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Maker Faire Bay Area returns Sept 25-27, 2026 Make: turns 20 this year ~200 Maker Faires in 40 countries Dale Dougherty back as CEO of Make: Community Maker Shed kits shipping worldwide Make: magazine still printed quarterly Maker Faire Bay Area returns Sept 25-27, 2026 Make: turns 20 this year ~200 Maker Faires in 40 countries Dale Dougherty back as CEO of Make: Community Maker Shed kits shipping worldwide Make: magazine still printed quarterly
Profile / Media / Maker Movement

Make:

The magazine that gave a global movement its name - and somehow keeps publishing.

EST. 2005 SANTA ROSA, CA ~190 PEOPLE 40 COUNTRIES
Make: magazine logo
Fig. 1 - The wordmark. Note the colon. It is doing more work than you think.
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A quarterly magazine, a global festival, and a stubborn idea.

On a Saturday morning in Santa Rosa, the Make: office is quieter than it used to be. The staff is smaller. The footprint is smaller. The orange-and-black robot stickers on the laptops, however, are exactly where they were. A printer hums in a corner. Somewhere in the back, a 3D printer is doing what 3D printers do, which is take longer than anyone expected.

Make: is a media company that prints a magazine four times a year, runs a worldwide network of Maker Faire festivals, and sells kits and books through the Maker Shed. That sentence sounds modest. It is also wildly insufficient. Make: is the company that, in 2005, decided "maker" should be a noun applied to ordinary people who solder things at their kitchen tables. The word stuck. So did the company - even when, for a moment in 2019, it didn't.

We're all makers. Most people just don't have the word for it yet. — Dale Dougherty, founder

The hobbyists had no clubhouse.

In the early 2000s, the people who built robots in their garages had Slashdot threads, a few mailing lists, and a quiet feeling that mainstream technology magazines had stopped caring about them. PCs had gone beige. Tech publishing had gone corporate. The hands-on stuff - circuits, motors, weird sculptures wired to Arduinos that did not yet exist - was scattered across forums that did not talk to each other.

Dale Dougherty, then a longtime editor at O'Reilly Media, noticed something else. The kids he met at tech conferences were no longer asking how to use a tool. They were asking how to build one. The shift was small but real. He proposed a magazine modeled, gently and without irony, on the old Popular Mechanics - except instead of "How To Build A Boat", it would be "How To Build A Robot That Throws Snowballs." His boss, Tim O'Reilly, said yes. The first issue shipped in February 2005.

What's in the magazine, really

Projects, tutorials, profiles of garage inventors, deep dives on tools, an annual "Boards Guide" that catalogs every Arduino-compatible microcontroller worth owning, and the occasional warning about lithium fires. It reads like a magazine that respects its readers' time and assumes they own a soldering iron.

What if the audience showed up in person?

A magazine is a one-way medium. A magazine for makers, Dougherty figured, was missing the point. Makers wanted to show their work. So in 2006, he rented the San Mateo Event Center and threw what the press described, charitably, as "a science fair for adults." Around 22,000 people came. There were fire-breathing sculptures. There were homemade electric vehicles. There was a man with a Tesla coil and a bad idea.

The first Maker Faire turned out to be the real product. The magazine sold subscriptions. The Faire built the community - the thing that subscriptions can't buy. Within a decade the format had been licensed to nearly 200 cities across 40 countries, drawing roughly 1.5 million attendees a year. Berlin, Shenzhen, Rome, Cairo, Tokyo. The colon traveled.

Giving makers opportunities to share their work in public became the mission of the magazine and Maker Faire - but it also proved to be the best way to grow the whole community. — Dale Dougherty

Twenty years, give or take a bankruptcy.

2005

Issue No. 1

Make: magazine launches as a quarterly inside O'Reilly Media.

2006

First Maker Faire

San Mateo Event Center. ~22,000 attendees. Tesla coils involved.

2013

Spin-out

Make: becomes Maker Media, an independent company.

2014

White House

Obama hosts a Maker Faire at the White House.

2015

Series A

$5M raised to scale events and education programs.

2019

The Shutdown

Maker Media halts operations and lays off staff in June.

2019

The Restart

Dougherty restructures the assets as Make: Community LLC.

2026

Twenty

Magazine still printing. Maker Faire Bay Area returns in September.

One brand, a half-dozen front doors.

Make: is not one product. It is a stack of them, each pointing at a different way to be a maker. There is the print magazine, still arriving in mailboxes four times a year, the last quarterly that does not feel embarrassed about being a quarterly. There is makezine.com, an archive of more than a decade of project tutorials. There is the Maker Shed, where you can buy a soldering kit at 11pm and have it on your kitchen table by Wednesday.

