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Open Source (+Sharing)
Economy:
media, business and collaborative
economy
Massimo Menichinelli
openp2pdesign.org
Design for Open Systems, Processes, Projects, Places.
Media for an open
source economy
Wired
A monthly American magazine and on-line periodical (since 1993) that reports on how
new and developing technology affects culture, the economy, and politics.
Source: http://www.wired.com/
DIYDrones from Chris Anderson (Wired)
Funded in 2007, a store and an online community with 26,000 members.
Source: http://diydrones.com/ + https://store.diydrones.com/
http://diydrones.com/profiles/blogs/tour-of-the-new-3d-robotics-factory
DIYDrones from Chris Anderson (Wired)
The role of Media in promoting DIY projects ...
Source: http://www.wired.com/dangerroom/2012/06/ff_drones
“Makers” from Chris Anderson
Not only magazine, but also books...
Source: http://www.amazon.com/Makers-The-New-Industrial-Revolution/dp/0307720950/
O'Reilly Media
An American media company (since 1978) that publishes books and Web sites and
produces conferences on computer technology topics.
Source: http://oreilly.com/
Make: a magazine
An American quarterly magazine published by O'Reilly Media which focuses on do
it yourself (DIY) and/or DIWO (Do It With Others) projects.
Source: http://makezine.com/magazine/ + http://make-digital.com/make/
Maker Media
Maker Media is a global platform for connecting makers with each other, with
products and services, and with our partners.
Source: http://makermedia.com/
Make: a blog
Beside the magazine...
Source: http://blog.makezine.com/
Make: an online store
Beside the magazine...
Source: http://www.makershed.com/
Make: a series of local faires
Beside the magazine ...
Source: http://makerfaire.com/
Make: a series of local faires
Beside the magazine ...
Source: http://makerfaire.com/map.csp
Make: a TV / online series
Make: television is a television show produced by Twin Cities Public Television and
hosted by John Edgar Park which premiered in January 2009 on PBS stations.
Source: http://makezine.tv/
Make: a controller kit
Make teamed up with MakingThings, LLC, to produce the Make Controller Kit, an
open hardware solution to create interactive applications.
Source: http://www.makershed.com/product_p/mkmt3.htm
Make: Craft
A quarterly magazine published by O'Reilly Media which focused on do it yourself
(DIY) projects like knitting, sewing, jewelry, metalworking, woodworking, until 2009.
Source: http://blog.makezine.com/craftzine/ http://en.wikipedia.org/wiki/Craft_(magazine)
Makerbot TV
An online TV show produced by Makerbot, for promoting their 3D printers.
Source: http://makerbot.tv/
Thingiverse (from Makerbot)
A website for sharing 3D digital files that can be printed (with Makerbot printers).
Source: http://www.thingiverse.com/thing:29258
Platforms
A platform
= an extremely valuable and powerful ecosystem that quickly
and easily scales, morphs, and incorporates new features (called
planks), users, customers, vendors, and partners.
The most vibrant platforms embrace third-party collaboration.
The companies behind these platforms seek to foster symbiotic
and mutually beneficial relationships with users, customers,
partners, vendors, developers, and the community at large. At
their core, platforms today are primarily about consumer utility
and communications.
Simon, P. (2011). The Age of the Platform: How Amazon, Apple, Facebook, and Google
Have Redefined Business. Motion Publishing.
A platform
Simon, P. (2011). The Age of the Platform: How Amazon, Apple, Facebook, and Google
Have Redefined Business. Motion Publishing.
Etsy: a DIY / Crafts marketplace
The biggest marketplace for your
DIY / Crafts projects.
Source: http://www.etsy.com/
Etsy: a platform for DIY
With also open API for interacting with the platform!
Source: http://www.etsy.com/developers?ref=ft_dev
Etsy: a platform for DIY
Source: http://www.youtube.com/watch?v=RmXJXYHnWPo
The biggest marketplace for your
DIY / Crafts projects.
Blomming: another platform for DIY
Source: http://blomming.com/
A platform for embedding your e-
commerce store in your own website.
Ponoko (New Zealand)
Online service and marketplace (open your own shop) with laser cutting, cnc
routing, 3D printing, electronic components through local hubs.
Source: http://www.ponoko.com
Ponoko (New Zealand)
Online service and marketplace (open your own shop) with laser cutting, cnc
routing, 3D printing, electronic components through local hubs.
Source: http://blog.ponoko.com/digital-making-hubs/
Ponoko (New Zealand)
Online service and marketplace (open your own shop) with laser cutting, cnc
routing, 3D printing, electronic components through local hubs.
Source: http://www.ponoko.com/app-gateway/developer-program
Shapeways (Netherlands/USA)
Source: http://www.shapeways.com
Online service and marketplace (open your own shop) with 3D printing.
Shapeways (Netherlands/USA)
Source: http://www.shapeways.com/blog/archives/1442-Funding-the-Rise-of-Creative-Commerce.html
Online service and marketplace (open your own shop) with 3D printing.
Shapeways (Netherlands)
Online service and marketplace (open your own shop) with 3D printing.
Source: http://www.youtube.com/watch?feature=player_embedded&v=qJuTM0Y7U1k
i.materialise (Belgium)
Source: http://i.materialise.com/
Online service and marketplace (open your own shop) with 3D printing.
Sculpteo (France)
Source: http://www.sculpteo.com/en/
Online service and marketplace (open your own shop) with 3D printing.
Inventables (USA)
Source: https://www.inventables.com/
Online store for materials, components and
machines for digital fabrication and DIY.
Adafruit (USA)
Source: http://www.adafruit.com/
Online store of Open Hardware projects and electronic components.
Adafruit (USA)
Source: http://www.youtube.com/user/adafruit
Online store of Open Hardware projects and electronic components.
Adafruit (USA)
Source: http://www.youtube.com/watch?v=qpYdt4hdEi8
Online store of Open Hardware projects and electronic components.
Sparkfun (USA)
Source: http://www.youtube.com/user/adafruit
Online store of Open Hardware projects and electronic components.
Sparkfun (USA)
Source: http://www.youtube.com/user/sparkfun?feature=results_main
Online store of Open Hardware projects and electronic components.
Sparkfun (USA)
Source: http://youtu.be/dvvtRoBn4YM
Online store of Open Hardware projects and electronic components.
