On Equity Issues in the Maker Movement, and Implications for Making and Learning

This is a guest post by Rafi Santo, first posted on his blog.

Kids at Maker Faire 2012

If you’re interested in the intersection of the maker movement, education and equity, take a half an hour and watch the video Thinking about Making. In it, Leah Buechley, the brilliant mind behind the LilyPad Arduino, compellingly points out the ways that the maker movement has failed to broaden participation and representation in its ranks beyond those who are wealthy, white and male. These issues are ones that need to be heeded, she argues, because the maker movement is at this point not just about tinkering and DIY culture, but about education and thus inextricably linked to issues of opportunity and access. She points out that when priorities are simply about hobbies and hobbyists, it’s potentially fine (though not preferable) to have a limited scope in terms of who’s in the conversation. But when there’s talk about education, and substantive moves to start putting money, human capital and political will behind the maker movement as part of educational reform, she rightly points out that leaving out issues of equity is unacceptable.

I’ve blogged here before about the complicated, and potentially productive, relationship between making and learning. Buechley’s talk has inspired me to talk about where I see things now, especially in terms of issues she raises around race, gender and class. Specifically, I want to talk about how while the maker movement hasn’t internally changed its tune when it comes to broadening participation, we can still take inspiration from solid work being done by equity oriented educators that’s happening at this intersection of making and learning.

Eyeo 2014 – Leah Buechley

Important context here is precisely how I came to the ‘formal’ maker movement, and how this affects the way I think about issues of equity in relation to making. Like many within the educational world interested in making, I was never part of the cultural ‘ranks’ of the maker movement beyond having been obsessed with Legos as a kid. Rather, I was of the progressive education world, specifically coming from a youth development perspective. At Global Kids, I worked with non-dominant communities focusing on empowerment, youth voice and new media literacy development in the context of youth digital media production. When I encountered the maker movement, I was just finishing my work at Global Kids and about to enter a doctoral program in the learning sciences. In the context of my academic work, I began to think more deeply about a variety of cultural changes involving new media, including the maker movement, from the perspective of learning theory. I, like other educators and scholars, was considering the ways that the maker movement might offer some inspiration for the re-imagining the design of learning environments. In contrast to didactic, ‘dumping knowledge in heads’ models of pedagogy that dominate education, the maker movement seemed to value creativity, experimentation, productive failure and applied usages of knowledge within authentic communities. These features, so sorely lacking in traditional ways of thinking about education, made the maker movement an attractive metaphor for the design of learning. Maker environments and practices also happened to line up quite well with Constructionist and sociocultural theories of learning that I began to value then, that I continue to value now, and that are valued by a range of researchers and practitioners dedicated to more equitable and powerful visions of learning.

In a somewhat ironic twist, it’s possible to consider me, and many others that hold similar commitments, as ‘colonizers’ of the maker movement for the purposes of equity. I was an outsider to a culture, looking to appropriate, for my own educational community’s agenda around creating more agentive and empowered approaches to learning, the social practices and tools found within it. I’m fairly unapologetic about this – I think education needs all the help it can get, and if we can be inspired by things found in creative subcultures, I’m all for it.

Buechley points out that the formal spaces of the Maker movement, places like Make Magazine and Maker Faires, have not become spaces with broad participation where equity is fully on the table. That’s a shame, and an ongoing problem. But one thing that is positive is that I’m seeing many of my colleagues within the education community successfully bridging practices and tools from the maker movement into their work in ways that are helping to move the needle on issues of equity. As a way to continue this conversation she started, I thought it might be useful to share some examples of what I’m seeing that look like in practice.

In the context of Hive Research Lab, I have the opportunity to study many organizations within the Hive NYC Learning Network that are doing exactly this sort of work to bridge maker practice and equity-oriented education. Take MOUSE Corps, a program where non-dominant youth engage in participatory design to prototype assistive technologies with and for communities with disabilities. Or Dreamyard, a long-standing community arts organization in the South Bronx that’s incorporated soldering, 3d printing, and physical computing within its Dream It Yourself program. gadgITERATION, a project by the Parsons School of Design, has high schoolers teaching middle schoolers, all from underserved communities, the basics of electronics. At the New York Hall of Science, which hosts the annual NYC Maker Faire, youth and educators in the Collect, Construct, Change program worked to create an open source hardware and software tool that can be used in local citizen science projects that look at environmental issues in low income neighborhoods. Perhaps my favorite example is the Brooklyn College Art Lab, part of the Brooklyn College Community Partnership. This past summer BCCP engaged in an inter-generational, community-based co-design of their drop-in center to create a maker lab within it, working with youth and experts from other organizations around the city in a process that held true to the organization’s values of not just being in but of the surrounding community.

