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MAKER COMPETENCIES

1. Identify and articulate a need to create.

  • 1a. Recognize unmet needs and inaccessible situations that might be solved by making
  • 1b. Tinker and hack to learn how things are made and how they work 
  • 1c. Isolate a specific, manageable issue to focus on 
  • 1d. Evaluate the costs and benefits of making and/or upcycling as an alternative to buying or hiring 

2. Analyze and explore ideas, questions, problems, and potential solutions.

  • 2a. Define an idea, question, and/or problem
  • 2b. Break an idea, question, and/or problem into its constituent parts for closer analysis 
  • 2c. Investigate how others have approached similar situations 
  • 2d. Question assumptions 
  • 2e. Brainstorm a variety of solutions and pursue the most promising 

3. Create effectively and safely.

  • 3a. Seek training, information, and necessary certifications when planning to work with dangerous equipment and materials
  • 3b. Wear personal protective gear when appropriate 
  • 3c. Reinforce safety precautions with others 
  • 3d. Accustom self with location-specific emergency procedures, egress and disaster plans 
  • 3e. Transfer safety principles covered in training to real-world contexts 

4. Assess the availability and appropriateness of tools and materials.

  • 4a. Research various equipment and materials to determine limitations and suitability for specific applications
  • 4b. Consider environmental sustainability/impact when making, including upcycling and recycling materials 
  • 4c. Determine the most ideal tools, materials, and method(s) of creation (physical, digital, and rhetorical) for the project 
  • 4d. Secure access to the necessary tools, materials, and space/facilities 
  • 4e. Investigate alternatives when a desired tool or material is not available or is too resource intensive 
  • 4f. Fabricate necessary tools, reimagine material choices, develop alternate workflows, and/or revise project scope when tools or materials are not feasible

5.Prototype using iterative design principles.

  • 5a. Specify measurable criteria for a successful prototype vs desired finished product 
  • 5b. Divide design into individual components to facilitate testing 
  • 5c. Take intelligent risks, use trial and error, and learn from failures 
  • 5d. Test measurable criteria to determine whether creation meets needs
  • 5e. Gather prototype feedback and input from stakeholders and mentors 
  • 5f. Revise and modify prototype design over multiple iterations

6. Develop a project management plan.

  • 6a. Specify actionable and measurable project goals and requirements 
  • 6b. Utilize time management and project management tools 
  • 6c. Outline project milestones, including sequential action items and anticipating time for multiple prototype iterations 
  • 6d. Work effectively within project constraints, be they financial, material, spatial, and/or temporal

7. Engage in effective teamwork.

  • 7a. Gauge the costs & benefits of “Doing-it-Yourself” (DIY) or “Doing-it-Together” (DIT) 
  • 7b. Recognize opportunities to collaborate with others who provide diverse experiences and perspectives 
  • 7c. Recruit team members with diverse skills appropriate for specific project requirements 
  • 7d. Join a team where one’s skills are sought and valued 
  • 7e. Listen and communicate attentively to learn from and with others 
  • 7f. Follow through on commitments and contribute to culture of accountability

8. Employ effective knowledge management practices.

  • 8a. Restate technical and maker jargon for the layperson 
  • 8b. Document steps clearly with sufficient detail for others to follow and replicate workflows 
  • 8c. Use version control to manage project outputs and documentation 
  • 8d. Preserve project outputs and documentation for long-term access

9. Apply knowledge gained into other situations.

  • 9a. Teach skills and share insights with other makers 
  • 9b. Recognize and cultivate transferrable skills 
  • 9c. Transfer knowledge, skills, and methods of inquiry across disciplines and activities 
  • 9d. Familiarize self with skillsets of others 
  • 9e. Connect those seeking to learn something with those who have relevant experience

10. Understand ethical and intellectual property issues surrounding making.

  • 10a. scrutinize the ethical implications of making
  • 10b. demonstrate an understanding of intellectual property rights and protections 
  • 10c. weigh the costs & benefits of seeking intellectual property protections v. making project outputs open and freely available to others 
  • 10d. examine the potential viability of both proprietary and open source systems to adopt/adapt 
  • 10e. respect the intellectual property rights of other makers