A physical platform: Arduino (Italy)
Source: http://arduino.cc
An Open single-board microcontroller and IDE designed to make the process
of using electronics in multidisciplinary projects more accessible.
A physical platform: Arduino (Italy)
Source: http://vimeo.com/18539129
An Open single-board microcontroller and IDE designed to make the process
of using electronics in multidisciplinary projects more accessible.
Crowdfunding: Kickstarter
Source: http://www.kickstarter.com/start
Kickstarter is the world's largest funding platform for
creative projects.
Crowdfunding: Kickstarter
Source: http://www.kickstarter.com/blog/happy-birthday-kickstarter
Projects launched: activity between April 28, 2009 - April 27, 2011.
Crowdfunding: Kickstarter
Source: http://www.kickstarter.com/blog/happy-birthday-kickstarter
Projects that reach 30% of their funding goal succeed more than 90% of the time. As
the line turns green, the percent of projects that succeed approaches 100%.
Crowdfunding: Kickstarter
Source: http://www.kickstarter.com/blog/happy-birthday-kickstarter
Film leads the pack with nearly $20 million in pledges and Music follows with more
than $13 million. 10 of the 13 categories have seen more than $1 million.
Kicktraq: analytics for Kickstarter
Source: http://www.kicktraq.com/ http://www.kicktraq.com/projects/2105227104/ultra-bot-3d-printer/
Kickstarter is the world's largest funding platform for
creative projects.
Kickstarter: is it rather a Medium?
Source: http://www.fastcompany.com/1843007/kickstarter-crowdfunding-platform-or-reality-show
On Kickstarter, we sell / fund more an experience
than a product!
Lessons from / for Kickstarter
* Design for Simplicity: reduce the functionalities / components
* Design for scale: identify your possible supply chain and plan
how to scale the production
* Treat it like a job: it requires full time energy, and probably
also a team work
* Befriend fellow hackers: develop the project in hackerspaces or
fablabs
* Leverage your backers: use them not just for collecting money!
Source: http://www.wired.com/design/2012/08/how-kickstarter-project-hexy-got-made/
Some lessons from successful projects... “design for manufacturing”
Lessons from / for Kickstarter
* Set a spot-on funding goal — not too big, not too small: set
your Kickstarter goal near $10,000: 38% of projects met their
goals
* Don’t take too long to raise your money: The average
Kickstarter campaign lasts for 30 days, with 35% of success
* Produce a slick video to get attention: The nearly foolproof way
to raise money on Kickstarter is to get the attention of the
crowdfunding site’s staff (89% success)
* Make at least 1,000 Facebook friends: Founders with 1,000
Facebook friends or more can have a success up to 40%
Source: http://www.wired.com/business/2012/07/kickstarter/
Some lessons from successful projects...
Crowdfunding: Indiegogo
Source: http://www.indiegogo.com/
A crowdfunding platform based in California, it has hosted over 100,000
funding campaigns in areas such as music, charity, small business and film.
Crowdfunding for Open projects: Goteo
Source: http://goteo.org/?lang=en
A crowdfunding platform for Open Projects, not just involving money but also
time, participation and involvement from users.
Crowdfunding for local business: Smallknot
Source: http://www.smallknot.com/
A new trend in crowdfunding: fund local projects and business to strenghten
your local community.
Sourceforge: coding for the organization
Source: http://sourceforge.net/
The most popular platform for open source projects with 3.4 million
developers that create over 324,000 projects: coding for an organization.
GitHub: coding for the social networks
Source: https://github.com/
The most popular platform for code development, and especially open
source: a personal open source place + social network.
GitHub as a platform: Gittip
Source: https://www.gittip.com/
A web service built on top of GitHub, it enables users to
thank / give money to their favourite developers / projects.
Bitbucket
Source: https://bitbucket.org/
Bitbucket is a web-based hosting service for projects that use
either the Mercurial or Git revision control systems.
Upverter: design hardware, with GitHub
Source: http://upverter.com
Upverter is a design and collaboration platform for students, engineers,
designers, makers and hackers for making hardware online.
The business of
Fabbing, Open Design,
Open Hardware
And designers can be entrepreneurs
New platforms for crowdsourcing allow you to fund your projects, and digital
fabrication and FabLabs could be useful for manufacturing them.
Source: http://www.kickstarter.com/projects/danprovost/glif-iphone-4-tripod-mount-and-stand
And designers can be entrepreneurs
New platforms for crowdsourcing allow you to fund your projects, and digital
fabrication and FabLabs could be useful for manufacturing them.
Source: http://www.kickstarter.com/projects/1104350651/tiktok-lunatik-multi-touch-watch-kits
But “Open” alone is not enough
Open Source is a good strategy, but your project needs
to be meaningful for enough people!
Source: http://www.kickstarter.com/projects/1833785894/100k-stray-toasthed-pull-toys
You need to interact with the market
… and this is exactly what new services and
platforms enable!
Source: http://www.threadless.com/
Open Hardware: a rising market
Arduino Liquidware Chumby Adafruit BugLabs Sparkfun Makerbot MakerShed DIY DronesSeeed Studios
$0
$1,000,000
$2,000,000
$3,000,000
$4,000,000
$5,000,000
$6,000,000
$7,000,000
$8,000,000
$9,000,000
$10,000,000
$11,000,000
Revenues
2009: 13 companies above $ 1 m. (totale: $
50 m.). $ 1 billion by 2015.
Source: http://blog.makezine.com/archive/2010/05/million-dollar-baby-businesses-de.html
SparkFun
“In 2010, SparkFun had revenues of about $18.4MM. As of April of 2011, we
have around 120 employees, up from 87 a year ago.”
“We hope to grow by 50% this year (2011) to around $28MM in sales. We
expect to be in the 30-50MM range in the next 3-5.”
Source: http://www.sparkfun.com/news/599
A long tail of users / projects...
Source: http://en.wikipedia.org/wiki/Power_law
Number of projects
Numberofitemssold
Long tail
Top hits
2005 2006 2007 2008 2009 2010 2011 (March)
$0
$50,000,000
$100,000,000
$150,000,000
$200,000,000
$250,000,000
$300,000,000
$350,000,000
Total$sold(GrossMerchandiseSales)
Etsy: exploiting the long tail
Users: +8 milioni / Active shops: +800,000
Products: 8.5 milions.
Source: http://www.etsy.com/press/kit/
Makers can create a startup: Makerbot
Started from an hackerspace (and from RepRap,
even financially).
