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Maker Faire Hong Kong 2018
Call for Makers
Dr. Clifford Choy
School of Design, The Hong Kong Polytechnic University
mccliff@polyu.edu.hk
28 Apr 2018
Maker Faire Hong Kong
• 1st Featured Maker Faire Hong Kong (Nov 28 and 29, 2015)
• > 30,000 visitors
• 2nd Featured Maker Faire Hong Kong (Apr 7 and 8, 2017)
• > 40,000 visitors
• 3rd Featured Maker Faire Hong Kong (Jul 7 and 8, 2018)
• Target: ~50,000 visitors
• Programme Director
• Dr. Clifford Choy, School of Design, The Hong Kong Polytechnic University
• Supported by 4 faculties from PolyU
• Faculty of Applied Science & Textile (FAST)
• Faculty of Construction and Environment (FCE)
• Faculty of Engineering (FENG)
• Faculty of Health and Social Sciences (FHSS)
Maker Faire Hong Kong
https://youtu.be/ORLPihFNNOw
What is 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 others
• Part of science fair, part of fun fair, part of country fair
• 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
What is Maker Faire?
• First launch in Bay Area, USA, in 2006
• In 2017, 42 Featured Maker Faires in different
major cities around the world, including Hong
Kong
Why Maker Faire? (1)
• Promote Maker Culture
• What is “Making”
• Turning ideas into tangible/perceivable form
• “Vision” to “execution”
• Driven by intrinsic interests, not extrinsic rewards
• Fun? Needs?
• Learn, create, share
• Ground up innovation, learn by doing, empowerment
• Sustainable human development
Why Maker Faire? (1)
• 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
• Do-it-with-others (DIWO)
• Not just with hand tools, but with digitally-enabled tools
• Impact on
• Education
• Well-being
• Economy
What do you expect in Maker Faire?
• Makers show-and-tell their works/projects
• Presentation
• Demonstration/Performance
• Hands-on activities
• Workshops
http://flashgamer.com/arduino/comments/maker-faire-oslo
http://newsnyork.com/obama-joins-inventors-at-white-house-maker-faire/
http://mommypoppins.com/content/maker-faire-
new-york-whats-new-for-nyc-kids-at-this-hyper-
creative-festival
http://boingboing.net/2010/08/02/my-favorite-makers-a.html
http://www.dailymail.co.uk/sciencetech/article-
2486775/Robot-rock-band-Z-Machines-features-
guitarist-78-fingers-drummer-21-sticks.html
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. Retrieved
from http://dupress.com/articles/a-movement-in-the-making/
Some Categories of Makers
Electronics Planting
Robotics (e.g. hexapod, biped, …) Farming
UAV (e.g. quadcropter) Personalized Motorized Mobility Device
RC model (e.g. racing car, plane,
helicopter)
Sports
Construction toys/systems Modeling
Toys and play Recycling/upcycling
3D printing/additive manufacturing Craft (metal, glass, ceramics, clothes)
Digital fabrication (CNC, Miller, laser cut) Printing
… and more
How does this relate to STEM?
STEM Education in Hong Kong
• According to EDB (2015, Dec):
• We aim to further develop among students a strong knowledge base in step
with the latest changes in these disciplines, and strengthen their ability to
integrate and apply knowledge and skills, so as to nurture their creativity and
innovation, collaboration and problem solving skills, which are essential
skills and qualities required in the 21st century. The learning activities of
STEM education also help students develop the essential qualities associated
with an entrepreneurial spirit.
• Should consider STEAM, Make and Design as well !!!!
Educational Development Bureau (2015, Dec) On-going Renewal of the School Curriculum – Focusing, Deepening and Sustaining: An
Overview. Retrieved from http://www.edb.gov.hk/attachment/en/curriculum-development/renewal/Overview_e_2015Dec.pdf
STEAM
Yakman, G. (2008). STEAM education: An overview of creating a model of integrative
education. In Pupils' Attitudes Towards Technology (PATT-19) Conference: Research
on Technology, Innovation, Design & Engineering Teaching, Salt Lake City, Utah, USA.
• STEM + Arts
• Arts - “ How society develops,
impacts, is communicated
and understood with its
attitudes and customs in the
past, present and future “
• Society, culture, belief,
religion, politics, …
Design
• Design is the competence to change existing situations into 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
John Heskett
• Design is what links creativity and innovation. It shapes ideas to become practical
and attractive propositions for users or customers. Design may be described as
creativity deployed to a specific end.
