Large-Scale Collaborative Design: Difference between revisions

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#'''Physical Plant and Hardware''' - dev kits, meetups, conspiring/development places, hackathons
#'''Physical Plant and Hardware''' - dev kits, meetups, conspiring/development places, hackathons
#'''[[Stigmergic Design]]''' - Team Story Game for Collaborative Video protocol; seeded templates on the wiki. Wiki assets for a stygmergic, construction set appraoch.
#'''[[Stigmergic Design]]''' - Team Story Game for Collaborative Video protocol; seeded templates on the wiki. Wiki assets for a stygmergic, construction set appraoch.
#'''Agility''' - Things change fast. A common trend for large development attempts is: (1) things explode in fruitful activity; (2) things collapse from all the activity. The solution is protocols and collaborative literacy of protocol-users. When documenting, always think of the next iteration, and how that will be documented, and how your documentation can be scaled readily to other projects, modules, and systems. Any development project should be [[Fractal]] - both self contained, but also a building block.
=Links=
=Links=
*[[Collaboration Architecture Log]]
*[[Collaboration Architecture Log]]

Revision as of 20:01, 4 April 2020

Basic Coordination Requirements:

  1. Focus. If audacious goal is clear (such as getting past COVID), focus is still needed to develop products fully.
  2. Scalable platform - wiki is used in OSE's work. Social media, Jitsi Video Bridge, part libraries, FreeCAD, are all examples of scalable platforms.
  3. Collaborators - who is collaborating? Need a team based on massive transformative purpose, where 10x Is Easier Than 2x
  4. Documentation - most important asset. The OSE wiki is our repo.
  5. Development Process - standard product development, such as embodied in Development Template
  6. Task division - Kanban board, modular breakdown of Module Based Design, Collaboration Architecture
  7. Prototyping - Ideas are nothing without prototypes to validate them. There are many ways from 3DP, to calculations, to partial prototypes of Test-Driven Design. Doable via hackathons, startup camps, Incentive Challenges,. Extreme Manufacturing Workshops, Summers of Extreme Design-Build
  8. Review - SMEs and users feedback on the development
  9. Communication - video, social media, Slack, collaborative video protocol.
  10. Distillation - upvoting. Critical.
  11. Application - Developers must either engage in dogfooding or production/distribution to outside markets
  12. Physical Plant and Hardware - dev kits, meetups, conspiring/development places, hackathons
  13. Stigmergic Design - Team Story Game for Collaborative Video protocol; seeded templates on the wiki. Wiki assets for a stygmergic, construction set appraoch.
  14. Agility - Things change fast. A common trend for large development attempts is: (1) things explode in fruitful activity; (2) things collapse from all the activity. The solution is protocols and collaborative literacy of protocol-users. When documenting, always think of the next iteration, and how that will be documented, and how your documentation can be scaled readily to other projects, modules, and systems. Any development project should be Fractal - both self contained, but also a building block.

Links