Consolidation Reflection

Coming into the course, I was rather excited to learn more about incorporating  aspects of DIY ethos and maker mentality into the education and pedagogy, as I felt like the theoretical pedagogy was what I lacked in my current arsenal of tools.

The Provocations and Maker Challenges were great opportunities to think about the application of the theories we have learned in class. It was the perfect time and place for me to brainstorm the ways I can incorporate my personal interests with creating meaningful activities for others to think more deeply about topics relating to EDIDA frameworks and Liberatory Design Thinking, grounding the theoretical concepts and rendering it more tangible and meaningful.

One example of this was reflecting on my visit to Our Community Bikes, and later on, exploring the intersection of identity, accessibility and community building through the Critical Learning Task in conjunction with the Anti-racism Speaker Series podcast. This personal connection also allowed me to embed lived experiences into the narrative, further demonstrating how makerspaces can serve as platforms for storytelling and advocacy.

With accessibility and inclusivity at its core, this course also challenged me to think more thoughtfully about the utilization of technology and creating multiple points of entry for participation. On the no-tech side of things, using recycled fabric to create a quilt, or magazines and scrap paper to create a collage zine, this made me reflect on the the value of resourcefulness in inclusive makerspace to democratize making. On the high-tech side of things, the incorporation of AR/VR elements created opportunities for engagement in digital spaces, which made me reflect on the module of multimedia and multiliteracies, which was an opportunity to consider the ways how technology can enhance access and interaction without overshadowing the personal, hands-on aspects of making.

Constructivist theories, which emphasize learning through experiences, deeply resonated with me in this class, especially when it came to sharing our own artefacts with each other on the discussion boards and providing feedback to each other. I learned a lot about how each of my colleagues implement their maker mentality in their personal and professional contexts, and getting to know one another through this mixing and remixing of ideas was rather fun and insightful! This reciprocal exchange highlighted the power of collective making, and underscores how diverse perspectives can enrich meaning-making, moving beyond individual experiences to create shared understanding.

Along those same lines, our instructor, Keri, provided such detailed feedback throughout the semester, her encouragement and guidance affirmed the effort I put into integrating personal experiences, scholarly frameworks and hands-on practice. This reinforced my confidence in using storytelling and personal insights to make theoretical concepts more accessible and actionable. Keri does not forget to push us further to think about how our work connects with the critical theory, and invites us to refine our work iteratively throughout the course, metaphysically embodying the Liberatory Design Principles that we have learned! Thank you again for your thoughtful guidance through this course, not only affirming my progress throughout this program, but also providing clear pathways for improvement and growth. I look forwards to applying these insights to my future work, and continuing to bridge personal resonance with critical engagement.

Though most of the readings are centered around Makerspaces, I think the biggest paradigm shift for me was requiring us to expand our ideas of what “making” and “makerspaces” can look like — a walk in the park, a craft circle amongst friends, a repair café at the community center, a workshop at school — can all be sites of making and creating. This shift of perspective has made me realize how embedded in “making” I already am, and realizing that has only expanded my ways of participation! These moments reinforced the idea that makerspaces are not confined to workshops or classrooms, they’re embedded in daily life!

This course expanded my understanding of makerspaces as dynamic, inclusive spaces rooted in both theory and personal experience. By embracing the maker mindset in everyday life and projects, I’ve learned to see making as a form of storytelling, advocacy, and connection. Moving forward, I am excited to apply these insights to help facilitate and make spaces that honor diverse voices and foster meaningful engagement.

Challenge #4: Digital Storytelling and BIPOC Cultures Linking VR/AR and Mixed Reality Tools and Technologies

Find the brief for the challenge here: Digital Storytelling and BIPOC Cultures Linking VR/AR Mixed Reality Tools and Technologies 

Instead of going into BIPOC cultures, I will be reviewing an interactive AR zine based on an artist’s experience with ADHD and my conversation with them about their design process. I believe this topic still intersects with the challenge’s main learning objective of reflecting from an EDIDA framework perspective.

