What is Maker Culture?

What is Maker Culture?

What is Maker Culture? Jonathan Poland

Maker culture refers to a collection of subcultures that are centered around the creation and customization of technology and other objects. It can be seen as the technology-focused counterpart to the do-it-yourself (DIY) movement, which encourages individuals to create or repair things on their own rather than relying on mass-produced products.

Within maker culture, there is a wide range of activities and interests that people may be involved in, including computing hardware, robotics, 3D printing, scientific equipment, digital music composition, media production, digital art, animation, and vehicle customization. In some cases, traditional crafts such as woodworking may also be a part of maker culture.

One of the key characteristics of maker culture is a focus on experimentation, innovation, and creativity. Many makers are driven by a desire to explore new technologies and techniques, and to find new ways of using existing technologies. They often take a hands-on approach to learning and problem-solving, and are willing to take risks and try new things in order to create something new and unique.

In addition to the personal satisfaction that many makers get from creating and customizing technology and other objects, there are also social and community aspects to maker culture. Many makers are part of online or offline communities where they can share their experiences, ask for advice, and collaborate with others on projects. These communities can provide a sense of belonging and support for makers, as well as opportunities for learning and growth.

Maker culture is a diverse and vibrant movement that brings together people with a wide range of interests and skills. It is characterized by a focus on creativity, experimentation, and innovation, and it has the potential to inspire and empower individuals to create and customize technology and other objects in new and innovative ways.

Here are some examples that might be considered part of maker culture:

  1. Computing hardware: Makers who are interested in computing hardware may focus on building and customizing their own computers, or they may be involved in developing new hardware or software products.
  2. Robotics: Makers who are interested in robotics may build and customize their own robots, or they may work on developing new robotics technologies and applications.
  3. 3D printing: Makers who are interested in 3D printing may create and customize their own 3D printers, or they may use 3D printing technology to create a wide range of objects and products.
  4. Scientific equipment: Makers who are interested in scientific equipment may build and customize their own scientific instruments, or they may use existing equipment to conduct experiments and research.
  5. Digital music composition: Makers who are interested in digital music composition may create and customize their own music software, or they may use existing software to create and produce music.
  6. Media production: Makers who are interested in media production may create and customize their own video, audio, or photo equipment, or they may use existing equipment to produce and edit media content.
  7. Digital art and animation: Makers who are interested in digital art and animation may create and customize their own digital art and animation software, or they may use existing software to create and produce digital art and animation.
  8. Vehicle customization: Makers who are interested in vehicle customization may customize and modify their own vehicles, or they may work on customizing vehicles for others.
  9. Traditional arts and crafts: Makers who are interested in traditional arts and crafts may build and customize their own woodworking or metalworking tools, or they may use these tools to create a wide range of handmade objects and products.

These are just a few examples of the many activities and interests that might be considered part of maker culture. Makers come from a wide range of backgrounds and have a wide range of interests, and the activities that are considered part of maker culture are constantly evolving and changing as new technologies and techniques emerge.

Learn More
Product Cannibalization Jonathan Poland

Product Cannibalization

Product cannibalization refers to the situation in which the sales of one product within a company’s portfolio negatively impact the…

Knowledge Transfer Jonathan Poland

Knowledge Transfer

Knowledge transfer is the process of transferring knowledge, skills, and information from one person or group to another. It is…

What is an Exit Interview? Jonathan Poland

What is an Exit Interview?

An exit interview is a formal meeting or conversation that takes place when an employee is leaving an organization, regardless…

Talent Management Jonathan Poland

Talent Management

Talent management is the process of identifying, developing, and retaining highly skilled and capable employees within an organization. It involves…

Advertising Strategies Jonathan Poland

Advertising Strategies

Advertising involves paying to disseminate a message or promote a product or service to a public audience through various media…

Latent Need Jonathan Poland

Latent Need

A latent need is a customer need that is not currently being met by the market and is not actively…

Brand Legacy Jonathan Poland

Brand Legacy

Brand legacy refers to the strong association that a brand has with a particular product or service. A brand with…

Narrative 101 Jonathan Poland

Narrative 101

Sales and marketing are the lifeblood of business and should be integrated into one function to drive business and brand narrative.

Productivity Jonathan Poland


Productivity is a measure of how efficiently resources are used to produce goods and services. It is typically calculated by…

Content Database

Search over 1,000 posts on topics across
business, finance, and capital markets.

Brand Authenticity Jonathan Poland

Brand Authenticity

Brand authenticity is the degree to which a brand accurately represents itself and its values to consumers. It is the…

Communication Channels Jonathan Poland

Communication Channels

A communication channel refers to the various means of transmitting information and messages between individuals or organizations. There are many…

Continuous Improvement Jonathan Poland

Continuous Improvement

Continuous improvement is a systematic approach to improving products, services, and processes over time. It involves a cycle of planning,…

Media Vehicles Jonathan Poland

Media Vehicles

A media vehicle refers to a specific media outlet or platform that is used to deliver advertising messages to a…

Generic Brand Jonathan Poland

Generic Brand

A generic brand is a type of brand that does not have a distinct or unique image. Instead, it is…

What is Big Data? Jonathan Poland

What is Big Data?

Big data refers to extremely large and complex datasets that are difficult to process using traditional data processing tools. These…

Customer Requirement Jonathan Poland

Customer Requirement

A customer requirement refers to a specification or need that is expressed by a customer, rather than being generated internally…

Innovation Risk Jonathan Poland

Innovation Risk

Innovation is a proactive approach to business and design that aims to make significant improvements, rather than simply making incremental…

Brand Metrics Jonathan Poland

Brand Metrics

Brand metrics are used to assess the effectiveness of branding efforts and marketing strategies in terms of brand identity, positioning,…