By Dale Dougherty, Tim O'Reilly, Ariane Conrad
Foreword by way of Tim O’Reilly
Dale Dougherty, writer of MAKE: magazine and the Maker Faire, offers a guided journey of the overseas phenomenon often called the Maker move, a social revolution that's altering what will get made, how it’s made, the place it’s made, and who makes it. Free to Make is a choice to hitch what Dougherty calls the “renaissance of making,” a call for participation to determine ourselves as creators and shapers of the realm round us. because the web prospers and world-changing technologies—like 3D printers and tiny microcontrollers—become more and more reasonable, humans worldwide are relocating clear of the passivity of one-size-fits-all intake and command-and-control types of schooling and company. Free to Make explores how making revives deserted and ignored city parts, reinvigorates group areas like libraries and museums, or even affects our own and social development—fostering a attitude that's engaged, playful, and imaginative. Free to Make asks us to visualize an international the place making is a regular prevalence in our faculties, offices, and native groups, grounding us within the actual global and empowering us to resolve the demanding situations we are facing.
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Extra info for Free to Make: How the Maker Movement is Changing Our Schools, Our Jobs, and Our Minds
More importantly, I became comfortable talking to people who were a lot more technical and a lot smarter than me. By following talented people and being a part of technical conferences and workshops, I was able to see how technology was changing our world and to understand that the opportunity to be part of that change was open to just about anyone, including me. The Internet, the World Wide Web, and open source all started out as technical communities outside the mainstream. The company that Tim O’Reilly founded and where I got my start was a publisher of very technical books.
Some make sweaters. Others make robots. And some people make pumpkin-hurlers. On the first weekend after Halloween, The World Championship Punkin Chunkin contest takes place in Millsboro, Delaware, in an enormous cornfield that’s been bare since harvest. What started as a bar bet—who could hurl a pumpkin the farthest—has developed into an arms race, featuring air cannons mounted on the beds of semitrucks and a wide range of trebuchets, catapults, and hurlers. These days a nonprofit organization hosts the event, which has become so popular that it plans to move to the Dover International Speedway, having outgrown the cornfield.
Making is a kind of “what if,” exploring questions as to how something works and if it could work differently. Making leads to innovation. We may see the need to personalize something that we can’t buy, or fix something we can’t replace, or discover an opportunity to create something new that does not yet exist. We can make it. Innovation doesn’t have to mean that you’ve created the next big thing. We can innovate usefully in many small ways that are also important. Making is also a process that combines play and learning.