Extreme Enterprise

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Summary

Extreme Enterprise is a collaboratively developed, extremely efficient, open source enterprise that is uses to create Open Sector enterprise. The goal of such enterprise is to address Pressing World Issues.

Intro

Extreme Enterprise is a product development methodology intended to address distribution of wealth, which remains one of the most pressing, unsolved issues in human economic systems.

Extreme Enterprise is the extension of Extreme Manufacturing to the enterprise (business) level. We are testing this methodology by doing a 24 hour extreme event where we design, document, prototype, and productize a 1000 square foot seed eco-home that can be built by 2 people in one week, for US$50k.

An Enterprise development model, based on extemely rapid (both efficient and effective) development for enterprise. Extreme Enterprise is the analogue of Extreme Manufacturing (applicable to product design/build) - but extended to the development of enterprises.

The Extreme Enterprise represents a direct means to the essential goal of Distributive Enterprise.

The enterprise development goes up to the point of sale, thereby completing the production cycle. Assuming exchange systems, the point of sale may be an actual sale, or in the model of Neo-Subsistence or usufruct, the product may be used directly, without selling it. Ie, use value, vs sale value - both are options.

An Extreme Enterprise is executed with Distributed Production, Open Source Production Engineering, and Distributed Quality Control - which provides industrial productivity on a small scale at 10x the effectiveness compared to centralized production. It is essentially a distributed production model, with intent of Distributed Market Substitution.

Extreme Manufacturing (Joe Justice style) may be applied within a company (proprietary or open) - while Extreme Enterprise is likely to be applied to a more open audience, where stakeholders do not come from specific organizations, but instead create new organizations. Extreme Enterprise is more for startups, Exteme Manufacturing is for startups and established enterprise?

Current Concept

  1. 24 hour weekend event
  2. 2000 participants prototype, with roles carefully crafted according to a role breakdown collaboration architecture
  3. 2000 participants have first priority to getting one of the houses built.
  4. We productize a 1000 sf Seed Eco-Home that can be built in one week, with 2 people, for US$50k. This builds on the 2016 build of the Seed Eco-Home and learnings from the Open Building Institute.
  5. Product includes the pruduct proper, plus methodology for how to develop any product in a 24 hour enterprise session, AND production training for the product proper
  6. Event results in production capacity developed to the extent that training material is produced for new producers and entrepreneurs, and a training program is available for those involved in various areas of the enterprise.
  7. One of the key challenges is how to include prototyping in such a compressed time frame. That is simply accomplished with a $150k prototyping budget. The prototyping plan may be executed during the Extreme Enterprise Hackathon or within 3 months thereafter - to contribute additional products or features.
  8. Immersion training is available shortly after the Hackathon.
  9. Work prior to event guarantees a conditional purchase order - from the 2000 participants - to guarantee stakeholder alignment
  10. Crowd Supply will also be used for high temperature 3D printer, Kickstarter for book presales, and HeroX for large-scale 3D printer for printing house panesl.
  11. House pre-order is zero risk as nothing happens if specifications are not met, and full refund is given minus admin costs. This means that sufficient prior art must be available prior to the Hackathon, such that predictions about the performance and scope of the product can be made accurately.
  12. Money must be spent on prototypes, at $500 per module for 3 iterations of 100 modules. $150k budget.

Scope

Extreme Enterprise solves for Getting People to Show Up so that a development cycle can be completed.

This means that the key is radical pushing of boundaries regarding who shows up at the table, across disciplines:

Extreme Enterprise Task Breakdown

Goals and Principles, and What is It?

  1. Unleashing development collaboration.
  2. Goal for product is Distributed Market Substitution.
  3. Platform incentivizes contribution to an open core, which is aimed specifically at creating CDFTAIEOA
  4. Ending resource conflicts, historic transfer of wealth, delivering self-determination, shifting from consumer to maker and empoyee to entrepreneur. That is the bigger picture of economic shift.


More: About Components

The Extreme Enterprise sprint is a weekend event that produces a viable enterprise, including product distribution via a website or a presale contract, etc.

