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In recent years, making activities have emerged as a valuable way to engage participants in STEAM (science, technology, engineering, art and math) practices, including design, fabrication, creative problem-solving, iteration, and collaboration.1
Public libraries have played a key role in the expansion of makerspaces around the country, offering patrons opportunities to collaborate, problem solve, craft, and create.2 Just as public libraries have long played a critical role in democratizing access to information, the growing availability of makerspace technologies in public libraries serves to democratize access to technology and expand opportunities for STEAM engagement and learning. The Build a Better Book project provides a blueprint for libraries to leverage their resources for meaningful making, providing patrons with a valuable opportunity to design for others and connect with their communities.
BUILD A BETTER BOOK PROJECT
The Build a Better Book project (BBB), based at the University of Colorado Boulder, engages youth in an authentic, empathy-driven design experience in which they create inclusive, multimodal learning materials for children and youth who are blind or low-vision (BLV). The library of accessible materials available for BLV youth continues to be extremely limited, leading to sharp disparities in access to information and learning opportunities.
Youth participating in BBB programs use a variety of different maker technologies, including 3D printers and laser cutters as well as basic craft materials, to help address this need. Initially, they engage in empathy-building and immersive tactile activities in order to better understand the unique needs of their end users. They learn how to use different maker tools and assess the relative affordances of each in making learning materials more accessible.
Throughout the design exercise, youth select materials, tools, and technologies that will most effectively enable them to communicate information via tactile and sound elements. Youth designers test their products at different stages with end users, receive feedback, and iteratively improve upon their designs. Youth-designed products span a range of formats, including tactile picture books, museum exhibit elements, board games, and digital products such as apps.
The unique opportunity to support people with different abilities through Making and crafting provides a strong hook, motivating many youth to participate and persist in improving their designs over multiple sessions.
DESIGN THINKING
At the heart of all BBB programs is an...