in mind?
- Are the terms artisan, hacker and tinkerer exclusive? Do they connote exclusivity?
- What’s missing in the language? What is not being described?
- What does it feel like to be part of this maker community?
- Culture Exploration: Using the Osterwalder/Gray Business Culture Map (Outcomes, Behaviors, Enablers/Blockers), map the desired culture in the new makerspace.
- What does it feel like to walk into the space?
- What kind of behavior does the space invite?
- How does behavior change over time as students become more responsible and successful?
- How does the space encourage failure and experimentation?
- What does “done” mean? Are there different definitions?
- We create an environment where….. therefore, people…… which means we get…….
- What rituals, symbols and actions will support the desired culture?
- How is a safety violation handled?
REFLECTION PROMPT: When you watched the intro video and listened to Episode 1 of the podcast, what themes seemed to stick out? What are the aspects of a community and why would someone want to join yours? What language is inherent to your school the might be important?
HELPFUL HINTS: Try using these two "want ad" tools from MVIFI.
- Warren Berger's book Cad Monkeys, Dinosaur Babies, and T Shaped People is a favorite book on the topic of design - specifically the Design Thinking process. In the preface, Berger sparked some of out thinking about what it means to Fabricate: "Designers are also makers. They sketch and build, giving form to ideas. They take that faint glimmer of possibility and make it visible and real to others."