Extreme Enterprise Book: Difference between revisions

From Open Source Ecology
Jump to navigation Jump to search
Line 5: Line 5:
#Basis for an Abridged, popular version of the book. Enlist a publisher as one of the participant-clients.
#Basis for an Abridged, popular version of the book. Enlist a publisher as one of the participant-clients.
#First in a ''save the world'' series of manuals for [[Movement Entrepreneurs]]. The intent is a serious work on solving a major world issue by collaboration, and always ''only the beginning.'' '''[[Solving Pressing World Issues Book Series]]'''.
#First in a ''save the world'' series of manuals for [[Movement Entrepreneurs]]. The intent is a serious work on solving a major world issue by collaboration, and always ''only the beginning.'' '''[[Solving Pressing World Issues Book Series]]'''.
#Gamification for solving pressing world issues - the gamified version leverages the sit-on-ass industry to contribute to a pressing world issue by developing the most effective way to build a house.
#Gamification for solving pressing world issues - the gamified version leverages the sit-on-ass industry to solve a pressing world issue by developing the most effective way to build a house in a game environment.


=Table of Contents=
=Table of Contents=

Revision as of 18:19, 14 August 2020

Introduction

The XE Book serves multiple purposes:

  1. Clear organizational point regarding the content outcome of an Extreme Enterprise event.
  2. Extended manual for enterprise startup
  3. Basis for an Abridged, popular version of the book. Enlist a publisher as one of the participant-clients.
  4. First in a save the world series of manuals for Movement Entrepreneurs. The intent is a serious work on solving a major world issue by collaboration, and always only the beginning. Solving Pressing World Issues Book Series.
  5. Gamification for solving pressing world issues - the gamified version leverages the sit-on-ass industry to solve a pressing world issue by developing the most effective way to build a house in a game environment.

Table of Contents

The nature of the work is an enterprise blueprint, for techniques applicable to other pressing world issues. The model of change involves a proven technology baseline, and ambitious raise-the-bar add-ons of solar hydrogen for the related energy and transportation parts.

Part 1: Technology

  1. Introduction: Housing Without Debt
  2. Open Source Ecology
  3. Open Building Institute
  4. How to Design a House - 160 pages
  5. Seed Home Design Overview: walking through foundation, floor, walls, roof, utilities, and expandability with design rationale.
  6. Seed Home Technology: Foundation
  7. Floors
  8. Walls
  9. Roof
  10. Utilities
  11. PV
  12. Temperate Zone Biodigester
  13. Landscaping
  14. Aquaponic Greenhouse Add-On
  15. 3D Printing for Construction - reducing cost further with a large-scale 3D Printer Infrastructure for producing Building Materials from Waste
  16. Appendix A: Solar Hydrogen
  17. Appendix B: Solar Car

Part 2: Collaborative Design and Build

  1. OSE Linux 101
  2. Sweet Home 101
  3. Sweet Home 3D Part Library and Modifications
  4. FreeCAD 101
  5. FreeCAD Part Library and Modifications
  6. FreeCAD Spreadsheets for Generating BOMs
  7. FreeCAD Design Workbench for the Seed Home: Crash Course
  8. House Design Software - FreeCAD Spreadsheets
  9. House Design Software Gamification - MMO. Creative game where people actually develop build techniques. People build things in real life and assemble them in sequence to simulate a swarm build.
  10. Module Breakdown of Technology Dev
  11. Module Breakdown of Enterprise Dev
  12. Role Breakdown of Technology Dev
  13. Role Breakdown of Enterprise Dev
  14. Designing Extreme Build Workflows - for both solo, 2 person, and large team. Tricks for each.

Part 3: Enterprise

  1. OSE/OBI Brand Seed Home website - template if you want to start your own
  2. OSE/OBI certification
  3. Movement Entrepreneurship in a Box: OSE Chapters
  4. Revenue Model, Budgets, and Projections
  5. Managing Incentives and Risk - motivating participants for collaboration and creating structures for continued development
  6. The Heavyweight Campaign: combining the HeroX Incentive Challenge (large 4-head printer + plastic recycling), Crowd Supply (high T printer), Kickstarter (book), and Extreme U (energy).
    1. Kickstarter Organization -
    2. Incentive Challenge Organization - for assisting in the campaign upon launch. 3D Printer. Generic Incentive Challenge rules for collaboration.
    3. Crowd Supply Campaign - revenue funds product development for this. High Temperature Printer - making all types of parts. High T printer is also part of large 3D printer. Initial high T prototype is built in late 2020.
    4. Extreme U campaign - raising the bar at the University
  7. Producing Helical Piles
  8. General Contracting
  9. Site assessment for buildings
  10. Sourcing land - generating best practices
  11. Organizing Extreme Build Events to assist in the Build Week
  12. Understanding BOM Substitution
  13. Design Modifications for the Seed Home
  14. Building Package for Your Building Department. Engineering.
  15. Modifications - the art of adapting design to a specific builder
  16. Mapping the Supply Chains of Building Materials