This document discusses digital fabrication, open design, and DIY media and platforms. It begins by looking at media outlets that promote these fields like Wired and Make Magazine. It then examines various platforms for digital fabrication projects including marketplaces like Etsy, Ponoko and Shapeways that allow users to open shops. Crowdfunding platforms like Kickstarter that fund creative projects are also covered. Finally, it discusses business opportunities and models in this space including how some startups like Makerbot originated from open hardware projects.
Process, Community, Business: the systems behind Open Design - Barcelona 06.0...Massimo Menichinelli
http://fad.cat/congres/en/
http://fad.cat/congres/en/?p=1167
After more than 10 years of development, Open Design is no longer an underground hypothesis, but a real strategy that designers, companies and design institutions are increasingly embracing. Even so, many aspects of Open Design still need to be developed, tested and defined, making the future of Open Design still open.
This openness is what is making Open Design very promising, a global concept with local and distributed adaptations: not only Open Design projects can be modified and customized, but the same processes and systems behind such projects can be designed and modified in order to fit the specific needs of each locality. There is no single format, business model, system or organization model for Open Design at the moment, and this fact lets Open Design to be adopted and used in a different way in each locality. Designers are increasingly focusing on the systems that enable Open Design projects, which can be designed and developed with design tools and processes and tools and processes from other fields by working on the metadesign level.
How can we organize Open Design initiatives? What are the processes behind Open Design? How can we understand the participation of a community in an Open Design project? What about the business models of Open Design?
Process, Community, Business: the systems behind Open Design - Barcelona 06.0...Massimo Menichinelli
http://fad.cat/congres/en/
http://fad.cat/congres/en/?p=1167
After more than 10 years of development, Open Design is no longer an underground hypothesis, but a real strategy that designers, companies and design institutions are increasingly embracing. Even so, many aspects of Open Design still need to be developed, tested and defined, making the future of Open Design still open.
This openness is what is making Open Design very promising, a global concept with local and distributed adaptations: not only Open Design projects can be modified and customized, but the same processes and systems behind such projects can be designed and modified in order to fit the specific needs of each locality. There is no single format, business model, system or organization model for Open Design at the moment, and this fact lets Open Design to be adopted and used in a different way in each locality. Designers are increasingly focusing on the systems that enable Open Design projects, which can be designed and developed with design tools and processes and tools and processes from other fields by working on the metadesign level.
How can we organize Open Design initiatives? What are the processes behind Open Design? How can we understand the participation of a community in an Open Design project? What about the business models of Open Design?
Digital Fabrication Studio.05 _CNC_Milling.Molding.Casting @ Aalto Media FactoryMassimo Menichinelli
DIGITAL FABRICATION STUDIO (25438)
The course provides a general understanding on how to design and manufacture products and prototypes in a Fab Lab, using digital fabrication technologies and understanding their features and limits.
Students will learn how information shapes design, manufacturing and collaboration processes and artifacts in a Fab Lab. They will learn how to digitally fabricate a project or how to digitally modify an existing project; students will also learn how to manage, embed and retrieve information about a project. Projects and prototypes developed and manufactured in this course will not be interactive.
The course consists of lectures and a group project to be digitally fabricated, be it a project already designed but not yet realized or be it the modification of an existing project. Every lecture (3 hours) includes time for testing the technologies covered (1 hour) and for developing part of the group project and for receiving feedback about it (1 hour).
http://mlab.taik.fi/studies/courses/course?id=1963
Digital Fabrication Studio.04_LaserCutting @ Aalto Media FactoryMassimo Menichinelli
DIGITAL FABRICATION STUDIO (25438)
The course provides a general understanding on how to design and manufacture products and prototypes in a Fab Lab, using digital fabrication technologies and understanding their features and limits.
Students will learn how information shapes design, manufacturing and collaboration processes and artifacts in a Fab Lab. They will learn how to digitally fabricate a project or how to digitally modify an existing project; students will also learn how to manage, embed and retrieve information about a project. Projects and prototypes developed and manufactured in this course will not be interactive.