Source: http://www.flickr.com/photos/kellycdb/6168020183/
http://commons.wikimedia.org/wiki/Category:Wood
The market of 3D printing
Sustainable business
--> $10 Milions from VC
--> $400 Milions acquisition
Not yet sustainable
--> $5 Milions from VC
--> $30 Milions from VC
3D printing market has grown by 24.1% in 2011.
Forecasts: $3.1 billions (2016) $5.2 billions (2020).
(Wohlers Associates, 2011)
Source: http://wohlersassociates.com/press54.htm
Big corporations: 3D Systems
Not only hackers or startups are in this field,
but even big and old companies.
Source: http://www.3dsystems.com/
Digital Fabrication: not just machines
28%
31%
41%
3D Printers
Materials
Services
There are many ways for making money with
digital fabrication...
Source: http://investor.3dsystems.com/
A typical closed innovation system
This is the typical evolution of a closed
company...
Source: http://en.wikipedia.org/wiki/Timeline_of_Microsoft_Windows
And newer pictures are too big for a
slide :-)
Source: http://futurist.se/gldt/
An open innovation system
Open Innovation vs. Closed Innovation
Source: http://en.wikipedia.org/wiki/Open_innovation http://shar.es/HN3Ua
Firms can and should use external ideas as well as internal ideas, and internal and
external paths to market, as the firms look to advance their technology.
Open Innovation vs. Open Source
“Open innovation is sometimes conflated with open source
methodologies for software development. There are some concepts
that are shared between the two, such as the idea of greater
external sources of information to create value . However, open
innovation explicitly incorporates the business model as the source
of both value creation and value capture. This latter role of the
business model enables the organization to sustain its position in
the industry value chain over time. While open source shares the
focus on value creation throughout an industry value chain, its
proponents usually deny or downplay the importance of value
capture.”
Source: Chesbrough, H., 2011. Open Services Innovation: Rethinking Your Business to Grow and Compete in
a New Era 1st ed., Jossey-Bass.
Look for what is becoming a commodity
A commodity is a good for which there is demand, but which is
supplied without qualitative differentiation across a market. [...]
the market treats it as equivalent or nearly so no matter who
produces it.
Source: http://en.wikipedia.org/wiki/Commodity
Commoditization (also called commodification) occurs as a goods
or services market loses differentiation across its supply base,
often by the diffusion of the intellectual capital necessary to
acquire or produce it efficiently. […] a unique, branded product
into a market based on undifferentiated products.
Source: http://en.wikipedia.org/wiki/Commoditization
Hardware and Software, becoming
commodities
* ('50s-'70s) Hardware is the product, software is for free:
mainframes
--> Hacker ethic of sharing information
* ('80s-'90s) Hardware is commodity, software is the product and
it's proprietary: personal computers
--> Microsoft emerges
* ('00s-...) Even software is a commodity, so let's sell services and
get data from users: open source, web 2.0, services around
software, software as service, the cloud
--> web 2.0 emerges
Manufacturing and Design, becoming
commodities
* ('90s-'00s) Manufacturing becomes a commodity and slowly
disappears in the West (thanks to China)
* ('10s-...) Now it's even more a commodity
(thanks to Fabbing)
--> Where is value now, in Design and Manufacturing?
Fabbing + designers = $$$ + Open Design
Big corporations love shopping Design companies
for selling their content with 3D printers.
Source: http://www.freedomofcreation.com/home/3d-systems-acquires-freedom-of-creation
But even makers may be giving content
away...
The same strategy of giving content to the users of
the 3D printers has been adopted by Makerbot.
Source: http://www.thingiverse.com/
But even anybody could become a user, so let's
buy a design software and offer it to them.
Source: http://blog.3dsystems.com/2011/05/3d-systems-partners-with-alibre.html
http://www.alibre.com/
Fabbing + designers = $$$ + Open Design
And users innovate (even in non open way)
Not developed by a company...
Source: http://en.wikipedia.org/wiki/Skateboard
Users innovate – a lot!
“We find this previously unmeasured type of household sector
innovation to be quite large: 6.2% of UK consumers - 2.9 million
individuals - have engaged in consumer product innovation during
the prior 3 years. In aggregate, consumers’ annual product
development expenditures are 2.3 times larger than the annual
consumer product R&D expenditures of all firms in the UK
combined. “
Eric A. Von Hippel, Jeroen De Jong, Steven Flowers
Comparing Business and Household Sector Innovation in Consumer
Products: Findings from a Representative Study in the UK
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1683503
A Sharing economy?
Collaborative Consumption...
One of the books/definitions
Source: http://www.amazon.com/Whats-Mine-Yours-Collaborative-Consumption/dp/0007395914
The Mesh
One of the books/definitions
Source: http://www.amazon.com/Mesh-Why-Future-Business-Sharing-ebook/dp/B0043RSIZU/
How many names?
Maybe it's not clear yet… or maybe there are
too many things in it
Source: http://de.slideshare.net/CollabLab/shared-def-pptf
The main concept
“Sharing” or “Renting” unused personal
resources with P2P Dynamics
Source: https://www.airbnb.com/
The main dilemmas
Established business vs new ones?
Source: http://abc7news.com/traffic/uber-taxicab-crash-damages-sf-saloon/544570/
The main dilemmas
Sharing or exploitation?
Source: http://time.com/132124/uber-self-driving-cars/
Steps towards an Open
Source (Sharing)
economy
Business models of Open Source (software)
Non-monetary incentives:
* problem solving
* ethical questions
* education + learning
* reputation --> social interactions + jobs
--> it's not just about money! Also a gift economy
A gift economy
A mode of exchange where valuable goods and services are regularly given
without any explicit agreement for immediate or future rewards.
Source: http://en.wikipedia.org/wiki/Gift_economy
A gift economy: focus on social networks
Flows of good and services are important only for mantaining and
improving social networks in the community.
Source: http://en.wikipedia.org/wiki/Gift_economy
Business models of Open Source (software)
Monetary incentives:
* selling software (as open or even with dual licensing)
* offering services (customisation, support, ...)
* paid developer work
* donation
* software as service (freemium, ...)
* embedding software into hardware
--> … it's not just only volunteer work! Also a market economy
A market economy
Decisions regarding investment, production and distribution are based on supply
and demand and the prices are determined in a free price system.