  1. Connected to a distribution platform, with a completely distributive branding
  2. Includes training materials for entrepreneurs to go into production
  3. Product includes: You can buy product or buy production as a 'white-label' product
  4. Producer Certification (steps, but not necessarily the certifying body) to certain production standards
  5. OSHWA/OSI/DIN SPEC 3105 compliant, with Distributive Enterprise Requirements

Infrastructure

  1. OSE provides a web platform, Forum, and other collaboration
  2. Product features some Technological Recursion, ie, bring production back to communities. For example, it may be a coil winder or enhanced 3D printer or PNP machine for building the circuit
  3. By freeing R&D, we free up a lot of energy for other pursuits, such as creation of prosperity
  4. Open Source Microfactory Specification - defines critical tool spec for technological recursion
  5. Paradigm provides a way for participants to lower production costs via the Open Source Microfactory
  6. It involves a leapfrogging plan for 3rd world development

Value Proposition

  1. Accelerating Open Source Hardware Product Releases - We help open source hardware products reach product release by providing last-mile technical development to product release - via curation of collaboration to divide the problem into small parts and to bring a product release through 24 hour Extreme Enterprise sprints with hundreds of people.
  2. We Address the Iterative Prototyping Pain Point of Hardware - It takes humongous effort to go through numerous prototypes. We address this by rapid and ambitious iteration to reduce overall effort of the Open Source Hardware Trap.
  3. Extreme Learning Event - rapid learning is provided during the Extreme Enterprise sprint.
  4. Develop XM Workflows for Existing OSH Which is Difficult or Expensive to Build - thereby converting good products into social-manufacturable ones that allow for swarm builds in XM business model.
  5. We develop the replicability and quality control of open source hardware products by developing Economically-Viable Open Source Production Engineering using 100% Open Source Toolchains, collaboratively.- The internet is littered with millions of incomplete open source product development efforts - that started as either hobby or more serious efforts. The reality is - the product development process is long and arduous - and enterprise development is even harder. A common reason for failure to reach economic viability is low performance - including being difficult or time-consuming to build. We streamline crappy production engineering to take decent working projects, to turn them into viable products that can be produced with accessible, open source toolchains. Our main value proposition is to redo the production engineering and modify the design to an easy-to-build, high performance product that can compete effectively in the marketplace not only on the merit of its accessible reproducibility.
  6. We Distribute Open Source Enterprise - We work only with people committed to shifting the economic system from proprietary to collaborative. We learn to share: we collaborate on powerful and excellent product, making it fully transparent for anyone to replicate. We publish everything for free, and also provide value-added services such as courses, enterprise training, startup assistance, and franchising. We call this Distributive Enterprise.
  7. Online Marketplace - We are producing the world's first online venue for Distributive Enterprise - where you can either buy the product - or buy production.
  8. We Work on Bigger Problems - Our core principle is: choose to work on bigger problems, and you will attract more collaborators. Thus, that we can expand the scope of what we are solving for. Instead of working on tiny problems, we work on universal, big issues. We integrate many disciplines to solve for a larger whole. For example: We don't just solve for making a specific part of a product: we solve for making a production system for building just about anything.
  9. We Develop Collaboration Architectures - getting a lot of development done in a short time with a large mission-driven team requires a refined protocol and process. We develop such protocols to allow more people to collaborate to get more done in a shorter period of time, while negotiating Brook's Law. The core of such protocols involves modular breakdown of tasks into small parts, specific protocols for executing tasks, and rapid iteration - while tracking and documenting all the assets effectively. Such careful role architecture and process allows a large team to work together transparently and effectively to get more done than any proprietary development system.
  10. We engage in Distributed Market Substition of Critical Products - Is there a product that can be made locally, and it has at least a $10B global market? Then it's a candidate for Distributed Market Substitution. We host an annual incentive challenge, and develop it flly.
  11. Annual Incentive Challenge - we vote on a product to deploy each year.
  12. Quarterly Extreme Enterprise Events - we develop a product with 200+ people over a weekend. Ideally, it's 1000+ people.
  13. We develop Open Source Microfactories Around the World - combining OSE and FabLab technology, we define and bring open source production infrastructure to the world.
  14. Fundraising - we raise money for local microfactory builds in locations around the world, and bring together swarm builds to build these from scratch in 2 weeks. Using open source construction equipment and open source machine plans - we build million dollar facilities at a fraction of the cost.
  15. We rebuild communities by localizing the supply chain - As we learned from the COVID situation - supply chains are fragile. The most resilient supply chains are redundant and localized. To this end, we commit to bringing production of parts back to communities using low cost and 100% open source production equipmnt - with 3D Printing, CNC screw machine precision milled parts, metal fabrication with CNC torch tables, circuits made with CNC circuit mills and PNP, laser cutting, Wire Arc Additive Manufacturing, and 3D printing in clay.
  16. We build commmunities by open-sourcing their production - What more powerful can a given community provide to the world than open source economic knowhow? We develop good will between cities and states by Sharing. This makes any city that shares a valuable asset to the global community - and a place that one wants to be a part of.
  17. Closed Loop Material Cycles - we commit to the development of fully open source, closed loop material cycles for metals, plastic, and ceramics - with hot metal processing, plastic recycling, and sourcing of local clays. To get there, we are developing small scale facilities for these functions, bringing the circular economy to your home town.
  18. Liberating the Open-Sourcish - The standard in open hardware development is for projects to go closed source once a real product is developed. There are 2 camps here: first, people who are ignorant of the distinction between true open source and what only appears to be open source, including those who do not understand the meaning or motivation of going open source (Ex. - "I don't want my product ripped off by a a cheap Chinese knockoff"). And second - those who do have real resistance, as they are afraid that they will lose their livelihood., . We notify potential collaborators on the difference - and encourage them to go open source in order to swell the ranks of our collaboration team. We incentivize people to liberate their technology by offering development assistance via One Day Extreme Enterprise Events, and One Year Incentive Challenges.