The course consists of lectures and a group project to be digitally fabricated, be it a project already designed but not yet realized or be it the modification of an existing project. Every lecture (3 hours) includes time for testing the technologies covered (1 hour) and for developing part of the group project and for receiving feedback about it (1 hour).
http://mlab.taik.fi/studies/courses/course?id=1963
The New Raw Materials and Data ChemistryChris Thorpe
A talk for Mashupevent's first Mixer about how there really is no such thing as social media as a generic term, but how there are lots of new streams of data which can be used as the raw materials to make new tools to provide intrinsic value to businesses.
Digital Fabrication Studio.05 _CNC_Milling.Molding.Casting @ Aalto Media FactoryMassimo Menichinelli
DIGITAL FABRICATION STUDIO (25438)
The course provides a general understanding on how to design and manufacture products and prototypes in a Fab Lab, using digital fabrication technologies and understanding their features and limits.
Students will learn how information shapes design, manufacturing and collaboration processes and artifacts in a Fab Lab. They will learn how to digitally fabricate a project or how to digitally modify an existing project; students will also learn how to manage, embed and retrieve information about a project. Projects and prototypes developed and manufactured in this course will not be interactive.
The course consists of lectures and a group project to be digitally fabricated, be it a project already designed but not yet realized or be it the modification of an existing project. Every lecture (3 hours) includes time for testing the technologies covered (1 hour) and for developing part of the group project and for receiving feedback about it (1 hour).
http://mlab.taik.fi/studies/courses/course?id=1963
Digital Fabrication Studio.04_LaserCutting @ Aalto Media FactoryMassimo Menichinelli
DIGITAL FABRICATION STUDIO (25438)
The course provides a general understanding on how to design and manufacture products and prototypes in a Fab Lab, using digital fabrication technologies and understanding their features and limits.
Students will learn how information shapes design, manufacturing and collaboration processes and artifacts in a Fab Lab. They will learn how to digitally fabricate a project or how to digitally modify an existing project; students will also learn how to manage, embed and retrieve information about a project. Projects and prototypes developed and manufactured in this course will not be interactive.
The course consists of lectures and a group project to be digitally fabricated, be it a project already designed but not yet realized or be it the modification of an existing project. Every lecture (3 hours) includes time for testing the technologies covered (1 hour) and for developing part of the group project and for receiving feedback about it (1 hour).
http://mlab.taik.fi/studies/courses/course?id=1963
The New Raw Materials and Data ChemistryChris Thorpe
A talk for Mashupevent's first Mixer about how there really is no such thing as social media as a generic term, but how there are lots of new streams of data which can be used as the raw materials to make new tools to provide intrinsic value to businesses.
Exploring opportunities of social media in Marketing and EducationSander Janssens
Presentation exploring opportunities of social media in Marketing and Education with examples of social media developments and use in marketing.research, product development and communication.
Presented during a study conference at the school of business and economics Windesheim university of applied science
Tech trends at SXSW & CES 2015 - IoT, Wearable, Sensor, Connected…- Mariko Nishimura
Tech trends at SXSW & CES 2015 - IoT, Wearable, Sensor, Connected…- [at] KMD Graduate School of Media Design, Keio University 2015.06.26.
Mariko Described Tech & Industry trends at SXSW, CES regarding her original view.
Slides for September 26th Internet of Things Webinar I ran for RS to kick off their new Internet of Things Design Centre we contributed content to. bit.ly/IOT-Webinar
Digital Fabrication Studio.01 _Fabbing @ Aalto Media FactoryMassimo Menichinelli
DIGITAL FABRICATION STUDIO (25438)
The course provides a general understanding on how to design and manufacture products and prototypes in a Fab Lab, using digital fabrication technologies and understanding their features and limits.
Students will learn how information shapes design, manufacturing and collaboration processes and artifacts in a Fab Lab. They will learn how to digitally fabricate a project or how to digitally modify an existing project; students will also learn how to manage, embed and retrieve information about a project. Projects and prototypes developed and manufactured in this course will not be interactive.