Source: http://en.wikipedia.org/wiki/Market_economy http://en.wikipedia.org/wiki/Market_economy
A market economy: barter
A method of exchange by which goods or services are directly exchanged for
other goods or services without using a medium of exchange, such as money.
Source: http://en.wikipedia.org/wiki/Barter
A market economy: money as medium
The main functions of money are distinguished as: a medium of exchange; a unit
of account; a store of value.
Source: http://commons.wikimedia.org/wiki/Category:Coins
Business models of Open Source (software)
Red Hat
first open source company expected to break through the $1bn mark
in 2011.
Source: http://www.channelregister.co.uk/2011/03/24/redhat_q4_f2011_numbers/
Cost of developing Linux
The Linux Foundation (LF) (2008): $10.8 billion to build the Linux
community distribution Fedora 9 in today’s dollars with today’s
software development costs.
$1.4 billion to develop the Linux kernel alone.
Source: http://www.linuxfoundation.org/sites/main/files/publications/estimatinglinux.html
The levels of openness in Open Hardware
1. Closed: any hardware for which the creator of the hardware will
not release any information.
2. Open Interface: all the documentation on how to make a piece of
hardware perform the function for which it is designed is available
(minimum level of openness).
3. Open Design: in which enough detailed documentation is
provided that a functionally compatible device could be created by
a third party.
4. Open Implementation: the complete bill of materials necessary to
construct the device is available.
Source: http://www.osbr.ca/ojs/index.php/osbr/article/view/379/340
Patrick McNamara defined 4 possible levels of Openness in Open Hardware.
Note: Open Business is not completely open
* identity (brand) is fixed and is a warranty certificate
* existing business ecosystems may not be open
* knowledge, expertise, tools, resources are not always “open”
Source: http://www.blender.org/blenderorg/blender-foundation/logo/ http://www.arduino.cc
The business models of Open Hardware
* Services and expertise (customization, consulting)
* Manufacturing of owned or third party Open Hardware
* Manufacturing of proprietary hardware based on Open Hardware
* Dual-licensing
* Proprietary hardware designs based on Open Hardware
* Proprietary software tools for developing Open Hardware
* ... and …
Source: http://www.openp2pdesign.org/2011/open-design/business-models-for-open-hardware/
The business models of Open Hardware
Source: http://kits.sparklelabs.com/
Proprietary hardware tools for learning how to develop Open Hardware.
The business models of Open Hardware
Source: http://www.adafruit.com/jobs/
Offering free services for building a greater user base.
The business models of Open Hardware
+ =
Source: http://www.ponoko.com/make-and-sell/electronics
Partnership between hardware and fabbing companies
The business models of Open Hardware
Source: http://bildr.org/
Funding Open Hardware projects in exchange for documentation
The business models of Open Hardware
Source: http://www.flickr.com/photos/ttstam/4177935719/
Piracy as a learning and market building strategy: Shanzai
The business models of Open Hardware
Source: http://vimeo.com/26980501
Piracy as a learning and market building strategy: Shanzai
The business models of Open Hardware
Source: http://www.makerbot.com/blog/2010/11/26/makerbot-botcave-store-opens-today/
Brick and mortar stores: Makerbot, the Botcave
The business models of Open Hardware
Source: http://hackerspaces.org/wiki/NYC_Resistor
Renting spaces for co-working / funding spaces by a community: hackerspaces.
The business models of Open Hardware
Source: http://www.oshwbank.org/
Microcredit / peer-to-peer lending / crowdfunding: Open Hardware Bank
Similar models for DIY Craft... Sewing Cafes
Source: http://sweatshopparis.blogspot.com/
Renting spaces for co-working: Sewing Cafes
Similar models for DIY Craft... Sewing Cafes
Source: http://sweatshopparis.blogspot.com/
Renting spaces for co-working: Sewing Cafes
Open Money: making digital a physical medium
Source: http://en.wikipedia.org/wiki/Bitcoin
http://www.wired.com/magazine/2011/11/mf_bitcoin/
Money is now being redesigned by many open source projects, where the
governance of the flows of digital money is designed by the software: Bitcoin.
Open Money: making digital a physical medium
Source: http://www.youtube.com/watch?v=Um63OQz3bjo
Money is now being redesigned by many open source projects, where the
governance of the flows of digital money is designed by the software: Bitcoin.
Open Money: it still needs business models
Source: http://en.wikipedia.org/wiki/Bitcoin
http://www.wired.com/magazine/2011/11/mf_bitcoin/
But redesigning money is only half of the solution: we need to understand its
dynamics, and the possible business models it generates.
Crowdsourcing, mass-collaboration and work
“If crowdsourcing runs on people’s “spare cycles” —their downtime not
claimed by work or family obligations—that quantity is now in surplus. […]
Crowdsourcing is proving to be highly efficient at identifying and exploiting
those “spare cycles”.”
Source: Howe, J., 2008. Crowdsourcing: Why the Power of the Crowd Is Driving the Future of Business
1st ed., Crown Business.
“First the 'human resource' is not just inside the boundaries of your
company. The world is your resource. This is more than outsourcing.
Companies can now tap into vast pools of labour."
Source: Tapscott, D. & Williams, A.D., 2006. Wikinomics: How Mass Collaboration Changes Everything,
Portfolio Hardcover.
… and a lesson from the past
Source: http://en.wikipedia.org/wiki/Henry_Ford
In 1914 Ford doubled the wages, enabling his workers to afford the cars they were
producing. Ford explained the policy as profit-sharing rather than wages.
When everything is peaking...
Source: http://ecoalfabeta.blogosfere.it/2011/03/il-picco-del-legno.html
Even renewable resources like wood are peaking.. What and how are we going to
manufacture when everybody will be able to do it?
… reinventing an open wheel is not enough
Source: http://www.theoscarproject.org/
Will just making open an unstainable past be sustainable?
New language, business for the new media
Source: http://en.wikipedia.org/wiki/Car
Every new technology takes time to develop its own
uses, languages and business models.
New language, business for the new media
Source: http://en.wikipedia.org/wiki/Car
Every new technology takes time to develop its own
uses, languages and business models.
… blocks of an Open, DIY and P2P Economy
* open business for design, energy, materials, tools
* open business that consider information as abundant but
materials and energy as scarce resources
* open money (but well designed and linked to energy and
materials)
* API and Open Data between open businesses
* Open processes + distributed testing of business models
Thank you!!
