Extreme Enterprise Method: Difference between revisions

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*[[Swarm Builds]] - with 24 or 100 skilled people, or unskilled depending on amount of time allotted to learning. Or thousands with the evolved method.
*[[Swarm Builds]] - with 24 or 100 skilled people, or unskilled depending on amount of time allotted to learning. Or thousands with the evolved method.
*[[Incentive Challenges]] - large scale participation in design
*[[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

Revision as of 21:05, 11 June 2022

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

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.