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(S) Design Philosophy
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Design Philosophy

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This document explains the design philosophy within Sensorica,

an Open Value Network.

If you contribute to this doc make sure you respect the Content rules


NOTE: In some places in this document we are consciously avoiding the use of the term product, to steer clear from cognitive interference. For most people, the term product designates a material good or service that is distributed through markets. Linux, the operating system is not a product. Wikipedia is not a service that people pay to access content. The property regime of Linux and of the content on Wikipedia is common. Solutions built through commons-based peer production are not destined for market transactions, and thus they don’t fit the traditional economic definition of a product.


Table of contents

Links

Introduction

Sensorica’s mission

Main characteristics of hardware deliverables

Why open source hardware solutions?

The lego lab concept

The labonline concept

Some arguments

About perpetual things

An ecosystem

Modular architecture

Sharing by design

Culture and design

Warranty

Historical background


Links

Start an open venture (a project)

Sensorica service system - remote monitoring option

Sensorica's sensors - the vision

Sensorica licensing

How to play the open game... (post by Tibi on Multitude Project blog)

Introduction

The philosophy behind our deliverables is not only an ethical issue, it is also a very important economic issue.

See also discussion on Licensing.

Sensorica’s mission

Current mission[1]

We are committed to the design and deployment of intelligent sensors and sensemaking systems (IoT + AI + p2p infrastructures), which allow our communities to optimize interactions with our physical environment and realize our full human potential.

Main characteristics of hardware deliverables

NOTE: these characteristics are linked to other OVN processes like manufacturing, outreach, dissemination, service, etc.

Why open source hardware solutions?

An economic choice:

The lego lab concept

Open Legolab concept main doc

The labonline concept

Open Labonline concept doc


Some arguments

About perpetual things

Planned obsolescence was implemented because it can be profitable in a market / transactional economy. There are other models that coexist with it, for example the PC (personal computer), where the user is allowed to upgrade the product. According to Moore’s law, any configuration of a PC becomes obsolete in only six months. But the modularity of the PC allows the user to update it by replacing internal parts. A PC is something close to what we call a perpetual thing. It can evolve continuously and even morph into something else.

One disadvantage of products planned for obsolescence (apart from the fact that they are not sustainable from an environmental perspective) is that every time the consumer needs to replace the product he can switch to another brand. Companies that implement this practice need to spend energy to keep their customers, to generate repeated sales. Every time a product becomes obsolete, the user has the opportunity to go with another brand, if he/she is not trapped by network effects[2]. Therefore, one way to secure profits when planned obsolescence is applied is either to have a VERY good brand (the perfect example is Apple), or to have that product embedded within an ecosystem of products to create strong network effects (the best example is Microsoft).

A perpetual artifact (almost) never becomes obsolete. Only a given configuration can become obsolete because of technological advancement, which is NOT planned obsolescence, but rather natural obsolescence. In this case, there is no reason to change the artifact or to change the brand. If the artifact can be easily updated / upgraded the user will just keep it. This helps the producer to establish a longer-term, more profound relationship with the user, through services for example.

In software, the tendency to perpetual products, even for closed or proprietary products, is very pronounced. For example, Google updates its products on a regular basis without interfering too much with their use by their users. Users get accustomed to a certain environment or interface and tend to stick with it, unless the evolution lags behind other equivalent products available.

Moreover, if this artifact is open source, it can generate around it an ecosystem of other complementary artifacts, which in turn generates its own network effects. Arduino is a good example of this.

A perpetual thing is actually economically viable. As for environmental concerns, we can even say that its future is assured, because apart from economical viability it can also be better branded.  

Inherently open

We are designing things that are inherently open, that are modular and can be easily updated / upgraded, that are NOT programmed for obsolescence or made difficult to modify. This makes them incompatible with closed products (designed with control in mind). In other words, our deliverables cannot be simply copied by traditional business organizations, which design on a very different philosophy.

An ecosystem

Modularity and interoperability allows the creation of an ecosystem. Moreover, the energy to build this ecosystem is drawn through network affiliations and open source collaboration. The value of each deliverable is reinforced by the others.

See more on How to play the open game... by Tibi.

Modular architecture

[From Bob]

1. Configuring by user / customer order, where all of the options are separate offers, and the configuration is just the selected order items.  So for example, in a Mosquito scientific instrument system, you would offer a "base" system containing the common features, and each the variable options (e.g. the transducers) would be listed as offers, and the configuration would be the transducers and other options that were ordered.

Advantages of configuring by user / customer order:

Disadvantages:

2. Configurators, configuration models and configurations: for example, the features and options solution I mentioned in a previous message in this thread.

Advantages:

Disadvantages:

3. Pre-configured product variations:  in other words, you offer a set of packages of configured options, or a set of different products for sale that include packages of configured options.  You might have encountered these if you bought a car, where (for example) if you want cruise control, you must buy a higher-priced car model which also includes a bunch of other options like electronic locks and windows.

Advantages:

Disadvantages:

4. Combinations:  You could offer options a la carte as well as features with options as well as pre-configured product variations, as in a restaurant menu.

Sharing by design

[From Yasir]

Design artifacts that are easy to share. We’re designing for a sharing economy, which adds a new value dimension that is emerging from the network / ecosystem of users, not just from the artifact itself, as it is used by one user. What is a product that is easily shareable? What are its main features? What makes a product easily shareable?

Culture and design

[From Yasir]

In order to create products with certain features requires an established culture within the community of designers. It also requires practice, experience.

Warranty

See THIS great discussion about warranty. This is our first serious discussion on this topic.

Please curate it here. 


Historical background

The idea to create this document came after a discussion between Tibi and Francois about planned obsolescence and the trend in software of ever-beta products.


[1] if changed please update! see Sensorica mission document 

[2] Referring to the need to have the same brand because of compatibility issues with other products used by the same user or by other individuals with whom the user interacts very often