Massimo Menichinelli
info@openp2pdesign.org
openp2pdesign.org
@openp2pdesign

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Open Source + Sharing Economy

  • 1. Open Source (+Sharing) Economy: media, business and collaborative economy Massimo Menichinelli openp2pdesign.org Design for Open Systems, Processes, Projects, Places.
  • 2. Media for an open source economy
  • 3. Wired A monthly American magazine and on-line periodical (since 1993) that reports on how new and developing technology affects culture, the economy, and politics. Source: http://www.wired.com/
  • 4. DIYDrones from Chris Anderson (Wired) Funded in 2007, a store and an online community with 26,000 members. Source: http://diydrones.com/ + https://store.diydrones.com/ http://diydrones.com/profiles/blogs/tour-of-the-new-3d-robotics-factory
  • 5. DIYDrones from Chris Anderson (Wired) The role of Media in promoting DIY projects ... Source: http://www.wired.com/dangerroom/2012/06/ff_drones
  • 6. “Makers” from Chris Anderson Not only magazine, but also books... Source: http://www.amazon.com/Makers-The-New-Industrial-Revolution/dp/0307720950/
  • 7. O'Reilly Media An American media company (since 1978) that publishes books and Web sites and produces conferences on computer technology topics. Source: http://oreilly.com/
  • 8. Make: a magazine An American quarterly magazine published by O'Reilly Media which focuses on do it yourself (DIY) and/or DIWO (Do It With Others) projects. Source: http://makezine.com/magazine/ + http://make-digital.com/make/
  • 9. Maker Media Maker Media is a global platform for connecting makers with each other, with products and services, and with our partners. Source: http://makermedia.com/
  • 10. Make: a blog Beside the magazine... Source: http://blog.makezine.com/
  • 11. Make: an online store Beside the magazine... Source: http://www.makershed.com/
  • 12. Make: a series of local faires Beside the magazine ... Source: http://makerfaire.com/
  • 13. Make: a series of local faires Beside the magazine ... Source: http://makerfaire.com/map.csp
  • 14. Make: a TV / online series Make: television is a television show produced by Twin Cities Public Television and hosted by John Edgar Park which premiered in January 2009 on PBS stations. Source: http://makezine.tv/
  • 15. Make: a controller kit Make teamed up with MakingThings, LLC, to produce the Make Controller Kit, an open hardware solution to create interactive applications. Source: http://www.makershed.com/product_p/mkmt3.htm
  • 16. Make: Craft A quarterly magazine published by O'Reilly Media which focused on do it yourself (DIY) projects like knitting, sewing, jewelry, metalworking, woodworking, until 2009. Source: http://blog.makezine.com/craftzine/ http://en.wikipedia.org/wiki/Craft_(magazine)
  • 17. Makerbot TV An online TV show produced by Makerbot, for promoting their 3D printers. Source: http://makerbot.tv/
  • 18. Thingiverse (from Makerbot) A website for sharing 3D digital files that can be printed (with Makerbot printers). Source: http://www.thingiverse.com/thing:29258
  • 20. A platform = an extremely valuable and powerful ecosystem that quickly and easily scales, morphs, and incorporates new features (called planks), users, customers, vendors, and partners. The most vibrant platforms embrace third-party collaboration. The companies behind these platforms seek to foster symbiotic and mutually beneficial relationships with users, customers, partners, vendors, developers, and the community at large. At their core, platforms today are primarily about consumer utility and communications. Simon, P. (2011). The Age of the Platform: How Amazon, Apple, Facebook, and Google Have Redefined Business. Motion Publishing.
  • 21. A platform Simon, P. (2011). The Age of the Platform: How Amazon, Apple, Facebook, and Google Have Redefined Business. Motion Publishing.
  • 22. Etsy: a DIY / Crafts marketplace The biggest marketplace for your DIY / Crafts projects. Source: http://www.etsy.com/
  • 23. Etsy: a platform for DIY With also open API for interacting with the platform! Source: http://www.etsy.com/developers?ref=ft_dev
  • 24. Etsy: a platform for DIY Source: http://www.youtube.com/watch?v=RmXJXYHnWPo The biggest marketplace for your DIY / Crafts projects.
  • 25. Blomming: another platform for DIY Source: http://blomming.com/ A platform for embedding your e- commerce store in your own website.
  • 26. Ponoko (New Zealand) Online service and marketplace (open your own shop) with laser cutting, cnc routing, 3D printing, electronic components through local hubs. Source: http://www.ponoko.com
  • 27. Ponoko (New Zealand) Online service and marketplace (open your own shop) with laser cutting, cnc routing, 3D printing, electronic components through local hubs. Source: http://blog.ponoko.com/digital-making-hubs/
  • 28. Ponoko (New Zealand) Online service and marketplace (open your own shop) with laser cutting, cnc routing, 3D printing, electronic components through local hubs. Source: http://www.ponoko.com/app-gateway/developer-program
  • 29. Shapeways (Netherlands/USA) Source: http://www.shapeways.com Online service and marketplace (open your own shop) with 3D printing.
  • 31. Shapeways (Netherlands) Online service and marketplace (open your own shop) with 3D printing. Source: http://www.youtube.com/watch?feature=player_embedded&v=qJuTM0Y7U1k
  • 32. i.materialise (Belgium) Source: http://i.materialise.com/ Online service and marketplace (open your own shop) with 3D printing.
  • 33. Sculpteo (France) Source: http://www.sculpteo.com/en/ Online service and marketplace (open your own shop) with 3D printing.
  • 34. Inventables (USA) Source: https://www.inventables.com/ Online store for materials, components and machines for digital fabrication and DIY.
  • 35. Adafruit (USA) Source: http://www.adafruit.com/ Online store of Open Hardware projects and electronic components.
  • 36. Adafruit (USA) Source: http://www.youtube.com/user/adafruit Online store of Open Hardware projects and electronic components.
  • 37. Adafruit (USA) Source: http://www.youtube.com/watch?v=qpYdt4hdEi8 Online store of Open Hardware projects and electronic components.
  • 38. Sparkfun (USA) Source: http://www.youtube.com/user/adafruit Online store of Open Hardware projects and electronic components.
  • 39. Sparkfun (USA) Source: http://www.youtube.com/user/sparkfun?feature=results_main Online store of Open Hardware projects and electronic components.
  • 40. Sparkfun (USA) Source: http://youtu.be/dvvtRoBn4YM Online store of Open Hardware projects and electronic components.
