OSE Apprenticeship Scalability: Difference between revisions

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=100x=
10x is easier than 2x. To think in extremes, consider the possibility of 100x being easier than 10x.
10x is easier than 2x. To think in extremes, consider the possibility of 100x being easier than 10x.


*Fractal org design - units of 24 are a good working scale at the $1M level.  
*Fractal org design - units of 24 are a good working scale at the $1M level.  Thus, $1M takes care of $100M, but cultural learning is required.
*Robust economics - SEH design with $60k materials, $30k labor at $40/hr and 750 hours. Key is thorough optimization from 2000 hours to 750 hours. 2000 hours considers first time learning.
*Robust economics - SEH design with $60k materials, $30k labor at $40/hr and 750 hours. Key is thorough optimization from 2000 hours to 750 hours. 2000 hours considers first time learning.
*Continuing improvement - Open Sector ecosystem to make the economic power accessible via [[UBA]]
*Continuing improvement - Open Sector ecosystem to make the economic power accessible via [[UBA]]
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*Ecology - ecosystems of product: structure, power, mechanisms, sensor, controller, communications, software. That's for tech, but integrate with natural ecosystems, food production, facility, school. Manufacturing and knowledge production.
*Ecology - ecosystems of product: structure, power, mechanisms, sensor, controller, communications, software. That's for tech, but integrate with natural ecosystems, food production, facility, school. Manufacturing and knowledge production.
*RLF + School + Open Sector Enterprise - financial independence economic kernel for everyone
*RLF + School + Open Sector Enterprise - financial independence economic kernel for everyone
*Lifetime Design - modification, modularity, durable parts, [[Construction Set Approach]]
=Culture=
Goal is behaviors which drive product and [[DMS]]. Product must be 100x, via a 10x of lifetime design and 10x of autonomy: elimination of waste, entry of financial independence, entry of [[Self-Determination]].

Revision as of 19:53, 15 April 2024

100x

10x is easier than 2x. To think in extremes, consider the possibility of 100x being easier than 10x.

  • Fractal org design - units of 24 are a good working scale at the $1M level. Thus, $1M takes care of $100M, but cultural learning is required.
  • Robust economics - SEH design with $60k materials, $30k labor at $40/hr and 750 hours. Key is thorough optimization from 2000 hours to 750 hours. 2000 hours considers first time learning.
  • Continuing improvement - Open Sector ecosystem to make the economic power accessible via UBA
  • RLF to attain the skills required. Start with: Heat Pump Module, Wall Module, Trim Module, Shower Module, Service Entrance Module, Trellis module, Garage Door Module, Doors and Door Knobs, Window Module. Then Landscaping pavers in 3 buckets. OSE Linux with all the CAD and blueprints in FreeCAD.
  • Degeneracy culture - we are systems designers, thus we must consider the simplest options for each
  • Ecology - ecosystems of product: structure, power, mechanisms, sensor, controller, communications, software. That's for tech, but integrate with natural ecosystems, food production, facility, school. Manufacturing and knowledge production.
  • RLF + School + Open Sector Enterprise - financial independence economic kernel for everyone
  • Lifetime Design - modification, modularity, durable parts, Construction Set Approach

Culture

Goal is behaviors which drive product and DMS. Product must be 100x, via a 10x of lifetime design and 10x of autonomy: elimination of waste, entry of financial independence, entry of Self-Determination.