As someone with ADHD myself, it was an refreshing to see a common experience visualized in a way that was thoughtful and creative. I have included the QR code to the zine in the blogpost below, and purposefully excluded any screenshots, as to not detract from the AR experience for the readers.


The other day I visited the art studio Slice of Life located on Commercial Drive as part of the  East Van Culture Crawl.

In a corner, someone was showcasing their zines, which piqued my interest. I initiated a conversation with the artist, Rowan (@keeponcreative), who created an interactive AR zine on their ADHD experience.

Before continuing to the rest of the blogpost, please take some time and experience the AR interactive zine yourself here:

Rowan created this zine to visualize the ADHD experience first-handedly through the interactive dialogue panels of a conversation. They hope to increase the ADHD awareness so that neurotypicals can understand the challenges that ADHD folks have during conversations with others.

They created the experience in Adobe Aero, and intertwined the digital interface of AR with the analogue form of zines and illustrations seamlessly.

In a choose-your-own-adventure type of interaction, the reader can choose from three different paths in a text message style conversation, with an insider view into the internal monologue; visual distractions obfuscating the dialogue bubbles; and rapid fire walls of texts.

Some aspects Rowan chose to focus on was:

    • Info-dumping: Sharing a large amount of detailed information about a topic of interest is a way ADHD folks connect with others and to express that they’re excited about a specific topic. However, sometimes it may come off as overwhelming or dominating the conversation.
    • Distractions: Staying on top of the conversation thread can be a challenge for ADHD folks, while overstimulating environments can also effect attention and participation in a conversation.
    • Interruptions: for many ADHD folks, the mind stays active and often thoughts get left behind and fade away if they do not get expressed as they come along. This can come of as rude or misreading of social cues when they interrupt conversations.

While conversing with Rowan, I felt like they conveyed an AR experience that felt really close to my experiences with ADHD. I learned that they are slowly working on their capstone project, “Visualize”, that addresses the lesser known qualities of ADHD through experiential zine. They created AR simulations to supplement the zine with animations allowing the reader to engage in a more embodied way.

We also briefly discussed the challenges of creating AR experiences; the technical limitations using Adobe Aero; integration of more analogue forms of media, or making users want to engage in “going the extra step” to use technology in hand with art.

This conversation with Rowan has made me reflect more on the utilization of AR with DIY culture values of decentralization of knowledge through analogue media of zines, especially with leveraging the affordance of AR to embed an experience for more embodiment, engagement and interaction.

Task #4: Race, Gender, Identity and Intersectionality in the Maker Environment

Brief

Design a critical and cohesive overview of race, gender, identity, and intersectionality in the maker environment. Introduce others to representational problematics in makerspaces and communities.

Choose your means of presentation so long it is multimodal.


Project: Inclusive Makerspace Twine Game 

This is an interactive text-based story surrounding a group of diverse makers that challenged the space’s gender norms and definition of “making” in the local makerspace the Iron Forge.

There are two main aspects of inclusivity that I focused on, specifically on gender and culture.

The story draws upon themes mentioned in the lecture by Kimberly Martin on   Centering Gender: A feminist analysis of makerspaces and digital humanities centres  especially the notions of the difference between “Making vs Crafting” and how that often is intertwined with the idea of “New Domesticity” when it comes to “softer” forms of making with sewing, knitting, weaving, etc. having it be dismissed as mere “craft”.

Another theme that really resonated with me in that lecture was the idea of “invisible labor” of women when it comes to expectations within makerspaces and the stereotypical gender roles affecting how work is organized into private and public spheres that in turn shape how we categorize tasks into “men vs women’s” work.

The narratives I have included are completely fictional and made with the help of ChatGPT. I wanted to utilize AI in this project as I was curious to see what stories it creates and the underlying biases and stereotypes that arises when it comes to inclusivity and diversity in makerspaces.