  • 41. A physical platform: Arduino (Italy) Source: http://arduino.cc An Open single-board microcontroller and IDE designed to make the process of using electronics in multidisciplinary projects more accessible.
  • 42. A physical platform: Arduino (Italy) Source: http://vimeo.com/18539129 An Open single-board microcontroller and IDE designed to make the process of using electronics in multidisciplinary projects more accessible.
  • 43. Crowdfunding: Kickstarter Source: http://www.kickstarter.com/start Kickstarter is the world's largest funding platform for creative projects.
  • 45. Crowdfunding: Kickstarter Source: http://www.kickstarter.com/blog/happy-birthday-kickstarter Projects that reach 30% of their funding goal succeed more than 90% of the time. As the line turns green, the percent of projects that succeed approaches 100%.
  • 46. Crowdfunding: Kickstarter Source: http://www.kickstarter.com/blog/happy-birthday-kickstarter Film leads the pack with nearly $20 million in pledges and Music follows with more than $13 million. 10 of the 13 categories have seen more than $1 million.
  • 47. Kicktraq: analytics for Kickstarter Source: http://www.kicktraq.com/ http://www.kicktraq.com/projects/2105227104/ultra-bot-3d-printer/ Kickstarter is the world's largest funding platform for creative projects.
  • 48. Kickstarter: is it rather a Medium? Source: http://www.fastcompany.com/1843007/kickstarter-crowdfunding-platform-or-reality-show On Kickstarter, we sell / fund more an experience than a product!
  • 49. Lessons from / for Kickstarter * Design for Simplicity: reduce the functionalities / components * Design for scale: identify your possible supply chain and plan how to scale the production * Treat it like a job: it requires full time energy, and probably also a team work * Befriend fellow hackers: develop the project in hackerspaces or fablabs * Leverage your backers: use them not just for collecting money! Source: http://www.wired.com/design/2012/08/how-kickstarter-project-hexy-got-made/ Some lessons from successful projects... “design for manufacturing”
  • 50. Lessons from / for Kickstarter * Set a spot-on funding goal — not too big, not too small: set your Kickstarter goal near $10,000: 38% of projects met their goals * Don’t take too long to raise your money: The average Kickstarter campaign lasts for 30 days, with 35% of success * Produce a slick video to get attention: The nearly foolproof way to raise money on Kickstarter is to get the attention of the crowdfunding site’s staff (89% success) * Make at least 1,000 Facebook friends: Founders with 1,000 Facebook friends or more can have a success up to 40% Source: http://www.wired.com/business/2012/07/kickstarter/ Some lessons from successful projects...
  • 51. Crowdfunding: Indiegogo Source: http://www.indiegogo.com/ A crowdfunding platform based in California, it has hosted over 100,000 funding campaigns in areas such as music, charity, small business and film.
  • 52. Crowdfunding for Open projects: Goteo Source: http://goteo.org/?lang=en A crowdfunding platform for Open Projects, not just involving money but also time, participation and involvement from users.
  • 53. Crowdfunding for local business: Smallknot Source: http://www.smallknot.com/ A new trend in crowdfunding: fund local projects and business to strenghten your local community.
  • 54. Sourceforge: coding for the organization Source: http://sourceforge.net/ The most popular platform for open source projects with 3.4 million developers that create over 324,000 projects: coding for an organization.
  • 55. GitHub: coding for the social networks Source: https://github.com/ The most popular platform for code development, and especially open source: a personal open source place + social network.
  • 56. GitHub as a platform: Gittip Source: https://www.gittip.com/ A web service built on top of GitHub, it enables users to thank / give money to their favourite developers / projects.
  • 57. Bitbucket Source: https://bitbucket.org/ Bitbucket is a web-based hosting service for projects that use either the Mercurial or Git revision control systems.
  • 58. Upverter: design hardware, with GitHub Source: http://upverter.com Upverter is a design and collaboration platform for students, engineers, designers, makers and hackers for making hardware online.
  • 59. The business of Fabbing, Open Design, Open Hardware
  • 60. And designers can be entrepreneurs New platforms for crowdsourcing allow you to fund your projects, and digital fabrication and FabLabs could be useful for manufacturing them. Source: http://www.kickstarter.com/projects/danprovost/glif-iphone-4-tripod-mount-and-stand
  • 61. And designers can be entrepreneurs New platforms for crowdsourcing allow you to fund your projects, and digital fabrication and FabLabs could be useful for manufacturing them. Source: http://www.kickstarter.com/projects/1104350651/tiktok-lunatik-multi-touch-watch-kits
  • 62. But “Open” alone is not enough Open Source is a good strategy, but your project needs to be meaningful for enough people! Source: http://www.kickstarter.com/projects/1833785894/100k-stray-toasthed-pull-toys
  • 63. You need to interact with the market … and this is exactly what new services and platforms enable! Source: http://www.threadless.com/
  • 64. Open Hardware: a rising market Arduino Liquidware Chumby Adafruit BugLabs Sparkfun Makerbot MakerShed DIY DronesSeeed Studios $0 $1,000,000 $2,000,000 $3,000,000 $4,000,000 $5,000,000 $6,000,000 $7,000,000 $8,000,000 $9,000,000 $10,000,000 $11,000,000 Revenues 2009: 13 companies above $ 1 m. (totale: $ 50 m.). $ 1 billion by 2015. Source: http://blog.makezine.com/archive/2010/05/million-dollar-baby-businesses-de.html
  • 65. SparkFun “In 2010, SparkFun had revenues of about $18.4MM. As of April of 2011, we have around 120 employees, up from 87 a year ago.” “We hope to grow by 50% this year (2011) to around $28MM in sales. We expect to be in the 30-50MM range in the next 3-5.” Source: http://www.sparkfun.com/news/599
  • 66. A long tail of users / projects... Source: http://en.wikipedia.org/wiki/Power_law Number of projects Numberofitemssold Long tail Top hits
  • 67. 2005 2006 2007 2008 2009 2010 2011 (March) $0 $50,000,000 $100,000,000 $150,000,000 $200,000,000 $250,000,000 $300,000,000 $350,000,000 Total$sold(GrossMerchandiseSales) Etsy: exploiting the long tail Users: +8 milioni / Active shops: +800,000 Products: 8.5 milions. Source: http://www.etsy.com/press/kit/
  • 68. Makers can create a startup: Makerbot Started from an hackerspace (and from RepRap, even financially). Source: http://www.flickr.com/photos/kellycdb/6168020183/ http://commons.wikimedia.org/wiki/Category:Wood
  • 69. The market of 3D printing Sustainable business --> $10 Milions from VC --> $400 Milions acquisition Not yet sustainable --> $5 Milions from VC --> $30 Milions from VC 3D printing market has grown by 24.1% in 2011. Forecasts: $3.1 billions (2016) $5.2 billions (2020). (Wohlers Associates, 2011) Source: http://wohlersassociates.com/press54.htm
  • 70. Big corporations: 3D Systems Not only hackers or startups are in this field, but even big and old companies. Source: http://www.3dsystems.com/
  • 71. Digital Fabrication: not just machines 28% 31% 41% 3D Printers Materials Services There are many ways for making money with digital fabrication... Source: http://investor.3dsystems.com/
  • 72. A typical closed innovation system This is the typical evolution of a closed company... Source: http://en.wikipedia.org/wiki/Timeline_of_Microsoft_Windows
  • 73. And newer pictures are too big for a slide :-) Source: http://futurist.se/gldt/ An open innovation system
  • 74. Open Innovation vs. Closed Innovation Source: http://en.wikipedia.org/wiki/Open_innovation http://shar.es/HN3Ua Firms can and should use external ideas as well as internal ideas, and internal and external paths to market, as the firms look to advance their technology.
