Scaling Open Source Product Development: Difference between revisions

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Title: Open Source Product Development Mastermind
Title: Open Source Product Development Mastermind


We have talked about creating a scalable platform for open source product development since we formulated the  [[Global Village Construction Set]] (GVCS) concept. That is - we are not only developing the GVCS - but also a generalized method for open source product economy. We're developing methods of collaborative design - for a transparent and inclusive economy of abundance.  We've been prototyping hundreds of GVCS machines over the last decade, but did little on productization. We watched as the project began to grow on its own (that is a line from my [[TED Talk]], but plateaued before the final step of viral enterprise creation and replication. At the same time, we developed our [[Extreme Manufacturing Workshop]] model for crowd builds. As such, we learned how to build machines - in One Day - or houses in a few days. This has become our main revenue stream since our [[Shuttleworth Foundation]] funding dried up by 2014. We have never developed kits or products that we can produce on an ongoing basis - it has been more ad hoc as we kept on learning. We are continuing the [[Extreme Builds]], such as with the [[CEB Microhouse Build in Belize]], and are developing kits for sale - starting with the 3D Printer. Along the lines of smaller tools like the 3D Printer, we began to run STEAM Camps - with our first one [2 months ago].
We have talked about creating a scalable platform for open source product development since we formulated the  [[Global Village Construction Set]] (GVCS) concept in 2008. That is - we are not only developing the GVCS - but also a generalized method for open source product development. We're developing methods of collaborative design - for a transparent and inclusive economy of abundance.  We've been prototyping hundreds of GVCS machines over the last decade, but did little on productization. We watched as the project began to grow on its own (that is a line from my [[TED Talk]], but we plateaued before the final step of viral enterprise creation and replication. At the same time, we developed our [[Extreme Manufacturing Workshop]] model for crowd builds. As such, we learned how to build machines - in One Day - or houses in a few days. This has become our main revenue stream since our [[Shuttleworth Foundation]] funding dried up by 2014. We have never developed kits or products that we can produce on an ongoing basis - it has been more ad hoc as we kept on learning. We are continuing the [[Extreme Builds]], such as with the [[CEB Microhouse Build in Belize]], and are finally developing kits for sale - starting with the 3D Printer. Along the lines of smaller tools like the 3D Printer, we began to run STEAM Camps - with our first one [2 months ago].


Our next stab at a bootstrapped platform for open source product development is to grow the STEAM Camps. This is relevant directly to teaching basic open source product development methods, while developing some of the GVCS CNC tools and derivative products in the process. The revenue model here involves students who pay for the experience - which allows us to run the events - while contributing to GVCS development.
Our next stab at a bootstrapped platform for open source product development is to grow the STEAM Camps. This is relevant directly to teaching basic open source product development methods, while developing some of the GVCS CNC tools and derivative products in the process. The revenue model here involves the participants who pay for the experience - which allows us to run the events - while contributing to GVCS development.


We found this financial feedback loop to be quite encouraging.
We found this financial feedback loop worked well enough in the [https://www.opensourceecology.org/open-source-microfactory-stem-camp/ last STEAM Camp] that it is worthwhile to scale the STEAM camp effort. The vision is that
 
 
This i - where we generate a group of instructors and participants equipped with the skills to develop - and participating in active development - of open source products.


=Links=
=Links=
*Reframe the Open Source Microfactory STEAM Camp - [[STEAM Camp Curriculum]] to OSPD Mastermind
*Reframe the Open Source Microfactory STEAM Camp - [[STEAM Camp Curriculum]] to OSPD Mastermind
*[[Important Questions]]
*[[Important Questions]]

Revision as of 17:56, 7 September 2019

Title: Open Source Product Development Mastermind

We have talked about creating a scalable platform for open source product development since we formulated the Global Village Construction Set (GVCS) concept in 2008. That is - we are not only developing the GVCS - but also a generalized method for open source product development. We're developing methods of collaborative design - for a transparent and inclusive economy of abundance. We've been prototyping hundreds of GVCS machines over the last decade, but did little on productization. We watched as the project began to grow on its own (that is a line from my TED Talk, but we plateaued before the final step of viral enterprise creation and replication. At the same time, we developed our Extreme Manufacturing Workshop model for crowd builds. As such, we learned how to build machines - in One Day - or houses in a few days. This has become our main revenue stream since our Shuttleworth Foundation funding dried up by 2014. We have never developed kits or products that we can produce on an ongoing basis - it has been more ad hoc as we kept on learning. We are continuing the Extreme Builds, such as with the CEB Microhouse Build in Belize, and are finally developing kits for sale - starting with the 3D Printer. Along the lines of smaller tools like the 3D Printer, we began to run STEAM Camps - with our first one [2 months ago].

Our next stab at a bootstrapped platform for open source product development is to grow the STEAM Camps. This is relevant directly to teaching basic open source product development methods, while developing some of the GVCS CNC tools and derivative products in the process. The revenue model here involves the participants who pay for the experience - which allows us to run the events - while contributing to GVCS development.

We found this financial feedback loop worked well enough in the last STEAM Camp that it is worthwhile to scale the STEAM camp effort. The vision is that

Links