There are some lessons that I think we can glean from these examples, lessons that can be heeded by others interested in making and learning who want to make sure we keep equity at the heart of the conversation. The first lesson is to bridge making practices into valued cultures of non-dominant youth. Dreamyard, as an example, has teens creating musical instruments, and brings fashion crafting into its programming. The second is to link making practices with taking action on social justice issues. Both NySci and MOUSE do this when they, respectively, engage in making for the purposes of shedding light on environmental conditions in a neighborhood or creating technologies that make life easier for those with disabilities. And a final lesson is to design maker education initiatives with, not just for, local communities. Brooklyn College Community Partnership is a wholly grassroots organization, and in figuring out what the maker movement might mean for their educational programs, they made sure that a full range of stakeholders, especially youth, were at the table. In many ways these lessons are not new – theories of culturally relevant pedagogy, funds of knowledge, co-design and participatory design would all suggest creating learning environments in similar ways. We just need to remember to continually apply, and advance, such ideas as we explore this intersection of making and learning.

There are, of course, many more examples that we can look to of people and organizations bridging maker practices into equity oriented education work in inspiring ways. Not least of which, and a good final example to mention, is Buechley’s own work on the LilyPad Arduino, a technology platform that has successfully created greater opportunities for women of all ages to engage in creative computing through electronic textiles. The maker movement itself, as Buechley points out, has been slow moving to incorporate values of equity into its cultural spaces. As it continues to gain steam and legitimacy within educational circles, we need to continue to voice that this is not an acceptable status quo, especially as more resources are directed towards this intersection. And we can look to examples that are rooted in the work of innovative, equity-oriented educators to see what good practice looks like so that, as Buechley says, the new boss doesn’t look the same as the old boss.

Making Fashion Playable at Eyebeam!

This is a guest post by the creators of Playable Fashion, a Hive Fashion project. Kaho Abe is a Computational Fashion Fellow at Eyebeam Art & Technology Center and Sarah Schoemann is the producer of the HEY GIRL (GAMER) speaker series and the creator and co-organizer of Different Games Conference 2013. The Playable Fashion afterschool workshop kicks off this month at Eyebeam. Teens in NYC between the ages of 14-18 can sign up to participate here.

Eyebeam’s Hive Fashion youth program kicked off to an amazing start the weekend of January 5th! Youth from all over the city, including an intrepid crew of teens from Ralph McKee HS on Staten Island, who arrived with their Game Design Club instructor Kristana Textor (who was kind enough to share many of the pictures below), as well one student from New Jersey traveled to Chelsea to take part in our twoday workshop on wearable game controllers.

Offered as a preview of the semester-long Playable Fashion after-school program that we’ll be leading this spring from February 12th to May 22nd, games and fashion designer and Eyebeam Computational Fashion Fellow Kaho Abe and myself were excited to see a great mix of teens, both in terms of abilities/interests and gender, with the breakdown among participants at approximately 50:50, male/female.

Working with the assumption that it was better to plan more and do less, Kaho and I had put together a jam-packed, two-day crash course (7 hours each day) on DIY electronics, gaming and fashion design. While Sunday was set aside for the participants to delve into the design side of their wearables, Saturday was devoted to preparing the hardware for our wearable controllers, which included creating the working soft circuitry and cracking open mice to harvest the circuit boards inside.

After kicking things off with a getting-to-know you session of “Two Truths and a Lie: Fashion Edition” (where we divulged our wackiest fashion faux pas) youth got right to work on creating their first “soft” buttons out of simple wearable materials like felt, polyfil stuffing and conductive fabric tape using worksheets and templates Kaho had written.
By allowing each student to work at their own pace using the worksheets, we were able to observe a lot of variation in the student’s skills and comfort with sewing and improvising with fabric. Some appeared to be completely new to working with a needle and thread while others began immediately to take on more challenging forms for their buttons (like the circle and cube pictured). The worksheets also freed us up to walk around the space, giving more personal attention to tables or to individuals who needed it.

