Collaborative Design 2023: Difference between revisions

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*Work Log - transparent view of effort (time log) correlated to work product (dev template), with every single individual page changed documented on the Work Log.
*Work Log - transparent view of effort (time log) correlated to work product (dev template), with every single individual page changed documented on the Work Log.
*Each module dev starts with Requirement
*Each module dev starts with Requirement
=Collaborative Design Proposal=
Considering the Meta and Scalable Team sections above, we build upon the existing problem formulation:
<html><iframe width="560" height="315" src="https://www.youtube.com/embed/v__qoJsAs48" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe></html>
This problem statement is correct:
#We use real CAD data
#We inject it into the game engine for interactivity
#People begin designing within the game engine, and sending manufacturing files to local open source microfactories.
For the open source version, here is OSE's proposal that frees this leopard.


=Links=
=Links=
*[[Collaborative Design]]
*[[Collaborative Design]]
*[[Collaboration Architecture]]
*[[Collaboration Architecture]]

Revision as of 19:08, 26 January 2023

About

Building upon years of modular, open hardware development, the current scalable process looks like this. It must be eternal, scalable (about 100-500 modules per manager), related (Product Ecologies) as part of a multiverse of collaborative product ecosystems.

Meta:

  • Design Guides - how to design. Large educational content.
  • Design - actual design in FreeCAD.
  • FreeCAD Workbenches. Once CAD is sufficiently developed, it is embodied in design workbenches which allow an avid novice to begin designing according to rules of the Design Guides. Workbenches go up to generating 3D printing and CNC steel cutting files, as well as 3D parts machined with the universal Multimachine. The multimachine works with any 3" stock to produce parts of 3" diameter, or larger ones from block stock. Coupled with design curriculum, and the manufacturing part (3D printing) - this is part of a powerful, rapid learning methodology.
  • 3D Printing - for housing, tractors, 3D printers - there are significant numbers of parts that can be 3D printed. A 1x4x4 foot bed printer allows for 3D printing even of house modules. This must be backed by a shredder and filament maker for 1 ton per day minimum production volumes (around $1M net revenue per year).
  • OSE Linux - each $1M enterprise can be captured on a dedicated Linux distribution that facilitates the integrated process of starting that particular business on a distributed scale.

Scalable Team:

  • Work log
  • Time Log
  • Dev Template with Infobox that includes Genealogy and Product Ecology links. Genealogy is former work, so it overlaps with Industry Standards, and Product Ecology is reflected in Ecosystem in each person's Work Log. Product Ecology is overall (GVCS) and sub-ecologies - such as 3DP, tractor, house, drones, automation, etc.
  • Live doc - edited daily.
  • Product Ecosystem - hyperlinked visual graph of overall tech on first page of work doc. Hyperlinked index in each working doc. This is part of Module Based Design where a team works on interoperable parts of a whole.
  • Work Log - transparent view of effort (time log) correlated to work product (dev template), with every single individual page changed documented on the Work Log.
  • Each module dev starts with Requirement

Collaborative Design Proposal

Considering the Meta and Scalable Team sections above, we build upon the existing problem formulation:

This problem statement is correct:

  1. We use real CAD data
  2. We inject it into the game engine for interactivity
  3. People begin designing within the game engine, and sending manufacturing files to local open source microfactories.

For the open source version, here is OSE's proposal that frees this leopard.

Links