Extreme Enterprise Method: Difference between revisions

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The extreme enterprise method brings about the feasibility of large-scale development process based on:
=Overview=


*[[Swarm Builds]] - with 24 or 100 skilled people, or unskilled depending on amount of time allotted to learning. Or thousands with the evolved method.
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]].
*[[Module Based Design]] and corresponding [[Documentation]] such as wikis and realtime editable [[Google Docs]]
*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.

Former Ideas