Extreme Enterprise Cost Structure

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Revision as of 17:25, 27 August 2020 by Marcin (talk | contribs)
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Any Extreme Enterprise project requires significant investment in the background work to get a significant project to completion.

  1. Product managers - to steward the development of the product
  2. Prototypes - ample prototyping for proof of concept and data collection
  3. Extreme Enterprise Hackathon - recruiting and onboarding people for a large, collaborative event
  4. Machines Development - building supporting machines that enable a more robust revenue model. For example, high torque, Bobcat auger for pile foundations, or hot dip galvanizing kettle.
  5. Materials Development - supporting feedstock optimization. For example, we can develop in-house/outsourced pile manufacturing to save on the helical piles.
  6. Crowd Development - crowdsourced support campaign via presales, crowd development - Crowd Supply, HeroX, and Kickstarter
  7. Publishing - hire a book publisher to deliver a manual. One is the excessive 2000-4000 pages of refined documentation, and that is turned into a coffee-table book or a Build Manual that references the wiki, using locked pages.
  8. Marketing - compelling video production, copy, brochures. Time lapses, animations, post-production. Using a 100% open source tool chain.
  9. Training Events - materials for prototyping, and food budgets for participants, and customer service.
  10. Website - good website and forum.
  11. Software Support - automated BOM generator for different models, and methodology for doing the same using normal spreadsheets. Using FreeCAD, and an open source project around that.