Below is an excerpt that I did not use in my story, but was given to me after prompting.

As the weeks passed, the dynamic between the men and women evolved. The men, who had been skeptical, began to respect the women’s leadership, learning new techniques and embracing projects they had never considered. Meanwhile, the women appreciated the technical knowledge the men brought, weaving it into their more holistic, creative projects.

By the end of the month, the makerspace had become a true melting pot of ideas, where gender was no longer a barrier to creation. Men and women worked side by side, designing everything from wind-powered kinetic art installations to smart home devices that responded to voice commands. They learned from one another, breaking down stereotypes and building something even stronger: a community that thrived on diversity and collaboration.

The women had taken charge, not by forcing the men out, but by expanding what was possible in the space—and in doing so, they had created a makerspace that belonged to everyone.

It felt like it was perpetuating the gender binary, even though there was one non-binary character in the story, and it felt like it was lumping “non-men” into one category of “women”. The erasure of non-binary-ness was somewhat surprising to me, and it played into a conundrum that I had when I was creating this project. Namely, the challenge of  wanting to “break gender stereotypes” but needing to lean into and “exaggerate” the stereotypes in order to highlight that gap. I felt like that was the case when I was reading some of the papers, like by talking about under-representation first entailed the re-enforcement of gender stereotypes!

In terms of culture, I think the story reflects the kinds of cultural assumptions nested within the creation tools used in makerspaces, especially the recent tendency for integration of Arduinos, circuit boards, e-textiles to add the “Art” into STEM. Many papers seems to place an emphasis on empowering girls to participate more in science and computational activities, but it feels like there is less of a push to empower boys to lean into their artistic side. Seo and Richard (2021) mentioned that bidirectionally responsive design (BRD) activities were shown to “dissipate gendered preconceptions, and the learners across gender equally saw value of crafting, coding, sewing and design”, which might be a start, but I am curious to investigate more into such design-thinking and the more practical aspects in a broader context.

Ideally, I would have liked to include characters that are based on lived experiences, and to make sure that the representations of the characters are reflective of people with such positionalities that the characters themselves occupy. Potential development would be by asking friends with culturally relevant maker experiences to be part of the storytelling.

Should I have more time, I would have liked to explore more into disability and accessibility aspect of makerspaces in terms of content and subject matter.

In terms of the making of this artifact, I would have liked to find ways to embellish the story with more visual elements, such as photos of the makerspace, the characters, the kinds of projects they are making, etc. to create a more immersive and visual experience.

 

References

Martin, K. (2017, November 28). Centering gender: A feminist analysis of makerspaces and digital humanities centers [Video]. Media Collections Online. https://media.dlib.indiana.edu/media_objects/47429d523

Norris, A. (2014). Make-her-spaces as hybrid places: Designing and resisting self constructions in urban classrooms. Equity & Excellence in Education, 47(1), 63-77. https://doi.org/10.1080/10665684.2014.866879

Parekh, P. (2024). Girls’ reluctance and intersectional identities in STEM-rich makerspaces. Education Sciences, 14(6), 628.

Seo, J., & Richard, G. T. (2021). SCAFFOLDing all abilities into makerspaces: A design framework for universal, accessible and intersectionally inclusive making and learning. Information and Learning Sciences, 122(11/12), 795-815.

 

Task #2: Makerspace and Inclusivity

Brief

Part 1

3-3-1 Method:

  • 3 sentence summary for each article
  • 3 sentence bridge between the three articles highlighting commonalities, discrepancies, linkages, contesting views, etc.
  • 1 question for each article to extend critical thinking

Part 2

Present a summary of your learning from your 3-3-1 analysis using Plotagon


Part 1

Corsini, L., Jagtap,, S., Moultrie, J. (2022). Design with and by marginalized people in Links to an external site.humanitarian makerspaces International Journal of Design, 16 (2), pp. 91-105. doi:  10.57698/v16i2.07. 

