Extreme Collaboration: Difference between revisions
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*Start with a signifcant value pool, such as all the prior work of [[OBI]] on housing - the modular construction system of the Seed Eco-Home and Aquaponic Greenhouse. | *Start with a signifcant value pool, such as all the prior work of [[OBI]] on housing - the modular construction system of the Seed Eco-Home and Aquaponic Greenhouse. | ||
*Provide a 5 day crash course online - teaching AI-assisted CAD, [[Collaboration Architecture]], and [[Construction Sets]] for design. | *Provide a 5 day crash course online - teaching AI-assisted CAD, [[Collaboration Architecture]], and [[Construction Sets]] for design. | ||
* | *Invoke a design sprint to produce open design software using no-code means. | ||
=Meta= | =Meta= | ||
Revision as of 08:17, 29 January 2026
Context
OSE aims to prove that large-scale collaboration can happen in industrialized countries to develop economic artifacts openly as opposed to via proprietary consortia such as corporations. To prove this, we are aiming to upskill numerate citizens in significant numbers (hundreds) and demonstrate that incentives can be created for siginificant economic development to address cost-of-living issues of affordability - such as housing. Here we propose a method to upgrade hundreds of people to design and production skill to eneble distributed, open production of powerful economic means - namely homes, heavy machines, and building materials as a first proof-of-principle that advanced economic process can be made appropriate (as in appropriate, modern technology) thereby providing a robust economic base as a substrate for advancing civilization.
OSE Experiment
OSE has solved partially for swarm collaboration. For example, we can get 50 people to show up to Extreme Builds like the Seed Eco-Home.
We would like to do this not just for the house, but for all components of the Global Village Construction Set.
To achieve civilization-grade results, the chance of achieving positive feedback loops (productization) increase if we have Linux-scale participation, ie, hundreds or thousands of concurrent developers. This requires a higher level of coordination than software.
Method
- Define a pay-to-pay-attention process to upskill people, focusing on getting people to commit to learning
- Start with a signifcant value pool, such as all the prior work of OBI on housing - the modular construction system of the Seed Eco-Home and Aquaponic Greenhouse.
- Provide a 5 day crash course online - teaching AI-assisted CAD, Collaboration Architecture, and Construction Sets for design.
- Invoke a design sprint to produce open design software using no-code means.
Meta
There are many tasks that go into an integrated Design/development infrastructure, and because of the numerous dependencies, they are hard to execute because of these dependencies: one part depends on the knowledge of another. To assist, we define physical interface design, but what about interface design to other areas, such as different machines or product ecosystems? To address this, we can create part libraries that contain all the dependencies, and if these are to be modified, modifications follow Design Rules.
Part libraries would allow us to move between tractor construction set, heavy machining, materials handling, materials processing, fuel and power, construction, and other areas. In the minimum form, precision machining and metal work, up to rolling and hot metal work, can all be built upon basic Tractor Construction Set infrastructures.
The key is to define tasks and processes that are scalable to wide participation. OSE is working on leveraging hundreds to thousands of contributors in realtime design. Its Summer X and other swarm events aim to optimize for wide collaboration. This is because of the premise that any complex productization involves significant resources on the order of $1M a pop, or about 10 people working full time for a year 20,000 development hours. This can be facilitated with AI these days.