Library Makerspaces: The Complete Guide

Library Makerspaces: The Complete Guide  (Rowman & Littlefield, 2018) is a road map for libraries of any size, with any budget, seeking to redesign or repurpose space or develop maker style programming. The  book covers designing makerspaces, writing grant proposals, and helping staff and administrators learn about the technologies and processes involved.  It features guidance on:

  • Holding stakeholder discovery sessions for community-driven space and program development
  • Evaluating existing library spaces for the most cost-effective and user-friendly facilities design and programming
  • Asset mapping for developing community partnerships
  • Best practices from different types of library makerspaces in the United States and internationally
  • Sample budgets, inventories, and space plans
  • Risk management considerations
  • Programming recommendations and resources for a range of patrons from youth to seniors and business to hobby groups
  • Funding and in-kind support

This book will help librarians develop and implement makerspaces, write grant proposals to fund such spaces, and help frontline staff and administrators learn about the technologies and processes involved.

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Makerspaces in Libraries (Rowman & Littlefield)

Makerspaces, sometimes also referred to as hackerspaces, hackspaces, and fablabs are Covercreative, DIY spaces where people can gather to create, invent, and learn. In libraries they often have 3D printers, software, electronics, craft and hardware supplies and tools, and more. Makerspaces are becoming increasingly popular in both public and academic libraries as a new way to engage patrons and add value to traditional library services.

Highlights and best practices in Makerspaces in Libraries include:

  • budgeting and business planning for a library makerspace,
  • creating operational documents,
  • tools and resources overviews,
  • national and international case studies,
  • becoming familiar with 3D printers through practical printing projects (seed bombs),
  • how to get started with Arduino (illuminate your library with a LED ambient mood light),
  • how to host a FIRST Robotics Team at the library,
  • how to develop hands-on engagement for senior makers (Squishy Circuits), and
  • how to host a Hackathon and build a coding community.
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