Implementing “Familiar Feels Welcoming” through Makerspace Activities
Makerspaces are just a room with tools unless there is an engaging community utilizing the space for the benefits of collaboration, ideation, and exploration. Because of the critical aspect of community in the soul of a makerspace, creating spaces that are inclusive and engaging are a necessity, which is what has inspired the need for EiTM’s research.
EiTM has explored the spatial design and experiences of underrepresented students at the threshold of makerspaces. But, for makerspaces that are tucked away into corners of the university or library, programming becomes a useful tool of engagement.
One of EiTM’s findings is that familiar things make spaces feel welcoming, as seen in our paper “Space invaders: first time users feel like intruders in the makerspace.” For example, if students see popular characters such as a Grogu (baby yoda!) statue, or a Pokémon ball, students are more willing to enter the space and see what it’s about. Along the lines of familiar patterns, EiTM has created a challenge to emulate the Animal Crossing: New Horizon (ACNH) stamp challenge!
In ACNH, players can collect stamps at different parts of the museum to show that they have been to the exhibit. For example, a player receives a fossil stamp in their stampbook when they go to the fossil exhibit.
EiTM implemented this idea but with makerspace tools and buttons. When a student uses a tool, they can also create a button signifying that they used a tool in the makerspace!
The tools included in this challenge are:
- 3D printer
- Laser cutter
- Cricut
- Tufting
- Soldering pen
The goal of creating this program was for EiTM to invite students to use the lab’s makerspace in a way that implemented the study findings of ‘familiar feels welcoming’. Additionally, in our marketing of this activity we highlight that no experience is needed, to assure students that they do not need to know how to use the tools before participating.