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Design	and	Making
Dr.	Clifford	Choy
Assistant	Professor
School	of	Design,	The	Hong	Kong	Polytechnic	University
mccliff@polyu.edu.hk
3	Jun	2016
PolyU Design
www.sd.polyu.edu.hk
PolyU Design
• Bachelor	programmes
• Advertising	Design
• Communication	Design
• Environmental	and	Interior	Design
• Product	Design
• Interactive	Media
• Digital	Media
• Art	&	Design	in	Education
• Master	programmes
• MSc	in	MET,	MDes,	Executive	Master
• Research	programmes
• MPhil,	PhD
What	is	Design?
• “Design	is	the	competence	to	change	existing	situations	in	preferred	ones.	Design	then,	is	the	
human	capacity	to	serve	the	needs	of	people	and	give	meaning	to	life	through	objects,	
communications,	environments	and	systems.”
• “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
John	Heskett
(Mat	Hunter,	2014)
(Herbert	 Simon,	1981,	as	cited	by	John	Hesket,	2009)
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
MakerFaire Hong	Kong	2015	(28-29	Nov	2015)
MakerFaire Hong	Kong	2015	(28-29	Nov	2015)
Maker	Faire	Hong	Kong	(28-29	Nov	2015)
FabFest Boston	(8-9	Aug	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
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”
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
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
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”?
• More	meaningful	if	making	is	associated	with	people,	not	just	making	for	the	sake	of	making
• 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,	culture
• 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?
Design	and	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
Computer	Games	(1)
Computer	Games	(2)
How	To	Be	a	Better	Designer?
• Be	curious,	look	around,	play	around,	experience	 around
• Try	something	you	haven’t	done	before
• Learn	something	you	don’t	know
• Understand	how	a	product/service	 works
• Understand	how	other	thinks	about	a	product/service
• Play	with	different	types	of	materials,	 tools	and	processes
• Make	something,	even	if	they	may	be	stupid
• Document	your	failures	and	successes
• Understand	why	you	failed
• Share	your	work	and	get	feedbacks
• Work	with	others	
• Read	more!!!	Learn	science!!!
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
www.makerfairehongkong.com
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
What	are	you	going	to	make?
Questions?
Thanks
Slides	available	from	
http://www.slideshare.net/cliffordchoy9/design-and-making

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