Then there is the festival circuit. Maker Faires range from "flagship" multi-day events in the Bay Area and New York to "Mini" community editions in libraries and high school gymnasiums. The company doesn't operate most of them directly - they're licensed to local organizers, who keep most of the revenue and most of the headaches. It's a franchise model for civic enthusiasm, and remarkably, it works.

Maker Camp, originally co-developed with Google, takes the same idea and points it at younger audiences. Make: Books publishes a steady drip of titles - Getting Started With Arduino, The Big Book of Maker Skills, the kind of thing libraries quietly buy a lot of. And quietly underneath everything, there is an editorial point of view: that the line between "professional" and "hobbyist" is mostly marketing.

Magazine

Four issues a year. The Boards Guide alone justifies the subscription. Smells faintly of newsprint.

Maker Faire

Flagship, regional, and mini editions. Most are run by volunteers under a license agreement. All include at least one questionable Tesla coil.

Maker Shed

Kits, microcontrollers, books, and the kind of tool that costs $11 and quietly changes your life.

The receipts.

The maker movement is a vibe, which makes it hard to measure. Make: has tried anyway. Here's a sketch of what the company reaches at its current scale, drawn from public reporting and the company's own disclosures.

Reach, roughly.

Make: Community // self-reported & press estimates // 2024-2026

Maker Faires
~200 cities
Countries
40
Annual attendees
Years in print
21
Magazine issues
90+

Numbers are approximations from public reporting; bars are scaled for legibility, not as a precise index.

Maker Faire reached nearly 200 cities in 40 countries. The colon traveled further than the founder ever did. — A reasonable person reading the press

Make more makers.

The company's stated mission, when it is willing to be stated, is simple: create and empower more makers. The mechanics behind it - publishing, events, learning programs, advocacy - are unfussy. The ambition behind it is not. Dougherty has spent twenty years arguing that the maker mindset is, in fact, a civic project. People who build things tend to fix things. People who fix things tend to organize.

That argument has occasionally caught the attention of policymakers. The Obama-era Maker Faire at the White House was, in retrospect, the apex of governmental enthusiasm for hands-on creativity. The follow-through varied. But the educational programs Make: helped catalyze - school makerspaces, library 3D printers, community fab labs - kept going, often without the company's direct involvement. The movement outgrew the magazine, which is exactly what the magazine was supposed to want.

The colon in "Make:" is part of the name. It is a deliberate nod to imperative code: a verb followed by an object.

The first Maker Faire was described in the press as "a science fair for adults." The phrase has not aged well, but it isn't wrong.

President Obama hosted a White House Maker Faire in 2014, briefly making "maker" a federally endorsed identity.

Dale Dougherty co-founded O'Reilly Media in 1984. Make: was a side project that, in his telling, "kept getting bigger."

An antidote to the screen.

In the year of the conversational AI, an unfashionable suggestion: that some problems are best solved with one's hands, and that the person doing the solving might as well be you. Make: has been making this case quietly since 2005. It is now making it loudly, because the case is harder. The default twelve-year-old in 2026 has access to a chatbot that will draft their book report, an image generator that will draw their unicorn, and a streaming algorithm that will pick their afternoon. The maker movement's pitch - that you should, instead, take the back off the toaster - sounds quaint until you watch a kid solder their first LED and discover that the world is held together by things that can be unscrewed.

The company is no longer trying to be a unicorn. After the 2019 collapse, Dougherty rebuilt Make: as a smaller, more focused community business - one that licenses its brand carefully, runs its events leanly, and treats its subscribers like an asset rather than a metric. The company even ran a community funding round in 2024, opening ownership to its readers. That, too, is unfashionable. That, also, is the point.

The maker mindset is, in fact, a civic project. People who build things tend to fix things. — The argument, made for twenty years

The 3D printer is finally done.

Back in Santa Rosa, the print finishes. Someone walks over, peels the part off the bed, holds it up, turns it in the light. It is a bracket. It will go into a project that will go into the magazine that will go into a mailbox that will reach a kid who has not yet decided whether to take the back off the toaster.

Make: is, in the end, a small media company in a small California town that has - somehow, against unflattering odds, through a bankruptcy and a restart and a steady-state of about 190 people - convinced a few million strangers a year to bring their projects out of their garages. The colon still works. The magazine still ships. The Faires still happen. The world still needs people who know what's inside a toaster.

Make: would like that to be more people. They are, as always, taking applications.