Large-Scale Collaboration Strategy

We believe that there is sufficient interest and activity in the world that gets us to solving Pressing World Issues, but the collaboration for getting there has to be architected carefully. Who do you bring to the table, and who do you exclude, so that success is most likely?

We believe that by coordinating technically-literate (capacity), open source (culture of post-scarcity), teacher (sharing), entrepreneurial (mover), community-building (communitarian), supercooperator, build-your-world (creator vs consumer) types - we can produce a better world.

The proof of concept that we are after is the Extreme Enterprise Concept. It ties in to STEAM Camps in that we teach the skill, provide tools. It can be the rallying point for the last step of collaborative development: Extreme Enterprise.

This is a methodology for bringing the product out to the market.

It seems that we can bring together new-economy designers to do this.


Background Research

  1. Comprehensive SME Search - reaching out to all venues
  2. Venues include: see OSE Marketing for a list of topgraded venues.
  3. Prioritize Contributors on their score, transparently:
    1. Alignment with open culture? Collaborator values of Working Openly. Supercooperators who see value in working with others?
    2. Alignment with OSE work specifically - are there specific projects that are a natural point of intersection?
    3. Willingness to share economically significant information
    4. Their availability in terms of time to commit to collaboration
    5. Level of technical expertise
    6. Entrepreneurial skill - ability to secure resources and make things happen
    7. Their self-esteem leading to vulnerability leading to working openly
    8. Their connectedness - to others in the community, to other industry transformers
    9. Revenue model clarity - are there clear ways to generate revenue or support from the effort taken?
    10. Are they willing teachers - are they open to sharing their knowledge through public writing?
    11. Teaching experience - are they experienced in teaching and dealing with rowdy people?
    12. Focus - are they focused on specific long term goals?
    13. Do they measure their outcomes?
    14. Willingness to Transcend and Include: are they willing to take on a bigger project together, or are they so focused that they cannot extend their scope? It is worthwhile that people stop and pause - midcourse correct to solving larger issues.

Invite and Coordinate Roles - Build Team

  1. Key is Discovery and Vetting, and coordination around the Extreme Enterprise event.
    1. The personal accountability and commitment comes from Showing Up. This will be easier for physical events, and we must do what we can with remote events.
  2. We are solving for 'people showing up and sticking around' for the Extreme Enterprise Sprint, and followup with being trained to produce
  3. The Extreme Enterprise Store is the distribution. We help with production (DPE with Toolchain Degeneracy, DQC with Toolchain Degeneracy.
  4. Key roles include team and review. OSE Review Protocol.

Deliver Product

  1. We go into the event with clear publication of strategy, and full task breakdown beforehand, with roles allocated already
  2. Instructionals are refined for onboarding people to OSE culture of collaboration: how it works to have an unlimited number of people coordinate with wikis and part libraries while navigating Brook's Law and Collaborative Waste successfully.
  3. We execute. Period.

Key Elements

For success, we need:

  1. quality control
  2. distribution - edu kits that can succeed. Enterprise team develops this product.
  3. Manufacturing team - provides the high-performance, more expensive metal version
  4. Lean Team - provides the plastic version of the electric motor.

Potential Products

Branding

Brand around the OSES, Open Source Economy, Distributive Enterprise, and Distributed Market Substitution revolves around Extreme Enterprise. Advantages:

  1. This connects to a known concept - enterprise - and pushes it further - thus does not fall into the category of something that nobody heard about.
  2. Nonthreatening - we are pushing the limits of familiar concepts. Can't be dismissed as communists or other incomplete narrative.
  3. Exciting - Extreme anything is exciting.