Sir George Cox
• Design is about understanding users and finding elegant solutions to meet their
needs
How to make?
What can be made?
What to make?
Why to make?
STEM, STEAM, Make and Design
• 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
History and Review:
Maker Faire Hong Kong 2015
www.makerfairehongkong.com
http://www.makerfairehongkong.com/2015/?about/
Maker Faire Hong Kong 2015 (28-29 Nov 2015)
Maker Faire Hong Kong 2015 (28-29 Nov 2015)
Maker Faire Hong Kong 2015 (28-29 Nov 2015)
Maker Faire Hong
Kong 2015 (28-29
Nov 2015)
Some Facts on Maker Faire Hong Kong 2015
• www.makerfairehongkong.com/2015
• 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
Some Observations (in 2015)
• Most HK people have no concept on a “fair” during which people share
their works and knowledge
• General impression - “Fair” is about selling things only
• We have makers who are good at crafts and would like to apply technology,
but don’t know how. We have makers who are good in technology, but
don’t know how they can be used to create objects which are useful and
appealing.
• Many teachers have difficulties in understanding why they have to
participate in Maker Faire
• This is not a competition. Why join? What benefits? What they may gain?
• Many teachers do not talk to those in different disciplines
• Many teachers do not know what is “Design” (thought that it is only about
making things prettier), and haven’t heard of “Design Thinking”
History and Review:
Maker Faire Hong Kong 2017
Maker Faire Hong Kong 2017, 8-9 Apr 2017
Some Facts on Maker Faire Hong Kong 2017
• 8, 9 Apr 2017 (Sat and Sun)
• 15 star events, 153 maker exhibits, 31 workshops, 27 presentations, by
makers from HK, Macau, Taiwan, Singapore, Japan, Barcelona, Germany,
Canada and USA, with categories: Coding, Robotics, Art & Craft,
Construction kits, Sustainability, Fashion, DIYBio, IoT, Schools, ROV, go-
kart, and more
• >40,000 visitors, >80 schools participated, >366 schools/NGOs
outreached
• Visited 7 different districts through “Makers’ Day” as pre-show
promotion, collaborating with 6 primary/secondary schools in those
districts
• www.makerfairehongkong.com/2017
Some Observations (in 2017)
• More teachers, principals and parents have better understanding towards
the what and why of Maker Faire, and maker culture
• ”Makers’ Day” was very effective in promoting Maker Faire and maker culture
• Many schools and teachers attended Maker Faire Tokyo 2017, Maker Faire Taipei
2017 and Maker Faire ShenZhen 2017 (which were after MFHK2017)
• HK Government is spending more resources on STEM education
• Seems to be focusing on problem solving and coding, but should be extended to
STEAM, Make and Design
• There are already some discussions in education sector on similarities and
differences in STEM, STEAM, Make and Design
• Many schools are focusing on “performance-based” competition, less on
“creativity-based” ones
Maker Faire Hong Kong 2018
Maker Faire Hong Kong 2018 : Goals
• 7 and 8 Jul 2018 on PolyU podium level and JCIT 3rd Floor
• Organizer: PolyU Design, with support from four faculties in PolyU – FAST, FCE, FENG,
FHSS
• Goals:
• Connect university students with primary/secondary schools or even kindergartens for
STEM/STEAM/Maker/Design education
• Promote students (and teachers and parents as well for younger students) at all levels of
education to contribute in Maker Faire Hong Kong, especially university students
• Promote design education to teachers in primary/secondary schools
• Communicate relevance of maker culture to different professions in Hong Kong and
encourage them to participate
• Bring in makers from the region and worldwide to inspire
• Connect educators in maker education in the region and worldwide
How can Makers contribute?
