Extreme Enterprise Method: Difference between revisions
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*A face-time event - not in the virtual world but for real. | *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 | ||
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]] |
Revision as of 20:59, 11 June 2022
The extreme enterprise method brings about the feasibility of large-scale development process based on:
- 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
- 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.
- 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.
- 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