Seed Eco-Home Optimized Build Time: Difference between revisions
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Revision as of 14:20, 15 January 2026
May 1 Labor Target – Phase Breakdown (per 1,000 ft² Seed Eco-Home)
- Note: the core size for SH6, SH7, and SH8 is 720 square foot, with expansion at about 1400 sf.
- We can test in 2 phase - total at the 720 core, and total at the full expanded version.
- The 720 sf core has all utilities, so it will be the more time intesive one - while the completion will be much faster.
Assumptions:
- Repeatable design, low roof complexity
- Tight logistics (kitted, staged materials)
- Minimal rework
- Utilities not extreme
- KPI = On-site person-hours (track prefab separately if applicable)
A) Site Prep & Foundation
- Scope: layout, excavation, foundation system, backfill/rough grade
- Target: 70–110 hours
B) Structural Shell
- Scope: floor (if any), walls, roof, sheathing, WRB, dry-in
- Target: 120–170 hours
C) Exterior Close
- Scope: windows/doors, roofing, siding/cladding
- Target: 60–90 hours
D) MEP (Mechanical, Electrical, Plumbing)
- Scope: plumbing + electrical + HVAC rough/trim (simplified routing assumed)
- Target: 100–150 hours
E) Insulation & Air Sealing
- Scope: insulation install, air sealing details
- Target: 20–35 hours
F) Interior Finishes
- Scope: wall finish, paint, flooring, cabinets/trim, fixtures/appliances
- Target: 110–170 hours
G) Commissioning, Punch, Cleanup
- Scope: system checks, punch list, final clean
- Target: 20–25 hours
Totals
- Low-end total: 500 hours
- High-end total: 750 hours
Measurement Protocol
- Headline KPI: On-site person-hours (every human hour on site counts)
- Include: supervisors, material handling, cleanup, rework, waiting
- Exclude from headline (track separately): design/engineering, procurement/admin, marketing/sales
- Optional secondary KPI: Total person-hours including off-site prefab
Build-Day Scorecard
| Phase | Actual Hours | Target | Variance |
|---|---|---|---|
| A) Site & Foundation | 70–110 | ||
| B) Structural Shell | 120–170 | ||
| C) Exterior Close | 60–90 | ||
| D) MEP | 100–150 | ||
| E) Insulation & Air Sealing | 20–35 | ||
| F) Interior Finishes | 110–170 | ||
| G) Commissioning | 20–25 | ||
| TOTAL | 500–750 |
(source-[1])
The Expertise-Embedded Design Principle (EEDP)
EEDP Definition - A system is civilization-grade when the expertise required to produce it is embedded in the design, tooling, and process, rather than residing primarily in the human operator.
In such a system:
- Structural Competence - competence is structural, not personal.
- Quality is deterministic, not artisanal.
- Replication depends on process, not mastery.
| Domain | Before (Expert-Bound) | After (System-Bound) |
|---|---|---|
| Knowledge | Scribes | Printing press |
| Computation | Mathematicians | Software |
| Manufacturing | Craftsmen | Assembly systems |
| Energy | Engineers | Standardized install |
| Infrastructure | Trades | Expertise-embedded systems |
Expertise-Embedded Design Principle (EEDP)
| Dimension | Description |
|---|---|
| Principle Definition | A system is civilization-grade when the expertise required to produce it is embedded in the design, tooling, and process, rather than residing primarily in the human operator. |
| Core Claim | Production intelligence is transferred from individual experts into the system itself; competence becomes structural, not personal. |
| Operational Test | First-time participants can produce a market-quality outcome at no more than ~2× the labor of trained professionals. |
| What Is Measured | Buildability of the system (not training quality, calendar time, or simplicity of the product). |
| Quality Threshold | Output is structurally sound, code-compliant, functionally complete, and economically viable. |
| Before / After Transition | Expert-bound production → System-bound production (artisanal → industrial-civilizational). |
| Human Capital Implication | Expert labor becomes optional rather than required; ordinary people can execute expert-level outcomes because the system itself is expert. |
| Scalability Result | Production is no longer constrained by scarcity of specialists; replication depends on process and design, not mastery. |
| Resilience Result | Knowledge is embedded in open, reproducible artifacts; systems become anti-fragile to personnel loss and institutional decay. |
| Civilization-Grade Criterion | Infrastructure qualifies as civilization-grade when it can be reliably built by non-experts with deterministic quality. |
| Fermi Paradox Implication | Long-lived civilizations require expertise-embedded systems to avoid elite bottlenecks, knowledge fragility, and collapse; survivability depends on system-embedded intelligence. |
| OSE Application | Housing and infrastructure are designed so that novices can build market-quality assets at near-professional efficiency, enabling universal basic assets through open, reproducible design. |