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Budget ItemAmount of Grants Funds RequestedAmount of Matching FundsTotal Budgeted AmountBudget Narrative: include brief description of the budget item, key milestone(s) for the budget item and expected timeline for when costs are expected to be incurred.
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Curriculum Development: Builder, Machines, and Ecology tracks 300000150000450000The core of our program is information, as we operate in the digital age. This part involves teaching design/build skills at a deep level. 4 person years of staff time are involved to produce detailed Design Guides that explain both design principles and effective building techniques. This builds on extensive OSE prototyping and documentation available on the OSE wiki The intent is not only to teach the builders to problemsolve, but also to work out new designs in order to contribute to new house designs and product iterations from an integrated design/build/use perspective. This curriculum covers the house, aquaponic greenhouse, landscaping and earthworks, construction/earthworking machines, and construction materials. We recruit and hire qualified subject matter experts with applied knowledge: engineers and other qaulified design/build professionals who can contribute their practical knowhow. This would be an ongoing, parallel effort that spans a significant number of ~75 learning modules, based on a modular breakdown of the overall product ecology into constituent parts. Since this effort spans a wide range of technical fields, we expect each module to take perhaps one month, such as: PV system design, plumbing system design, landscaping design, foundations, wall modules, earthworks, CEB production, tractor Power Cubes, wheel drive, earthworking machines, edible landscapes, etc. The unique feature is that we are designing product ecosystems - which include the product, the machines to produce the product, production of the materials that make the product, and automation of the above processes. This spans machines and living machines (landscape plants, wastewater recycling, etc). We are aiming at unique, integrated curriculum that is simply not found anywhere else - but which we believe is possible to learn when an integrated, hands-on, multifaceted approach is taken by individuals who work with the subject matter to make a living. Because the number of individuals providing expertise here is extensive, we expect this process to last 3 years. We will allocate most of our revenue when we are in full swing to Curriculum Development, which is really about developing deep capacity to design new products and to include them in our building services. This is expected to start with individual homes, and is expected to continue to developments and startup cities. We are trying to address the diverse, integrated skill sets that enable the building of a better world - as there are few such integrated builders today. Key milestone here is to enable long-term growth of students into positions of higher responsibility as technical developers, managers, and innovators.
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Training instruction300000200003200004 construction design-build instructors for a 1:6 teacher:student ratio. For the first 1 years of the program, until we can pay the instructors from house building revenue. We will begin recruiting as soon as we find out that the funding is approved. If we are not funded, existing staff will take on this role until our revenue streams can support hiring.
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Design Software Customization150000750002250002-3 years of full time development time in Python for creating a Design and Training Workbench and robust design workflow for the Seed Eco-Home using FreeCAD, Sweet Home 3D, and Blender. This starts with updating existing models to LOD 500 (complete level of detail). This allows for drag-and-drop design capacity for all the house elements and subsystems, and automated extraction of Bills of Materials. This is useful for producing new or custom house designs, including techinical detail for extracting build detail and build drawings. After the full model is complete in CAD, this paves the way for building simple AR apps that facilitate material/part identification, which will be used in our Rapid Learning Facility. Key outcome is a complete digital model - which is the basis for any design iterations, optimizations, instructionals, or calculations necessary in future work. Combined with the Design Guides - this outcome means that we can teach design effectively by combining design learning with a software platform that has low barriers to entry compared to starting designs from scratch. Existing part libraries in FreeCAD and the availability of quality open source design sofware means that this is a relatively straightforward to do. We have already begun on python-based extensions for FreeCAD for creating OSE design workbenches.
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Training assessments76000500001260001 full time hands-on curriculum developer committed to creating hands-on exercises and testing methods for promoting rapid learning. Key outcome is to correlate skill level to value generation capacity, ie, setting a student's pay based on their proficience. At the same time, this allows us to motivate students to learn new skills so that students can continue to develop their skills and pay scale at their own discression - because skill sets can be correlated to value.
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Rapid Learning Facility - Purchase of training equipment - supplies/parts for partial builds15000400019000Rapid Learning Facility - Bays with Module Assembly Stations which work together with AR material identification apps - creating dedicated learning space in our existing workshop facilities where students work with partially assembled modules. These modules are assembled and taken apart repeatedly for learning purposes, so that each student is exposed rapidly to a whole range of build expertise. For each of the ~24 subsystem of the house construction process (in the house production facility), ~24 machine build modules (in the machine build facility), and ~24 ecological modules (outdoors). This spend is expected after the first cohort of 24 students is established and we are recruiting for the second cohort. The budget here involves having an inventory of parts dedicated to learning purposes. Key outcome is to reduce learning time (expected to be 6 months for good students) by 50% to the same level of proficiency.
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Purchase of non-consumable training products such as software or learning management systems1500015000Computer Lab with 3D printers for modeling, prototyping, and new product development. Includes sensors, remote controls, basic computer vision apps, and microcontrollers for household automation, machine automation, and data acquisition. Includes drone-based mapping and 3D scanning capacity for land use visualization and planning. Blender, Unity, and Occulus-based AR lab. This is developed after the first cohort is established, and as we transition to planning for the second cohort after 6 months. This adds digital tools to augment the bricks-and-mortar aspects of our program.
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Recruiting + Targeted marketing to impacted or disproportionately impacted individuals about training opportunities300000300000Includes high value video production ($50k), website ($50k), outreach to allied organizations/audiences, and a targeted marketing campaign. Hired early on to raise the applicant:acceptance ratio for selecting motivated individuals. We are considering hiring Havas Edge for full service provision from strategy&planning, to digital and influencer marketing. Spend is expected as soon as we start the Apprenticeship in the first half of 2023.
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Administrative fee to administer grant, no more than 4% of the total project4000040000Administrator would be responsible for both the recruiting and processing admissions - as well as grant management/reporting. 1 year. Hired early on in the program to manage the admissions process.
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Total Project Costs:projected:1196000
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actual1495000
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