Extreme Enterprise Development Model

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Revision as of 23:40, 25 August 2020 by Marcin (talk | contribs) (→‎Summary)
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Intro

The Extreme Enterprise is a model of collaborative development for solving pressing world issues via regenerative enterprises.

Applications

Applicable to collaborative problem solving of bigger issues through enterprise, focusing on the irresistible offer: better, cheaper, faster. Such as Education: 1000 teachers, conference, learn to run 3D Printer Builds. Such as Housing: 2000 Owner-Builders enlisted.

Model Elements

  1. Solve for showing up - for enterprise development completion. Collect a sufficient number of people to produce the development and reification of an irresistible offer, at least $1M-10M. BHAG + Massive Transformative Purpose.
  2. Collaborate. Use the resources to deliver the products collaboratively.
    1. Involves developing crash training preparatory materials, detailed ergonomics, detailed product management.
    2. Hackathon for Exhaustive, High Quality Documentation of an Enterprise - Customers deliver technical due diligence via large-scale development hackathons. These hackathons focus on copious, high-quality documentation of past work, with slight level of design work.
    3. Hands-on build training produces a community of skill.
    4. Additional SMEs are hired by paying for them for the hackathon, if the customer is not an SME. Ideal breakdown of number of customers vs SMEs is 100% customers are SMEs, but likely it's more like 1-10% are SMEs. We hire the 5% of SMEs (100 for a 2000 program). SMEs are required to learn the collaborative literacy and integrated technical literacy to join. This way we are cultivating the collaborative culture within the SMEs.
  3. Involve entrepreneurship: this element is what makes the project grow. Develop people for brute-force delivery, in a scalable way, to address a pressing need. OSE provides high value leads. Distributive Enterprise means that we train others for enterprise - using a franchise model.
  4. Franchise to Scale. We are providing immersion training education. Education is scalable, so the revenue model is scalable to the $10M level readily. We are selling education (think STEAM Camps Enterprise for summer school programs, with a turnkey package that all develop or House Building Enterprise
  5. Involve movement entrepreneurship: develop OSE Chapters that contribute essentially to the GVCS completion at $10M remaining dev budget for the 2028 finish line.
  6. Involve customers as Developers - in collaboration and continued product development: crash train them for collaborative literacy and technical literacy in the subject matter of development. Thus, the customers become lifetime customers, contributing to a better world.
  7. Absorb all interest. If we cannot deliver, we think hard about scaling the program. Leads are a value that we trade with the entrepreneurs that we train.

Summary

  1. Reverse the Enterprise. Like AKA Customer as developer. Involve customer is crash development to provide immense value by compressing large development effort into 24 hours on a weekend. Thus, the business model relies on customers PAYING to develop an enterprise. This addresses the length of time needed to develop an enterprise - and shifts that enterprise from secrecy (power concentration) to public development (Distributive Economics)
  2. Provide ample resource to address Scarcity Thinking. Do not sell short of a vision based on available resources - gather the sufficient resources to provide a thorough solution. Think what it takes to create irresistible offers on a 2 year development time scale.

Examples of Economic Plays

  1. Seed Home 2 - entrepreneur cost is $25k. They produce a house at $5k payment with a lead. 10 leads means they pay back their investment in 1/2 year.