• Maker Exhibit (show-and-tell/display, hands-on activity,
demonstration)
• Workshop
• Performance (on stage, mobile)
• Presentation
Maker Exhibit (1)
• Show-and-tell interesting make-things, creations, inventions or
art/craft, or demonstrate interesting works/experiments
• Share your story and experience in making
• Get feedback from visitors
• May be able to find collaborators to improve your work
• You can
• Show-and-tell/display your make-things
• Demonstrate your make-things
• Let others to experience your make-things
• Offer hands-on experience to your visitors
Maker Exhibit (2) – Show-and-tell of Make-
things
Maker Faire Tokyo 2016
Maker Exhibit (3) – Show-and-tell of Make-
things
Maker Faire Tokyo 2016
Maker Exhibit (3) – Show-and-tell of Make-
things
Maker Faire Tokyo 2016
Maker Exhibit (3) – Display of Make-things
(mobile)
Maker Faire Bay Area 2017
Maker Exhibit (4) – Demonstration
Exhaust Cannon, Maker Faire Tokyo 2016
https://youtu.be/99JVKRnhZPQ
Tesla Coil, Maker Faire Tokyo 2016
Maker Exhibit (5) – Experience Your Make-
things
Maker Faire Tokyo 2016
Maker Exhibit (5) – Experience Your Make-
things
Maker Faire Tokyo 2016
Maker Exhibit (5) – Hands-on Activity
• Teach participant how to make at your area
• Usually fewer participants and take shorter time to complete than
Workshop
• Drop-in rather than pre-scheduled session
• Possible to charge material fee
Maker Faire Taipei 2016
Workshop (1)
• Engage participants in hands-on activities to
make something they can take away
• Run for longer time than “Hands-on
activities” in Maker Exhibit, may be 1 to 2hr,
and support more participants
• Possible to charge material fee
Making and STEM, SciFest 2018, Hong Kong Science Museum (30 Mar 2018 – 2 Apr 2018)
Workshop (2)
Making and STEM, SciFest 2018, Hong Kong Science Museum (30 Mar 2018 – 2 Apr 2018)
Performance
Maker Faire Bay Area 2017 Maker Faire Bay Area 2016
https://youtu.be/BffJ3fOM46A
Mobile Performance On Stage Performance
Presentation (1)
Maker Faire Hong Kong 2017 Maker Faire Bay Area 2017
Individual presenter
Co-presenter
Presentation (2) – Panel Discussions
Maker Faire Bay Area 2017
Call for Participations
• Welcome new ideas on inspiring general public and younger generation on
possibilities and values of Making
• Application forms in http://makerfairehongkong.com/2018/join/maker/
• Contact:
• Dr. Clifford Choy
• Address: v902g, School of Design, The Hong Kong Polytechnic University
• email: mccliff@polyu.edu.hk
• Mobile: (852) 90296782

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Maker Faire Hong Kong 2018 - Call for Makers

  • 1. Maker Faire Hong Kong 2018 Call for Makers Dr. Clifford Choy School of Design, The Hong Kong Polytechnic University mccliff@polyu.edu.hk 28 Apr 2018
  • 2. Maker Faire Hong Kong • 1st Featured Maker Faire Hong Kong (Nov 28 and 29, 2015) • > 30,000 visitors • 2nd Featured Maker Faire Hong Kong (Apr 7 and 8, 2017) • > 40,000 visitors • 3rd Featured Maker Faire Hong Kong (Jul 7 and 8, 2018) • Target: ~50,000 visitors • Programme Director • Dr. Clifford Choy, School of Design, The Hong Kong Polytechnic University • Supported by 4 faculties from PolyU • Faculty of Applied Science & Textile (FAST) • Faculty of Construction and Environment (FCE) • Faculty of Engineering (FENG) • Faculty of Health and Social Sciences (FHSS)
  • 3. Maker Faire Hong Kong https://youtu.be/ORLPihFNNOw
  • 4. What is 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 others • Part of science fair, part of fun fair, part of country fair • 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
  • 5. What is Maker Faire? • First launch in Bay Area, USA, in 2006 • In 2017, 42 Featured Maker Faires in different major cities around the world, including Hong Kong
  • 6. Why Maker Faire? (1) • Promote Maker Culture • What is “Making” • Turning ideas into tangible/perceivable form • “Vision” to “execution” • Driven by intrinsic interests, not extrinsic rewards • Fun? Needs? • Learn, create, share • Ground up innovation, learn by doing, empowerment • Sustainable human development
  • 7. Why Maker Faire? (1) • 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 • Do-it-with-others (DIWO) • Not just with hand tools, but with digitally-enabled tools • Impact on • Education • Well-being • Economy
  • 8. What do you expect in Maker Faire? • Makers show-and-tell their works/projects • Presentation • Demonstration/Performance • Hands-on activities • Workshops
  • 10. 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. Retrieved from http://dupress.com/articles/a-movement-in-the-making/
  • 11. Some Categories of Makers Electronics Planting Robotics (e.g. hexapod, biped, …) Farming UAV (e.g. quadcropter) Personalized Motorized Mobility Device RC model (e.g. racing car, plane, helicopter) Sports Construction toys/systems Modeling Toys and play Recycling/upcycling 3D printing/additive manufacturing Craft (metal, glass, ceramics, clothes) Digital fabrication (CNC, Miller, laser cut) Printing … and more
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  • 13. How does this relate to STEM?