  • 75. Open Innovation vs. Open Source “Open innovation is sometimes conflated with open source methodologies for software development. There are some concepts that are shared between the two, such as the idea of greater external sources of information to create value . However, open innovation explicitly incorporates the business model as the source of both value creation and value capture. This latter role of the business model enables the organization to sustain its position in the industry value chain over time. While open source shares the focus on value creation throughout an industry value chain, its proponents usually deny or downplay the importance of value capture.” Source: Chesbrough, H., 2011. Open Services Innovation: Rethinking Your Business to Grow and Compete in a New Era 1st ed., Jossey-Bass.
  • 76. Look for what is becoming a commodity A commodity is a good for which there is demand, but which is supplied without qualitative differentiation across a market. [...] the market treats it as equivalent or nearly so no matter who produces it. Source: http://en.wikipedia.org/wiki/Commodity Commoditization (also called commodification) occurs as a goods or services market loses differentiation across its supply base, often by the diffusion of the intellectual capital necessary to acquire or produce it efficiently. […] a unique, branded product into a market based on undifferentiated products. Source: http://en.wikipedia.org/wiki/Commoditization
  • 77. Hardware and Software, becoming commodities * ('50s-'70s) Hardware is the product, software is for free: mainframes --> Hacker ethic of sharing information * ('80s-'90s) Hardware is commodity, software is the product and it's proprietary: personal computers --> Microsoft emerges * ('00s-...) Even software is a commodity, so let's sell services and get data from users: open source, web 2.0, services around software, software as service, the cloud --> web 2.0 emerges
  • 78. Manufacturing and Design, becoming commodities * ('90s-'00s) Manufacturing becomes a commodity and slowly disappears in the West (thanks to China) * ('10s-...) Now it's even more a commodity (thanks to Fabbing) --> Where is value now, in Design and Manufacturing?
  • 79. Fabbing + designers = $$$ + Open Design Big corporations love shopping Design companies for selling their content with 3D printers. Source: http://www.freedomofcreation.com/home/3d-systems-acquires-freedom-of-creation
  • 80. But even makers may be giving content away... The same strategy of giving content to the users of the 3D printers has been adopted by Makerbot. Source: http://www.thingiverse.com/
  • 81. But even anybody could become a user, so let's buy a design software and offer it to them. Source: http://blog.3dsystems.com/2011/05/3d-systems-partners-with-alibre.html http://www.alibre.com/ Fabbing + designers = $$$ + Open Design
  • 82. And users innovate (even in non open way) Not developed by a company... Source: http://en.wikipedia.org/wiki/Skateboard
  • 83. Users innovate – a lot! “We find this previously unmeasured type of household sector innovation to be quite large: 6.2% of UK consumers - 2.9 million individuals - have engaged in consumer product innovation during the prior 3 years. In aggregate, consumers’ annual product development expenditures are 2.3 times larger than the annual consumer product R&D expenditures of all firms in the UK combined. “ Eric A. Von Hippel, Jeroen De Jong, Steven Flowers Comparing Business and Household Sector Innovation in Consumer Products: Findings from a Representative Study in the UK http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1683503
  • 85. Collaborative Consumption... One of the books/definitions Source: http://www.amazon.com/Whats-Mine-Yours-Collaborative-Consumption/dp/0007395914
  • 86. The Mesh One of the books/definitions Source: http://www.amazon.com/Mesh-Why-Future-Business-Sharing-ebook/dp/B0043RSIZU/
  • 87. How many names? Maybe it's not clear yet… or maybe there are too many things in it Source: http://de.slideshare.net/CollabLab/shared-def-pptf
  • 88. The main concept “Sharing” or “Renting” unused personal resources with P2P Dynamics Source: https://www.airbnb.com/
  • 89. The main dilemmas Established business vs new ones? Source: http://abc7news.com/traffic/uber-taxicab-crash-damages-sf-saloon/544570/
  • 90. The main dilemmas Sharing or exploitation? Source: http://time.com/132124/uber-self-driving-cars/
  • 91. Steps towards an Open Source (Sharing) economy
  • 92. Business models of Open Source (software) Non-monetary incentives: * problem solving * ethical questions * education + learning * reputation --> social interactions + jobs --> it's not just about money! Also a gift economy
  • 93. A gift economy A mode of exchange where valuable goods and services are regularly given without any explicit agreement for immediate or future rewards. Source: http://en.wikipedia.org/wiki/Gift_economy
  • 94. A gift economy: focus on social networks Flows of good and services are important only for mantaining and improving social networks in the community. Source: http://en.wikipedia.org/wiki/Gift_economy
  • 95. Business models of Open Source (software) Monetary incentives: * selling software (as open or even with dual licensing) * offering services (customisation, support, ...) * paid developer work * donation * software as service (freemium, ...) * embedding software into hardware --> … it's not just only volunteer work! Also a market economy
  • 96. A market economy Decisions regarding investment, production and distribution are based on supply and demand and the prices are determined in a free price system. Source: http://en.wikipedia.org/wiki/Market_economy http://en.wikipedia.org/wiki/Market_economy
  • 97. A market economy: barter A method of exchange by which goods or services are directly exchanged for other goods or services without using a medium of exchange, such as money. Source: http://en.wikipedia.org/wiki/Barter
  • 98. A market economy: money as medium The main functions of money are distinguished as: a medium of exchange; a unit of account; a store of value. Source: http://commons.wikimedia.org/wiki/Category:Coins
  • 99. Business models of Open Source (software) Red Hat first open source company expected to break through the $1bn mark in 2011. Source: http://www.channelregister.co.uk/2011/03/24/redhat_q4_f2011_numbers/ Cost of developing Linux The Linux Foundation (LF) (2008): $10.8 billion to build the Linux community distribution Fedora 9 in today’s dollars with today’s software development costs. $1.4 billion to develop the Linux kernel alone. Source: http://www.linuxfoundation.org/sites/main/files/publications/estimatinglinux.html
  • 100. The levels of openness in Open Hardware 1. Closed: any hardware for which the creator of the hardware will not release any information. 2. Open Interface: all the documentation on how to make a piece of hardware perform the function for which it is designed is available (minimum level of openness). 3. Open Design: in which enough detailed documentation is provided that a functionally compatible device could be created by a third party. 4. Open Implementation: the complete bill of materials necessary to construct the device is available. Source: http://www.osbr.ca/ojs/index.php/osbr/article/view/379/340 Patrick McNamara defined 4 possible levels of Openness in Open Hardware.