This paper explores how marginalized people use humanitarian makerspaces to create projects that meet both basic and high-level needs, like belonging and self-actualization. This supports Max-Neef’s idea that personal fulfilment comes from satisfying multiple needs at once. Further research should focus on how the design process itself can empower marginalized people and lead to impactful outcomes.

Question: The article emphasizes designing with and for marginalized people, what could that look like in your own personal contexts?

 

Melo, M. (2020). How do makerspaces communicate who belongs? Examining gender inclusion through the analysis of user journey maps in a makerspace. Journal of Learning Spaces,  9(1), 59-68. 

This paper explores how gender identity affects participation in makerspaces. The available technologies often send gendered signals, making men feel more welcome than women. A deeper look at the environment and materials in the spaces may help promote greater gender equity and representation.

Question: What were your personal experiences with interacting with tools in makerspaces, were you intimidated by certain tools and technologies more than others?

 

Kye, H. (2020). Who is welcome here? A culturally responsive content analysis of makerspace  websites. Journal of Pre-College Engineering Education Research (J-PEER), 10(2).  https://doi.org/10.7771/2157-9288.1190 

This paper shows though makerspaces can help create more equitable STEM opportunities for marginalized students through collaborative learning, intentional efforts of integrating culturally responsive pedagogy (CRP) is needed to support both the academic success and student’s cultural identities.  More practical guidelines on CRP principles are needed to better ensure equity and diversity in makerspaces both in-person and online.

Question: In your personal contexts, what are some practical culturally responsive pedagogical changes that can be applied?

Convergences
All three papers highlight the need for more intentional design of makerspaces to promote equity and inclusion for marginalized groups. Without conscious efforts, makerspaces risk perpetuating existing inequities related to gender, race and socioeconomic status. Fostering inclusive environments require purposeful frameworks and guidelines to empower marginalized participants and support diverse identities.

Part 2 

The Maker In Me

Brief

Introduce yourself as a maker and reflect on your own professional philosophy and how you view yourself as a maker, as a critical and innovative thinker, and as a designer. You will align your own personal and professional philosophy for your learners within a maker environment. Your introduction will include:

    • A visual representation of your values, approach to making, and educational/leadership philosophy inspired by the course readings
    • Investigate multimodal means to design a creative and critical introduction
    • Include your goals for this course within your introduction

Some guiding questions:

    • How do you describe yourself as a maker, and your maker philosophy?
    • What is your current educational/leadership philosophy?
    • How does your philosophy fit into the maker movement?
    • What is your experience with Makerspaces?
    • What is your experience with EDIDA Frameworks?
    • Why are you taking this course? What are your expectations and goals?

 

Intellectual Production #6 – Prescriptive vs Holistic Technologies

Brief:

We were to listen to lectures on technology from 30 years ago created by Massey College at University of Toronto, and think about the “media ecology” created from these lectures, and how it functions as a form of educational technology.

Then, skimming Ursula Franklin’s text The Real World of Technology, we were to think about Franklin’s categories of “prescriptive” and “holistic” technologies as applied to educational technologies.

Lastly, a close reading of Chapter 2 of Illich and Sanders’  ABC: The Alphabetization of the Popular Mind to describe “oral technologies” and how they shape thinking, memory and communication in the context of their concept of “memory palace”.

Some additional questions to consider:

  • What differences did you see as you switched from listening to skimming to close reading?
  • Were you able to experience the recorded lecture in any ways differently than when reading the text?
  • Listening takes more “real world” time, so where did spending that extra time get you in terms of understanding?

 

 

Linking Task 12: Speculative Futures (Joseph)

ETEC 540 – Task 12: Speculative Futures

Joseph chose to use Twine as the medium to explore the two different futures — a utopian “sweet dream” and a dystopian “nightmare”.