  • 14. STEM Education in Hong Kong • According to EDB (2015, Dec): • We aim to further develop among students a strong knowledge base in step with the latest changes in these disciplines, and strengthen their ability to integrate and apply knowledge and skills, so as to nurture their creativity and innovation, collaboration and problem solving skills, which are essential skills and qualities required in the 21st century. The learning activities of STEM education also help students develop the essential qualities associated with an entrepreneurial spirit. • Should consider STEAM, Make and Design as well !!!! Educational Development Bureau (2015, Dec) On-going Renewal of the School Curriculum – Focusing, Deepening and Sustaining: An Overview. Retrieved from http://www.edb.gov.hk/attachment/en/curriculum-development/renewal/Overview_e_2015Dec.pdf
  • 15. STEAM Yakman, G. (2008). STEAM education: An overview of creating a model of integrative education. In Pupils' Attitudes Towards Technology (PATT-19) Conference: Research on Technology, Innovation, Design & Engineering Teaching, Salt Lake City, Utah, USA. • STEM + Arts • Arts - “ How society develops, impacts, is communicated and understood with its attitudes and customs in the past, present and future “ • Society, culture, belief, religion, politics, …
  • 16. Design • Design is the competence to change existing situations into 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 John Heskett • Design is what links creativity and innovation. It shapes ideas to become practical and attractive propositions for users or customers. Design may be described as creativity deployed to a specific end. Sir George Cox • Design is about understanding users and finding elegant solutions to meet their needs
  • 17. How to make? What can be made? What to make? Why to make? STEM, STEAM, Make and Design • 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
  • 18. History and Review: Maker Faire Hong Kong 2015
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  • 22. Maker Faire Hong Kong 2015 (28-29 Nov 2015)
  • 23. Maker Faire Hong Kong 2015 (28-29 Nov 2015)
  • 24. Maker Faire Hong Kong 2015 (28-29 Nov 2015)
  • 25. Maker Faire Hong Kong 2015 (28-29 Nov 2015)
  • 26. Some Facts on Maker Faire Hong Kong 2015 • www.makerfairehongkong.com/2015 • 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
  • 27. Some Observations (in 2015) • Most HK people have no concept on a “fair” during which people share their works and knowledge • General impression - “Fair” is about selling things only • We have makers who are good at crafts and would like to apply technology, but don’t know how. We have makers who are good in technology, but don’t know how they can be used to create objects which are useful and appealing. • Many teachers have difficulties in understanding why they have to participate in Maker Faire • This is not a competition. Why join? What benefits? What they may gain? • Many teachers do not talk to those in different disciplines • Many teachers do not know what is “Design” (thought that it is only about making things prettier), and haven’t heard of “Design Thinking”
  • 28. History and Review: Maker Faire Hong Kong 2017
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  • 36. Maker Faire Hong Kong 2017, 8-9 Apr 2017
  • 37. Some Facts on Maker Faire Hong Kong 2017 • 8, 9 Apr 2017 (Sat and Sun) • 15 star events, 153 maker exhibits, 31 workshops, 27 presentations, by makers from HK, Macau, Taiwan, Singapore, Japan, Barcelona, Germany, Canada and USA, with categories: Coding, Robotics, Art & Craft, Construction kits, Sustainability, Fashion, DIYBio, IoT, Schools, ROV, go- kart, and more • >40,000 visitors, >80 schools participated, >366 schools/NGOs outreached • Visited 7 different districts through “Makers’ Day” as pre-show promotion, collaborating with 6 primary/secondary schools in those districts • www.makerfairehongkong.com/2017
