2 Year Strategic Plan: Difference between revisions

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This is a 2 year strategic plan for OSE for the completion of the GVCS not only to [[Beta Release]], but to [[XM_Distributive Enterprise Development]].
This is a 2 year strategic plan for OSE for the completion of the GVCS not only to [[Beta Release]], but to [[XM_Distributive Enterprise Development]].


We are building a scalable, collaborative, open source product development pipeline for increasing the rate of innovation. Our method is developing the [[Global Village Construction Set]] as a test bed for an [[Extreme Manufacturing]] methodology - an application of [[Scrum]] to hardware development. Our sprcific product is an open source, [[Distributive Enterprise]] - the Extreme Microfactory capable of clearing $80k/4 people/month/4000 square feet of production space - producing the 50 GVCS machines - as proof of concept that open economic collaboration not only works - but makes proprietary development models obsolete. As a first milestone by the beginning of Q4 2012, we are aiming to demonstrate a $20k/month revenue stream to bootstrap fund ongoing development - via production of CEB Presses at a rate of 1 per week - with a Production Manager and apprentices who receive crash course training in flexible fabrication.  
We are building a scalable, collaborative, open source product development pipeline for increasing the rate of innovation. Our method is developing the [[Global Village Construction Set]] as a test bed for an [[Extreme Manufacturing]] methodology - an application of [[Scrum]] to hardware development. Our sprcific product is an open source, [[Distributive Enterprise]] - the Extreme Microfactory capable of clearing $80k/4 people/month/4000 square feet of production space - producing the 50 GVCS machines - as proof of concept that open economic collaboration not only works - but makes proprietary development models obsolete.  
 
=Defining the Game=
*The name of the game is developing a scalable, self-funding, organically-growing open product development platform based on [[XM]] and the [[GVCS]] as a route to the [[Open Source Economy of Affection]].
PURPOSE OF GAME (mission)
 
STRATEGY FOR GAME (approach / road map for achieving purpose/mission)
 
ENTITIES OF GAME (Whatever will be used or needs to be considered to play the game including people, elements, environments, etc.)
 
HOW TO PLAY (a list of actions needed to play the game – these can easily be converted into commitments)
 
RULES OF THE GAME (a list of what’s allowed, required, or forbidden in playing the game)
 
INDICATORS OF SATISFACTION/SUCCESS (the evidence/proof that the game has been won)
 
GAMEMASTER (the person responsible for the game)
 
 
==Who is the Player?==
 
=Milestones=
*Beginning of Q4 2012, we are aiming to demonstrate a $20k/month revenue stream to bootstrap fund ongoing development - via production of CEB Presses at a rate of 1 per week - with a Production Manager and apprentices who receive crash course training in flexible fabrication.
*Recruit the first [[OSE Fellow]]
 
=Method=
 
=Metrics=
*Value of GVCS machines built
*Net worth of enterprises started via access to the GVCS
*


[[Category:XM]]
[[Category:XM]]

Revision as of 03:26, 27 April 2012

Abstract

This is a 2 year strategic plan for OSE for the completion of the GVCS not only to Beta Release, but to XM_Distributive Enterprise Development.

We are building a scalable, collaborative, open source product development pipeline for increasing the rate of innovation. Our method is developing the Global Village Construction Set as a test bed for an Extreme Manufacturing methodology - an application of Scrum to hardware development. Our sprcific product is an open source, Distributive Enterprise - the Extreme Microfactory capable of clearing $80k/4 people/month/4000 square feet of production space - producing the 50 GVCS machines - as proof of concept that open economic collaboration not only works - but makes proprietary development models obsolete.

Defining the Game

  • The name of the game is developing a scalable, self-funding, organically-growing open product development platform based on XM and the GVCS as a route to the Open Source Economy of Affection.

PURPOSE OF GAME (mission)

STRATEGY FOR GAME (approach / road map for achieving purpose/mission)

ENTITIES OF GAME (Whatever will be used or needs to be considered to play the game including people, elements, environments, etc.)

HOW TO PLAY (a list of actions needed to play the game – these can easily be converted into commitments)

RULES OF THE GAME (a list of what’s allowed, required, or forbidden in playing the game)

INDICATORS OF SATISFACTION/SUCCESS (the evidence/proof that the game has been won)

GAMEMASTER (the person responsible for the game)


Who is the Player?

Milestones

  • Beginning of Q4 2012, we are aiming to demonstrate a $20k/month revenue stream to bootstrap fund ongoing development - via production of CEB Presses at a rate of 1 per week - with a Production Manager and apprentices who receive crash course training in flexible fabrication.
  • Recruit the first OSE Fellow

Method

Metrics

  • Value of GVCS machines built
  • Net worth of enterprises started via access to the GVCS