The course consists of lectures and a group project to be digitally fabricated, be it a project already designed but not yet realized or be it the modification of an existing project. Every lecture (3 hours) includes time for testing the technologies covered (1 hour) and for developing part of the group project and for receiving feedback about it (1 hour).
http://mlab.taik.fi/studies/courses/course?id=1963
"Open and collaborative design processes. Meta-Design, ontologies and platforms within the Maker Movement"
Doctoral defense @Aalto University 11.11.2020
Custos: Professor Lily Diaz-Kommonen, Aalto University, Department of Media, Aalto Media Lab
Opponent: Professor Elisa Giaccardi, Delft University of Technology, The Netherlands
The emergence of the Maker Movement has taken place in the context of a design practice and research that is now open, peer-to-peer, diffuse, distributed, decentralized; activity-based; meta-designed; ontologically-defined; locally-bounded but globally-networked and community-centered. For many years the author participated and worked in the Maker Movement, with a special focus on its usage of digital platforms and digital fabrication tools for collaboratively designing and manufacturing digital and physical artifacts as Open Design projects. The author’s main focus in practice and research as a meta-designer was in understanding how can participants in distributed systems collaboratively work together through tools and platforms for the designing and managing of collaborative processes. The main research question of this dissertation is: How can we support and integrate the research and practice of meta-designers in analyzing, designing and sharing open and collaborative design and making processes within open, peer-to-peer and distributed systems?
Press release: https://www.aalto.fi/en/events/defense-in-the-field-of-new-media-msc-massimo-menichinelli
Video: https://youtu.be/ZYSCcIG0Q6k
Dissertation: http://urn.fi/URN:ISBN:978-952-64-0091-4
Research On And Through Design With Open, Distributed And Collaborative Desig...Massimo Menichinelli
Massimo Menichinelli
"Research On And Through Design With Open, Distributed And Collaborative Design Processes Within The Maker Movement"
08/11/2019
https://www.designsociety.org/939/Symposium+on+Design+Theory+and+Innovation
Platforms, Networks And Impact Of Open, Distributed And Collaborative Design ...Massimo Menichinelli
Massimo Menichinelli
"Platforms, Networks And Impact Of Open, Distributed And Collaborative Design And Making Processes"
Tongji University - Shanghai
19/11/2019
The Decentralization Turns In Design: An Exploration Through The Maker Moveme...Massimo Menichinelli
Massimo Menichinelli
Priscilla Ferronato
"The Decentralization Turns In Design: An Exploration Through The Maker Movement"
DeSForm19 - MIT Design Lab
10/10/2019
The challenges posed by the complexity of our times requires the Design discipline to understand the many complex relationships behind the social, business, technology and territory dimensions of each project. Such nature of complex systems lays not only inside design projects, but also inside the design processes that generate them, and the ability of organizing them through meta-design approaches is becoming strategic. Since the turn of the century, the design discipline has increasingly moved its scope from single users to local and online communities, from isolated projects to system of solutions. This shift has brought researchers and practitioners to investigate tools and strategies to enable mass- scale interactions by adopting several models and tools coming from software development and web-based technologies: Open Source, P2P, DDD (Diffuse, Distributed, and Decentralized) systems. This influence has matured over the years, and if we observed in the past how such systemic models can be applied in the design practice (part 1), we are facing now a new phase where Design will have an increasing role in enabling such systems through the analysis, visualization and design of their collaborative tools, platforms, processes and organizations (part 2). This scope falls into the Meta-Design domain, where designers build environments for the collaborative design of open processes and their resulting organizations (part 3). In this paper, we address this phenomena by elaborating the Open Meta-Design framework (part 4), that provides a way for designing open, collaborative and distributed processes (including those in the professional design domain). The paper positions the framework among current meta-design and design approaches and develops its features of modeling, analysis, management and visualization of processes. This framework is based on four dimensions: conceptual (describing the philosophy, context and limitations of the approach), data (describing the ontology of design processes), design (visualizing designing processes) and software (managing the connections between the ontology and the visualization, the data and design dimensions). We believe that such a framework could potentially facilitate the participation and the creation of open, collaborative and distributed processes, enabling therefore more relevant interactions for communities. As a conclusion, the paper provides a roadmap for developing and testing the Open Meta-Design framework, and therefore evaluating its relevance in supporting complex projects (part 5).
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
4. 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/
5. 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
6. DIYDrones from Chris Anderson (Wired)
The role of Media in promoting DIY projects ...
Source: http://www.wired.com/dangerroom/2012/06/ff_drones
7. “Makers” from Chris Anderson
Not only magazine, but also books...
Source: http://www.amazon.com/Makers-The-New-Industrial-Revolution/dp/0307720950/
8. O'Reilly Media: Make
An American media company (since 1978) that publishes books and Web sites and
produces conferences on computer technology topics.