  • 38. Some Observations (in 2017) • More teachers, principals and parents have better understanding towards the what and why of Maker Faire, and maker culture • ”Makers’ Day” was very effective in promoting Maker Faire and maker culture • Many schools and teachers attended Maker Faire Tokyo 2017, Maker Faire Taipei 2017 and Maker Faire ShenZhen 2017 (which were after MFHK2017) • HK Government is spending more resources on STEM education • Seems to be focusing on problem solving and coding, but should be extended to STEAM, Make and Design • There are already some discussions in education sector on similarities and differences in STEM, STEAM, Make and Design • Many schools are focusing on “performance-based” competition, less on “creativity-based” ones
  • 39. Maker Faire Hong Kong 2018
  • 40. Maker Faire Hong Kong 2018 : Goals • 7 and 8 Jul 2018 on PolyU podium level and JCIT 3rd Floor • Organizer: PolyU Design, with support from four faculties in PolyU – FAST, FCE, FENG, FHSS • Goals: • Connect university students with primary/secondary schools or even kindergartens for STEM/STEAM/Maker/Design education • Promote students (and teachers and parents as well for younger students) at all levels of education to contribute in Maker Faire Hong Kong, especially university students • Promote design education to teachers in primary/secondary schools • Communicate relevance of maker culture to different professions in Hong Kong and encourage them to participate • Bring in makers from the region and worldwide to inspire • Connect educators in maker education in the region and worldwide
  • 41. How can Makers contribute? • Maker Exhibit (show-and-tell/display, hands-on activity, demonstration) • Workshop • Performance (on stage, mobile) • Presentation
  • 42. Maker Exhibit (1) • Show-and-tell interesting make-things, creations, inventions or art/craft, or demonstrate interesting works/experiments • Share your story and experience in making • Get feedback from visitors • May be able to find collaborators to improve your work • You can • Show-and-tell/display your make-things • Demonstrate your make-things • Let others to experience your make-things • Offer hands-on experience to your visitors
  • 43. Maker Exhibit (2) – Show-and-tell of Make- things Maker Faire Tokyo 2016
  • 44. Maker Exhibit (3) – Show-and-tell of Make- things Maker Faire Tokyo 2016
  • 45. Maker Exhibit (3) – Show-and-tell of Make- things Maker Faire Tokyo 2016
  • 46. Maker Exhibit (3) – Display of Make-things (mobile) Maker Faire Bay Area 2017
  • 47. Maker Exhibit (4) – Demonstration Exhaust Cannon, Maker Faire Tokyo 2016 https://youtu.be/99JVKRnhZPQ Tesla Coil, Maker Faire Tokyo 2016
  • 48. Maker Exhibit (5) – Experience Your Make- things Maker Faire Tokyo 2016
  • 49. Maker Exhibit (5) – Experience Your Make- things Maker Faire Tokyo 2016
  • 50. Maker Exhibit (5) – Hands-on Activity • Teach participant how to make at your area • Usually fewer participants and take shorter time to complete than Workshop • Drop-in rather than pre-scheduled session • Possible to charge material fee Maker Faire Taipei 2016
  • 51. Workshop (1) • Engage participants in hands-on activities to make something they can take away • Run for longer time than “Hands-on activities” in Maker Exhibit, may be 1 to 2hr, and support more participants • Possible to charge material fee Making and STEM, SciFest 2018, Hong Kong Science Museum (30 Mar 2018 – 2 Apr 2018)
  • 52. Workshop (2) Making and STEM, SciFest 2018, Hong Kong Science Museum (30 Mar 2018 – 2 Apr 2018)
  • 53. Performance Maker Faire Bay Area 2017 Maker Faire Bay Area 2016 https://youtu.be/BffJ3fOM46A Mobile Performance On Stage Performance
  • 54. Presentation (1) Maker Faire Hong Kong 2017 Maker Faire Bay Area 2017 Individual presenter Co-presenter
  • 55. Presentation (2) – Panel Discussions Maker Faire Bay Area 2017
  • 56. Call for Participations • Welcome new ideas on inspiring general public and younger generation on possibilities and values of Making • Application forms in http://makerfairehongkong.com/2018/join/maker/ • Contact: • Dr. Clifford Choy • Address: v902g, School of Design, The Hong Kong Polytechnic University • email: mccliff@polyu.edu.hk • Mobile: (852) 90296782

Editor's Notes

  1. What is design? what is innovation? What is creativity? Add examples of design as a product – object (product), communications (typography), environments (building, interior), systems (interaction design)