Collaboration Example

(old example, not the Seed Eco-Home)

Bunnie Huang + Adafruit + Sparkfun on manufacturing open source LED screen in house, and thus availing it as a screen in any size with lifetime design for the circular economy. Here we have:

  1. Technological Recursion towards local
  2. Leverages several known orgs
  3. Serious development of open hardware down to transistor level, working with Betrusted
  4. Integration of semiconductors into the GVCS, as we move towards open source PV

Design of Extreme Enterprise Events

  • Distribution platform is created up front - such as opensourcewarehouse.org, with 1% going to funding the open source economy.
  • Possible referrals get a 1% kickback, but criteria for posting are rigorous
  • Distributive Enterprise posting requirement - distribution, training, production manual, economic analysis spreadsheets, etc, are all included here for the full economic replicability so you can buy production training and buy product, whichever you like
  • Packing the 24 hour period with the open source rabble
  • Including 'guest star' appearances - presentations on critical topics from SMEs.
  • Super-punctual so we waste nobody's time - the show goes on - remote community suffers no fools

Another Way

One way is a 200-1000 person event. Another way is: put all known collaborators who are running a given enterprise in the same room to make the production better, and to distribute the production to capture a much larger share of the market:

  1. More sales - preorders, we share the sales from a large market (Steve's idea)
  2. Circular economy
  3. Product quality improvement - generic Robustification. Adding/removing/simplifying/robustifying features. Better part choice, supply chain, QC optimization.
  4. Technological Recursion makes for a more robust supply chain with the open source screw machinA

Feedback and Critique

  1. Time of Development - According to Jeff Moe, open source development happens as a long, continued effort - pointing to large numbers of open software examples of which apparently none were developed as a sprint. It's impossible to compress that in a short time - including testing, prototyping. Big companies could put together a huge team - so why are they not doing this?
    1. Lessons 1: find out how much development effort it takes to build various products - from simple ones such as a pen, to more complex ones like an electric motor, to more complex like a household appliance, to more complex such as a car, and top complexity such as airplane of spaceship.
    2. Lesson 2: find out more about Product Development Process - industry standards. All of this can happen as we coordinate people for this event. Our goal is buy-in from people who believe this can be done.
    3. Lesson 3: It's impossible. But is it worth doing? What are we solving for? People showing up, being coordinated, and being motivated to stick through - for unprecedented velocity of development.
  2. Heath Matlock - Incentivizing people to stick around and not defect

My first thought was that a stipulation could be put in place where if you want to be trained, you need at least 4 other people from the same metro committed to being trained. Then when the trainees return home, if there's a bad actor or several, there's a greater chance one of them will take the intended course of action. Another idea might be to make the certifying organization a consumer co-operative or a worker-owned cooperative that pays people to stick around and contribute. re: sprawl I truly wish it were possible to incentivize healthy development instead of everyone buying their own plots of land and contributing to sprawl and destruction of nature, but maybe the best place to fight this is at the city level, specifically fixing building codes and zoning ordinances.

Commitments

24 hour commitment, + 2 hours of coordination before-hand, + 2 hour onboarding webinar/study for massive collaborative literacy. However, task specifics have not been defined. A proper task breakdown occurs when a person selects 1-2000 (the number of deliverables, corresponding to a specific deliverable)

Vetted List

This is where the rubber hits the road.

Product Choice

  • I'm glad it's the seed eco-home as it's the "machine" that excites me the most right now. - G Log

FAQ

Q: So Extreme Enterprise solves for Getting People to Show Up, how do we get them to stay?

A: With an offer of an enterprise at the end of the event. If we pack 12 man years (24,000 hours) into 3 days of an Extreme Enterprise event, that is likely to result in a viable enterprise. The trick is negotiating Collaborative Waste and Brook's Law to produce the enterprise, and selecting SMEs that already know how to do the things required. Then the only thing we need to assure is that participants learn the collaborative literacy prior to the event.

Links

  1. Extreme Enterprise Hackathon Design
  2. Extreme Enterprise Value Chain
  3. Check.pngExtreme Enterprise Book
  4. Check.pngExtreme Enterprise Log
  5. Extreme Enterprise Incentive Structure
  6. Check.pngExtreme Enterprise Event Design
  7. XE Seed Eco-Home Products
  8. Extreme Enterpise - Microhouse
  9. Extreme Enterprise House
  10. Extreme Enterprise Subreddit