Large-Scale Open Collaboration: Difference between revisions
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=Let Me Tell You a Story= | |||
Once there was a little boy who with a snap of his fingers, magically minifested a team of 1000 people. When he snapped his fingers twice, 10x as many people appeared! He didn't know what to do with them. Then he said. "I know. We can collaborate on solving a big problem together." So they designed an new world, in one day, free of any troubles and problems. That world included one day to design hydrogen engines, microchips, cars that ran on water, and heavy machines for construction and agriculture. They built the most prosperous city in one day, and lived happily ever after. | Once there was a little boy who with a snap of his fingers, magically minifested a team of 1000 people. When he snapped his fingers twice, 10x as many people appeared! He didn't know what to do with them. Then he said. "I know. We can collaborate on solving a big problem together." So they designed an new world, in one day, free of any troubles and problems. That world included one day to design hydrogen engines, microchips, cars that ran on water, and heavy machines for construction and agriculture. They built the most prosperous city in one day, and lived happily ever after. | ||
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This is a manifestation of the [[Art of Possibility]]. | This is a manifestation of the [[Art of Possibility]]. | ||
=Execution= | |||
A full time collaboration ecologist who is savvy in management and technical design can produce large-scale technical design with a large scale community. Video gaming can help here. In an MMOG - people can do design by following design rules that others teach in a class. Virtual learning materials can be presented. Real repositories can be populated - such as wikis. | |||
This starts with a complete part library, and in the game, people would build villages. Starting with Seed Eco-Home. The challenge is working patterns to design from, and part libraries to make this real. | |||
This has to include an open source game engine populated with parts. Then we just need participants. | |||
A budget of $100k gets us the game in 1 month (8 game designers, 1 CAD person, one architect who does aesthetics). The rest is a marketing team, from OSE, where the revenue model is selling houses that people design. | |||
Someone in the virtual world claims for a house, and others volunteer. Everyone has stake - such as people paying to play, or in-game purchases. People who pay more can get more powers, such as power of organizing a team. But it can also be meritocratic, where a person gains reputation by teaching. |
Revision as of 23:14, 23 July 2022
Let Me Tell You a Story
Once there was a little boy who with a snap of his fingers, magically minifested a team of 1000 people. When he snapped his fingers twice, 10x as many people appeared! He didn't know what to do with them. Then he said. "I know. We can collaborate on solving a big problem together." So they designed an new world, in one day, free of any troubles and problems. That world included one day to design hydrogen engines, microchips, cars that ran on water, and heavy machines for construction and agriculture. They built the most prosperous city in one day, and lived happily ever after.
That is the power of large-scale, collaborative design.
This is a manifestation of the Art of Possibility.
Execution
A full time collaboration ecologist who is savvy in management and technical design can produce large-scale technical design with a large scale community. Video gaming can help here. In an MMOG - people can do design by following design rules that others teach in a class. Virtual learning materials can be presented. Real repositories can be populated - such as wikis.
This starts with a complete part library, and in the game, people would build villages. Starting with Seed Eco-Home. The challenge is working patterns to design from, and part libraries to make this real.
This has to include an open source game engine populated with parts. Then we just need participants.
A budget of $100k gets us the game in 1 month (8 game designers, 1 CAD person, one architect who does aesthetics). The rest is a marketing team, from OSE, where the revenue model is selling houses that people design.
Someone in the virtual world claims for a house, and others volunteer. Everyone has stake - such as people paying to play, or in-game purchases. People who pay more can get more powers, such as power of organizing a team. But it can also be meritocratic, where a person gains reputation by teaching.