Extreme Enterprise Method: Difference between revisions
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=Overview= | |||
*[[Swarm Builds]] - with 24 or 100 skilled people, or unskilled depending on amount of time allotted to learning. Or thousands with the | The extreme enterprise method brings about the feasibility of large-scale development process resulting in $1B scale enterprise within a year. | ||
*[[Incentive Challenges]] - large scale participation in design | |||
Based on: | |||
*[[Swarm Builds]] - with 24 or 100 skilled people, or unskilled depending on amount of time allotted to learning. Or thousands with the full method method. | |||
*[[Module Based Design]] and corresponding [[Documentation]] such as wikis and realtime editable [[Google Docs]] | |||
*[[Modular Breakdown]] - breakind down module-based design into granular steps. This is Breakdown differs from Modular Design - in that the Breakdown is what you do within each module of Module-Based Design. Most useful way to think about Modules is those items that allow for rapid assembly of a complex product. Thus - assemblies - as they go into a finished product. It would be distinct from Parts, which are modules made from subparts (primitive parts). Thus, Primitive Parts (ex, bolt) making a Part (such as an engine) is a good distinction from Assembly. Primitive Parts are largely manufactured, and Assemblies are assembled into the final product. To summarize - we start with Module-Based Design, then do Modular Breakdown on each module. | |||
*[[Incentive Challenges]] - large scale participation in design, shifting to [[Topgraded Incentive Challenges]] in the full implementation. | |||
*[[Collaborative Literacy]] - a method for avoiding [[Brook's Law]] so that development effort can scale | *[[Collaborative Literacy]] - a method for avoiding [[Brook's Law]] so that development effort can scale | ||
*Funding - ability to coordinate via a guiding team | *Funding - ability to coordinate via a guiding team | ||
*[[Rapid Prototyping]] and [[Digital Fabrication]]. | *[[Rapid Prototyping]] and [[Digital Fabrication]]. | ||
*A face-time event - not in the virtual world but for real. Where we build and celebrate the result. It's a social event. | |||
*A face-time event - not in the virtual world but for real. | |||
*[[Digitization]] - representing every asset in CAD, video, text, or other digital documentation format - for worldwide, large-scale access | *[[Digitization]] - representing every asset in CAD, video, text, or other digital documentation format - for worldwide, large-scale access | ||
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The process must go through all the steps, including certifications, as in standard [[Productization]] | The process must go through all the steps, including certifications, as in standard [[Productization]] | ||
The ROI of such a process must be a billion dollar enterprise, soon. As in within 1 year of startup - thus making this a preferred method of complex product development, over [[Venture Capital]] and accompanying loss of control. | |||
=Missing Links= | |||
*Collaborative literacy - awareness of this process. To be promoted through explainer video. | |||
*Heavyweight product management capacity - this includes a refined method, and capital to drive a certain development method while [[Voluntary Enforced Consensus]]. | |||
=Former Ideas= | |||
*[[Extreme Enterprise Hackathon]] |
Latest revision as of 23:09, 23 June 2022
Overview
The extreme enterprise method brings about the feasibility of large-scale development process resulting in $1B scale enterprise within a year.
Based on:
- Swarm Builds - with 24 or 100 skilled people, or unskilled depending on amount of time allotted to learning. Or thousands with the full method method.
- Module Based Design and corresponding Documentation such as wikis and realtime editable Google Docs
- Modular Breakdown - breakind down module-based design into granular steps. This is Breakdown differs from Modular Design - in that the Breakdown is what you do within each module of Module-Based Design. Most useful way to think about Modules is those items that allow for rapid assembly of a complex product. Thus - assemblies - as they go into a finished product. It would be distinct from Parts, which are modules made from subparts (primitive parts). Thus, Primitive Parts (ex, bolt) making a Part (such as an engine) is a good distinction from Assembly. Primitive Parts are largely manufactured, and Assemblies are assembled into the final product. To summarize - we start with Module-Based Design, then do Modular Breakdown on each module.
- Incentive Challenges - large scale participation in design, shifting to Topgraded Incentive Challenges in the full implementation.
- Collaborative Literacy - a method for avoiding Brook's Law so that development effort can scale
- Funding - ability to coordinate via a guiding team
- Rapid Prototyping and Digital Fabrication.
- A face-time event - not in the virtual world but for real. Where we build and celebrate the result. It's a social event.
- Digitization - representing every asset in CAD, video, text, or other digital documentation format - for worldwide, large-scale access
The process goes up to full product release of public goods, and this should be fundable through crowds, with different inputs:
- Time - design, expertise, docuementation
- Money
- In-kind prototyping or other in-kind resources
The process must go through all the steps, including certifications, as in standard Productization
The ROI of such a process must be a billion dollar enterprise, soon. As in within 1 year of startup - thus making this a preferred method of complex product development, over Venture Capital and accompanying loss of control.
Missing Links
- Collaborative literacy - awareness of this process. To be promoted through explainer video.
- Heavyweight product management capacity - this includes a refined method, and capital to drive a certain development method while Voluntary Enforced Consensus.