  • 101. Note: Open Business is not completely open * identity (brand) is fixed and is a warranty certificate * existing business ecosystems may not be open * knowledge, expertise, tools, resources are not always “open” Source: http://www.blender.org/blenderorg/blender-foundation/logo/ http://www.arduino.cc
  • 102. The business models of Open Hardware * Services and expertise (customization, consulting) * Manufacturing of owned or third party Open Hardware * Manufacturing of proprietary hardware based on Open Hardware * Dual-licensing * Proprietary hardware designs based on Open Hardware * Proprietary software tools for developing Open Hardware * ... and … Source: http://www.openp2pdesign.org/2011/open-design/business-models-for-open-hardware/
  • 103. The business models of Open Hardware Source: http://kits.sparklelabs.com/ Proprietary hardware tools for learning how to develop Open Hardware.
  • 104. The business models of Open Hardware Source: http://www.adafruit.com/jobs/ Offering free services for building a greater user base.
  • 105. The business models of Open Hardware + = Source: http://www.ponoko.com/make-and-sell/electronics Partnership between hardware and fabbing companies
  • 106. The business models of Open Hardware Source: http://bildr.org/ Funding Open Hardware projects in exchange for documentation
  • 107. The business models of Open Hardware Source: http://www.flickr.com/photos/ttstam/4177935719/ Piracy as a learning and market building strategy: Shanzai
  • 108. The business models of Open Hardware Source: http://vimeo.com/26980501 Piracy as a learning and market building strategy: Shanzai
  • 109. The business models of Open Hardware Source: http://www.makerbot.com/blog/2010/11/26/makerbot-botcave-store-opens-today/ Brick and mortar stores: Makerbot, the Botcave
  • 110. The business models of Open Hardware Source: http://hackerspaces.org/wiki/NYC_Resistor Renting spaces for co-working / funding spaces by a community: hackerspaces.
  • 111. The business models of Open Hardware Source: http://www.oshwbank.org/ Microcredit / peer-to-peer lending / crowdfunding: Open Hardware Bank
  • 112. Similar models for DIY Craft... Sewing Cafes Source: http://sweatshopparis.blogspot.com/ Renting spaces for co-working: Sewing Cafes
  • 113. Similar models for DIY Craft... Sewing Cafes Source: http://sweatshopparis.blogspot.com/ Renting spaces for co-working: Sewing Cafes
  • 114. Open Money: making digital a physical medium Source: http://en.wikipedia.org/wiki/Bitcoin http://www.wired.com/magazine/2011/11/mf_bitcoin/ Money is now being redesigned by many open source projects, where the governance of the flows of digital money is designed by the software: Bitcoin.
  • 115. Open Money: making digital a physical medium Source: http://www.youtube.com/watch?v=Um63OQz3bjo Money is now being redesigned by many open source projects, where the governance of the flows of digital money is designed by the software: Bitcoin.
  • 116. Open Money: it still needs business models Source: http://en.wikipedia.org/wiki/Bitcoin http://www.wired.com/magazine/2011/11/mf_bitcoin/ But redesigning money is only half of the solution: we need to understand its dynamics, and the possible business models it generates.
  • 117. Crowdsourcing, mass-collaboration and work “If crowdsourcing runs on people’s “spare cycles” —their downtime not claimed by work or family obligations—that quantity is now in surplus. […] Crowdsourcing is proving to be highly efficient at identifying and exploiting those “spare cycles”.” Source: Howe, J., 2008. Crowdsourcing: Why the Power of the Crowd Is Driving the Future of Business 1st ed., Crown Business. “First the 'human resource' is not just inside the boundaries of your company. The world is your resource. This is more than outsourcing. Companies can now tap into vast pools of labour." Source: Tapscott, D. & Williams, A.D., 2006. Wikinomics: How Mass Collaboration Changes Everything, Portfolio Hardcover.
  • 118. … and a lesson from the past Source: http://en.wikipedia.org/wiki/Henry_Ford In 1914 Ford doubled the wages, enabling his workers to afford the cars they were producing. Ford explained the policy as profit-sharing rather than wages.
  • 119. When everything is peaking... Source: http://ecoalfabeta.blogosfere.it/2011/03/il-picco-del-legno.html Even renewable resources like wood are peaking.. What and how are we going to manufacture when everybody will be able to do it?
  • 120. … reinventing an open wheel is not enough Source: http://www.theoscarproject.org/ Will just making open an unstainable past be sustainable?
  • 121. New language, business for the new media Source: http://en.wikipedia.org/wiki/Car Every new technology takes time to develop its own uses, languages and business models.
  • 122. New language, business for the new media Source: http://en.wikipedia.org/wiki/Car Every new technology takes time to develop its own uses, languages and business models.
  • 123. … blocks of an Open, DIY and P2P Economy * open business for design, energy, materials, tools * open business that consider information as abundant but materials and energy as scarce resources * open money (but well designed and linked to energy and materials) * API and Open Data between open businesses * Open processes + distributed testing of business models