Seed Eco-Home Optimized Build Time

From Open Source Ecology
Revision as of 14:25, 15 January 2026 by Marcin (talk | contribs) (→‎The Expertise-Embedded Design Principle (EEDP))
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

May 1 Labor Target – Phase Breakdown (per 1,000 ft² Seed Eco-Home)

  • Note: the core size for SH6, SH7, and SH8 is 720 square foot, with expansion at about 1400 sf.
  • We can test in 2 phase - total at the 720 core, and total at the full expanded version.
  • The 720 sf core has all utilities, so it will be the more time intesive one - while the completion will be much faster.

Assumptions:

  • Repeatable design, low roof complexity
  • Tight logistics (kitted, staged materials)
  • Minimal rework
  • Utilities not extreme
  • KPI = On-site person-hours (track prefab separately if applicable)

A) Site Prep & Foundation

  • Scope: layout, excavation, foundation system, backfill/rough grade
  • Target: 70–110 hours

B) Structural Shell

  • Scope: floor (if any), walls, roof, sheathing, WRB, dry-in
  • Target: 120–170 hours

C) Exterior Close

  • Scope: windows/doors, roofing, siding/cladding
  • Target: 60–90 hours

D) MEP (Mechanical, Electrical, Plumbing)

  • Scope: plumbing + electrical + HVAC rough/trim (simplified routing assumed)
  • Target: 100–150 hours

E) Insulation & Air Sealing

  • Scope: insulation install, air sealing details
  • Target: 20–35 hours

F) Interior Finishes

  • Scope: wall finish, paint, flooring, cabinets/trim, fixtures/appliances
  • Target: 110–170 hours

G) Commissioning, Punch, Cleanup

  • Scope: system checks, punch list, final clean
  • Target: 20–25 hours

Totals

  • Low-end total: 500 hours
  • High-end total: 750 hours

Measurement Protocol

  • Headline KPI: On-site person-hours (every human hour on site counts)
  • Include: supervisors, material handling, cleanup, rework, waiting
  • Exclude from headline (track separately): design/engineering, procurement/admin, marketing/sales
  • Optional secondary KPI: Total person-hours including off-site prefab

Build-Day Scorecard

Phase Actual Hours Target Variance
A) Site & Foundation 70–110
B) Structural Shell 120–170
C) Exterior Close 60–90
D) MEP 100–150
E) Insulation & Air Sealing 20–35
F) Interior Finishes 110–170
G) Commissioning 20–25
TOTAL 500–750

(source-[1])

The Expertise-Embedded Design Principle (EEDP)

Source - [2]

EEDP Definition - A system is civilization-grade when the expertise required to produce it is embedded in the design, tooling, and process, rather than residing primarily in the human operator.

Every major expansion of human capacity has occurred when production crossed from expert-bound systems to system-bound systems. In such a system:

  • Competence is structural, not personal.
  • Quality is deterministic, not artisanal.
  • Replication depends on process, not mastery.

Structural Competence - table

Domain Before (Expert-Bound) After (System-Bound)
Knowledge Scribes Printing press
Computation Mathematicians Software
Manufacturing Craftsmen Assembly systems
Energy Engineers Standardized install
Infrastructure Trades Expertise-embedded systems

Expertise-Embedded Design Principle (EEDP)

Dimension Description
Principle Definition A system is civilization-grade when the expertise required to produce it is embedded in the design, tooling, and process, rather than residing primarily in the human operator.
Core Claim Production intelligence is transferred from individual experts into the system itself; competence becomes structural, not personal.
Operational Test First-time participants can produce a market-quality outcome at no more than ~2× the labor of trained professionals.
What Is Measured Buildability of the system (not training quality, calendar time, or simplicity of the product).
Quality Threshold Output is structurally sound, code-compliant, functionally complete, and economically viable.
Before / After Transition Expert-bound production → System-bound production (artisanal → industrial-civilizational).
Human Capital Implication Expert labor becomes optional rather than required; ordinary people can execute expert-level outcomes because the system itself is expert.
Scalability Result Production is no longer constrained by scarcity of specialists; replication depends on process and design, not mastery.
Resilience Result Knowledge is embedded in open, reproducible artifacts; systems become anti-fragile to personnel loss and institutional decay.
Civilization-Grade Criterion Infrastructure qualifies as civilization-grade when it can be reliably built by non-experts with deterministic quality.
Fermi Paradox Implication Long-lived civilizations require expertise-embedded systems to avoid elite bottlenecks, knowledge fragility, and collapse; survivability depends on system-embedded intelligence.
OSE Application Housing and infrastructure are designed so that novices can build market-quality assets at near-professional efficiency, enabling universal basic assets through open, reproducible design.