Extreme Enterprise Development Model

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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. The enabling feature for Reversing the Enterprise is teaching collaboration: yes, we could have developed this for you, but here we teach you how to collaborate.
    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.
  8. Sponsorship Fundraising - Since we are looking for young people out of college - we need to sponsor them as most will not have the funding. Sponsorship package and execution needs to be built in. Old people with money don't necessarily want to learn new things - if they have been doing something their whole life. We need people eager to learn new things, still idealistic. These people don't have money typically. 1 Million cups and startup audience in cities.

Summary

  1. Reverse the Enterprise. Like 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.

Application to Housing

  1. 2000 people invited.
  2. Everyone gets first dibs on a house - true stakeholdership as an item of high value.
  3. One large hackathon event.
  4. One week hands-on, in-person, learning event to build a community of skill. Total cost of $2500.
  5. Entrepreneurs stay on for 6 month immersion, remote. Repeat training so they assist and then run a training event. Total cost of $25k.
  6. OSE Mentorship for Starting Chapters - Total Cost of $15k.
  7. IF someone wants a house, that is another $7500 service fee.
  8. $10M net after costs, about 50% of gross.

Execution

  1. One hackathon
  2. 10 Build Trainings @ 2 per month for 100 people each. Essentially, we populate a full schedule of training up front
  3. 6 month immersion, then 100 entrepreneurs @ 10 houses per year.

Application to STEAM Camps

Event Design

  1. Involve a number of teachers for a Killer Training with a refined program around the Filament Making and 3D Printing - turning your cafeteria into a 3D Printing Microfactory.
  2. Use revenue to hire out production of content
  3. Use Extreme Enterprise to make excellent product. But what is 'excellent product'?
  4. If entrepreneurial - this package would have to be offered to entrepreneurs whom we provide with leads from schools
    1. We prepare a killer curriculum package, with understanding that Collaborative Development is What Makes this the Best. We offer significant value by preselling the course to 1000 schools.
    2. Thus, focus is on irresitable offer equivalent of the 1000 sf $50k house that you and a friend can build in one week.
    3. Entrepreneurs deliver the training. We train the entrepreneurs and teachers. What is incentive for teachers?
  5. For STEAM Camps - it is: a filament recycling operation and large printer, where you make 3D printing filament, and make furniture and other products that we buy for the Seed Home 2.
    1. Enterprise Curriculum
    2. 3D Printing Design Thinking Curriculum
    3. Convert cafeteria waste and other household waste to filament
    4. High T Printer
    5. $6.5k gets you all the quimmit for this operation. You upgrade by bootstrap revenue. $2k large printer with high T, $2k shredder/filament maker. $2500 training for instructors - 1 week immersion + 3 day hackathon.
  6. OSE/OBI your 3D printed trim and construction materials to build affordable housing. There is a revenue model there - students gain access to filament making capacity and begin to produce. They have to do a good product label to validate what they produced.
  7. We offer professional development related to product design
  8. Value proposition: OSE Enterprise Club/OSES. Students produce goods - plastic lumber, tools, shredders, 3D printers. OSE teaches about open enterprise.
  9. Value proposition: OSE Classroom - global collab on open product development. This is the value proposition of collaboration. We teach the teacher to collaborate. We relieve the pressure from the teacher by collaboration on curriculum in the Extreme Enterprise event - and requirement that the teacher collaborate with other schools on real products. One of the values is receiving significant value from the classroom activities: something that the teacher either uses in a classroom - or that is of high interest to the teacher. Here that can be the 'turn your cafeteria into a microfactory' to solve for plastic trash.
  10. Value proposition: we do all the work: curriculum for classes (chemistry, design, 3DP, architecture), OSE Classroom, OSE Enterprise Club, Cafeteria recycling program; waste plastic recycling program.

STEAM Camps Solving For

The nature of the event above solves for producing high quality curriculum, professional development credit for teaching this, validated experiments, turnkey kits, and an enterprise model around Professional Development for teachers as they upgrade their programming to deeper societal applications. The applications include state of art integrated education, and real product development, with distribution secured.

  1. 3D Printer - construction materials such as house trim and plastic lumber for outdoor structures, aquaponics, and growing beds.
  2. Filament Maker - cafeteria and household recycling program creation, with available markets for house trim or 3D printing filament, or electric motors that can be printed.
  3. Electric Motor - proof of concept and also a marketable education kit, and marketable functional kit.
  4. Industrial education - teaching students how to manage supply chains around open source product design, to deliver things such as stepper motors, microcontrollers, power supplies, height sensor probes.
  5. Universal Axis Experimental Kit - all types of exercises, teacher created, for useful devices with different tool heads and various frame systems, to deliver functional devices up to CNC screw machines and air bearing lathes. This is about true access to industrial capacity that paves the way for oil-less engines, open source solar cars, and complete control of the local economy by local communities.
  6. Power Electronics Construction Set - with applications from solar inverters, to welders, plasma cutters, and induction furnaces.
  7. Hydrogen economy - we can make hydrogen right now - let's start experimenting with it.

The above is an example of total appropriation of technology for human service that distributes prosperity throughout the populace by addressing material needs issues.

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.