This was a clever design decision, as “Twine was a natural choice [to display two different viewpoints] as I could have a split narrative path to contain both of these options” (Villella, 2022).

In the opening of the game, the player is prompted to enter their name and location in the text box, in which it is used as the main character in the narrative. This already immerses the player within the story, in addition to the background music and sound effects.

Utopian “Sweet Dream”

The utopian viewpoint had a more upbeat, cheery background music that plays throughout the game.
The narrative is set in a world where nature and humanity thrive in harmony. There is emphasis on renewable energy and eco-friendly technology, which is seen on the air-hovering eco-Translink buses and the newest model of Meta Headsets powered by oxygen.

The storyline splits into two side quests, one is finding your “brother”, and the other is the journey to school.

The brother provides more context of the world through the dialogue you have with him. The player finds out that it is 2025, and personal assistant driod eRobots help with taking care of your everyday needs. There is reference to the continuing existence of technology moguls, namely Elon Jr.

On the journey to school, physical classrooms that afford collaboration still exists, yet with heavy utilization of VR headsets. The classroom environment is surprising to me, as one would think there would be complete digitization and heavy emphasis on virtual interaction with the ubiquity of VR Headsets, such that a physical classroom could be deemed unnecessary. However, it seems there is still a focus on human interaction and physical presence in the classroom, especially given the set-up of the desks to be conducive to collaboration.

Dystopian “Nightmare”

The dystopian viewpoint had a more somber and desolate background music. The narrative is set in a somewhat post-apocalyptic and barren environment, where humanity seems to have reach destruction and is in the process of rebuild.

The education environment has become a mere “virtual daycare” where students are there to be supervised as they learn digitally. Remnants of technology is strewn across the classroom, interspersed with analog methods of teaching, yet students lacking the literacy skills to successfully learn.

Through the dialogue between the player and an “officer” with the same name, context of the current world is given. The hyper-development of technology has broken down the geopolitical borders between nations, and the influence of politics has created fear and paranoia of cyber-information warfare, which in turn causes a regression of civilization to the early 2000s. When asked about the origin of this dystopian disaster, we are left on a cliffhanger and wake up from this nightmare.


Reflection

I thought the world-building was very interesting and reminds me of very distinct futures.

The utopian narrative reminds me of the vision of a solarpunk future. Solarpunk is an imagination of the future where nature and humanity are able to maintain an equilibrium without exhausting all natural resources, even proposing that technology can enable humanity to exist sustainably.

On the other hand, the dystopian narrative, “technology has replaced our own abilities” (Villella, 2022) reminds me of the grungy textures of dieselpunk , especially with reference to the “retro-futuristic” aspect of technology. It very much alludes to the downfalls where “humanity collapses on itself” and the unforeseen consequences of needing to revert to previous technology, yet without the ability or skills to do so, due to over-reliance on technological advancement.

Overall, one main aspect I really enjoyed in this Twine game is that the narration brings the player to explore both the utopian “sweet dream” and dystopian “nightmare” scenarios in a way that flows with each other; there are paths that return back to a previous point and allows the player to explore the other option, while staying cohesive to the overall structure within a dream.

References

Dieselpunk (n.d.) Wikipedia. Retrieved August 10, 2022 from https://en.wikipedia.org/wiki/Dieselpunk

Solarpunk (n.d.) Wikipedia. Retrieved August 10, 2022 from https://en.wikipedia.org/wiki/Solarpunk

Villella, J. (2022, August, 3). Task 12: Speculative Futures. ETEC540 Joseph Villella. https://blogs.ubc.ca/jvillella540/2022/08/03/task-12-speculative-futures/ 

Linking Task 8: Golden Record Curation (Mark)

[8.2] Golden Record Curation

For this linking task, I decided to take a look at Mark’s post, specifically knowing his background in music, as I wanted to see how he approached this task from that perspective!