Another cool trend that emerged was the way that horizontally sharing our instructions with the participants encouraged peer mentoring and collaboration, with the teens chatting and helping each other around their tables.

After building and testing their buttons, the teens spent the rest of the day cracking open and hacking their mini USB powered mice, prepping them to be integrated into wearables by deconstructing and re-soldering their circuit boards into plastic enclosures outfitted with conductive velcro. Connecting the mice with velcro circuitry made them not only easy to then attach to fabric but also allowed them to remain removable both for washing the garment, but also to give youth a reusable hardware element for interfacing between their soft, physically interactive electronics and their work on the screen. By making the mouse element detachable and portable, the youth could also conceivably continue to build new projects around the USB connection by simply adding conductive velcro to other garments. In other words, by providing the USB mouse as a reuseable bridge between software and hardware, we were hoping that the youth would have the chance to continue to explore Playable Fashion on their own, after the workshop ended.



Unfortunately, a drawback of having the youth hack an existing consumer technology was that the flimsy quality of the materials yielded little room for error. Unlike more robust teaching platforms like the Arduino or the the wearable Flora microcontroller (which we will be to using for our long-term afterschool program), which are tools designed to withstand some rough treatment, the mice didn’t hold up well to mistakes. For the many youth at the workshop who were learning to solder for the first time (including our three intern instructors) this proved to be a tough introduction, with the boards snapping, melting and failing on many of them. Impressively, everyone seemed to take it in stride and I was thankful for the reminder of how exciting and empowering a skill like soldering can be to those being introduced to it for the first time. Although we weren’t able to complete the hacking unit in our first day we returned to it the next morning and got everyone up to speed by Sunday afternoon.

Despite the delays for some, everyone who attended on Sunday seemed happy with the results and the teens were able to come up with surprisingly resourceful and interesting project ideas with or without screen-based components. Continuing to work mostly independently while Kaho and I circulated to give one-on-one advice and suggestions, the teens built out projects like light up gloves and hand sewn LED-emblazoned pillows, in addition to finishing their controllers and beginning to integrate them into wearables.

Given the freedom to pick their materials and direct their own projects, the teens came up with incredibly diverse and often quite ambitious projects. It was great to see them integrate their existing knowledge and strengths into the process and leverage those skills to get the most out of the new tools they were mastering. Without staying relatively hands off and allowing the youth the space to make these kinds of choices, I don’t think we would have seen nearly as much creativity or variety in what they made on day two.

One of the most fully developed (and hilarious) creations was a collaboration between three teens who pooled their resources to create a “poking game.” Lead by a student that was already experienced at game programming and another who was able to jump on our spare sewing machine, the three of them attached their soft buttons to their t-shirts and coded a score-keeping program in the open-source development environment, Processing. Inspired in part by Kaho’s game Hit Me where players try to press each other’s game buttons on helmets in order to trigger snapshots of each other from embedded web-cams, the poking game in which two contestants tried to poke and prod each other competitively was a silly and fantastic finale to a great weekend-long exploration of wearable games and tech-enriched fashion.

Kaho and I can’t wait to get started on our upcoming Playable Fashion after-school program, which begins February 12th. and I think we are both especially excited to incorporate what we learned from our two-day workshop as we build out the semester long course. It was a great testament to the wealth of creativity that teens are capable of showcasing when given the resources, support and trust to work independently and collaborate with each other. Not only were the Hive youth in Playable Fashion able to further their existing interests in fashion, gaming and tech but they were able to delve deeper into the role of being indie “producers” in these three areas of popular culture where youth are often only seen as “consumers.” Their excitement in exploring this kind of active and creative engagement with design and technology was fun to see and be a part of.

Looking forward to working with another group of talented, creative teens in our afterschool program, beginning February 12th. So stay tuned for Playable Fashion, the extended remix, coming this spring!

– Sarah Schoemann & Kaho Abe

Interested in exploring some of the tech we used in our weekend workshop?
Here are some resources to check out:

  • Kaho was kind enough to share the worksheets she created for the weekend workshop.
  • Some of the tech-craft techniques used were inspired by Hannah Perner-Wilson’s wonderfully detailed soft circuitry Instructables.
  • Also, if you’re interested in hacking a USB 3 button mouse, like we did in the pictures above, here is a Processing Sketch we used to test our re-furbished mice when they were attached to our soft buttons. It will help you make sure that all 3 mouse buttons work when plugged into your computer. Happy Hacking!