Coming from a music background, Mark definitely draws from a lot of music theory when it comes to analyzing and justifying the songs he chose. For his criteria, he wanted to find pieces that “contain an obvious example of universality of musical elements, tempo, harmony, melody and texture” (Pepe, 2022). Some common element included “ostinato patterns, chant, call and response musical phrases and representations of nature”.

The first 4 tracks he chose belonged to Bach, Mozart, Beethoven, and Stravinsky, some big names in classical music history. Mark explains his choice with some musical jargon, but then adds more information in an accessible way  for those who might not have as much background knowledge in music. He also points out the significance of the composer or the piece, and uses very descriptive expressions to compare and contrast it with each other, providing some context in the realm of classical music.

"Compared to Mozart where emotions begin to surface, Beethoven brings it to a boil" and later on "If Beethoven brought emotions to a boil, Stravinsky boiled them over"

Mark then picks some tracks in the world music genre, and uses them to demonstrate some of the universal commonality between them, such as the call and response in chanting, pulsing trance-like rhythm, and nature imagery.

Lastly he chose a more contemporary blues song, Dark Was the Night to complete his curation. Mark chose this song specifically as blues took elements from the world music previously listed, and became a foundation of North American popular music.


Reflection

I thought Mark’s post was very insightful, as much of this information about these songs is unknown to me, as I do not come from a musical background and therefore do not have the skills to decipher them directly from the music tracks alone.

The way Mark put each piece next to each other for comparison and contrast helped with extending it into a greater context such that one can see why it was significant to include a certain track. He did not look at each track solely on its own, rather, he built on more to the foundations that he had laid down, such that his track-list curation and decisions felt cohesive as a unit!

References

Pepe, M. (2022. July 10) [8.2] Golden Record Curation. Mark Pepe’s ETEC540 Course Site. https://blogs.ubc.ca/etec540mpepe/2022/07/10/8-2-golden-record-curation/

Linking Task 5: Twine Game (Jessica)

 

Task 5: Twine Task

Cardiac Arrest Management is a hospital simulation game where you are a nurse making your rounds, helping your patients stabilize in various  cardiac arrest scenarios.

Though it was a “text heavy game”, it was interspersed with many vital chart graphics and pictures. It also offered a lot of clues and hints when returned to a previous step upon a mistake. This allowed for the continuation of the narrative, while providing correct information without taking the player out of the scenario.

The bustling hospital environment and sounds of beeping machinery makes it a very immersive experience reflecting the day-to-day as a nurse in medical care.

This game is very much catered towards those with a background in medical care settings, as there is a lot of medical terms and jargon. One should also be literate in ECG charts and know what the visuals mean to make the right decisions of what to do next to save the patient.

Once the patient has been stabilized, the player can return to the main menu and move on to the next patient. The “onus was on me to ensure this virtual pathway through my game was well planned out” (Presta, 2022) given the details and true-to-life nature of the game, was an important detail to keep in mind.


Reflection

This was a very anxiety-inducing game, because 1) I am not from a medical background and 2) I don’t know anything about cardiac arrest management!

Only a few minutes in, due to my medical malpractice and neglect, I already had to perform CPR on Patient #2 and use a defibrillator with maximum of 360 joules and some injection to get him breathing again (ಡ‸ಡ)

That aside, I thought it was very informational, and though I don’t know how to read the ECG charts, I came out of the game with more knowledge about defibrillators than I had in the beginning!

Using Twine as a medium for this game was a great idea, as it co-creates a learning environment where the player is an active participant of their own learning through this hospital simulation game to manage cardiac arrests. I am grateful that Jessica took the time to share her medical knowledge in a step-by-step manner, making professional experience and information accessible in an interactive way!

References

Presta, J. (2022, June 13). Task 5: Twine Task. Jessica Presta’s Blog ETEC540. https://blogs.ubc.ca/jpresta/2022/06/13/task-5-twine-task/ 

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