Source: http://oreilly.com/
9. 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/
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. Makerbot TV
An online TV show produced by Makerbot, for promoting their 3D printers.
Source: http://makerbot.tv/LtHr/makerbot-tv-launch-episode/
19. Thingiverse (from Makerbot)
A website for sharing 3D digital fles that can be printed (with Makerbot printers).
Source: http://www.thingiverse.com/thing:29258
21. 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 benefcial 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.
22. A platform
Simon, P. (2011). The Age of the Platform: How Amazon, Apple, Facebook, and Google
Have Redefined Business. Motion Publishing.
23. Etsy: a DIY / Crafts marketplace
The biggest marketplace for your
DIY / Crafts projects.
Source: http://www.etsy.com/
24. Etsy: a platform for DIY
With also open API for interacting with the platform!
Source: http://www.etsy.com/developers?ref=ft_dev
25. Etsy: a platform for DIY
The biggest marketplace for your
DIY / Crafts projects.
Source: http://www.youtube.com/watch?v=RmXJXYHnWPo
26. Blomming: another platform for DIY
A platform for embedding your e-
commerce store in your own website.
Source: http://blomming.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://www.ponoko.com
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://blog.ponoko.com/digital-making-hubs/
29. 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
31. Shapeways (Netherlands/USA)
Online service and marketplace (open your own shop) with 3D printing.
Source: http://www.shapeways.com/blog/archives/1442-Funding-the-Rise-of-Creative-Commerce.html
32. Shapeways (Netherlands)
Online service and marketplace (open your own shop) with 3D printing.
Source: http://www.youtube.com/watch?feature=player_embedded&v=qJuTM0Y7U1k
35. Inventables (USA)
Online store for materials, components and
machines for digital fabrication and DIY.
Source: https://www.inventables.com/
36. Adafruit (USA)
Online store of Open Hardware projects and electronic components.
Source: http://www.adafruit.com/
37. Adafruit (USA)
Online store of Open Hardware projects and electronic components.
Source: http://www.youtube.com/user/adafruit
38. Adafruit (USA)
Online store of Open Hardware projects and electronic components.
Source: http://www.youtube.com/watch?v=qpYdt4hdEi8
39. Sparkfun (USA)
Online store of Open Hardware projects and electronic components.
Source: http://www.youtube.com/user/adafruit
40. Sparkfun (USA)
Online store of Open Hardware projects and electronic components.
Source: http://www.youtube.com/user/sparkfun?feature=results_main
41. Sparkfun (USA)
Online store of Open Hardware projects and electronic components.
Source: http://youtu.be/dvvtRoBn4YM
42. A physical platform: Arduino (Italy)
An Open single-board microcontroller and IDE designed to make the
process of using electronics in multidisciplinary projects more accessible.
Source: http://arduino.cc
43. A physical platform: Arduino (Italy)
An Open single-board microcontroller and IDE designed to make the
process of using electronics in multidisciplinary projects more accessible.
Source: http://www.youtube.com/watch?v=q2dieLFR9C8 Full documentary: http://vimeo.com/18539129
47. Crowdfunding: 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%.
Source: http://www.kickstarter.com/blog/happy-birthday-kickstarter
48. Crowdfunding: 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.
Source: http://www.kickstarter.com/blog/happy-birthday-kickstarter
49. Kicktraq: analytics for Kickstarter
Kickstarter is the world's largest funding platform
for creative projects.
Source: http://www.kicktraq.com/ http://www.kicktraq.com/projects/2105227104/ultra-bot-3d-printer/
50. Kickstarter: is it rather a Medium?
On Kickstarter, we sell / fund more an experience
than a product!
Source: http://www.fastcompany.com/1843007/kickstarter-crowdfunding-platform-or-reality-show
51. 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!
Some lessons from successful projects... “design for manufacturing”
Source: http://www.wired.com/design/2012/08/how-kickstarter-project-hexy-got-made/
52. 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%
Some lessons from successful projects...
Source: http://www.wired.com/business/2012/07/kickstarter/
53. Crowdfunding: Indiegogo
A crowdfunding platform based in California, it has hosted over 100,000
funding campaigns in areas such as music, charity, small business and flm.
Source: http://www.indiegogo.com/
54. Crowdfunding for Open projects: Goteo
A crowdfunding platform for Open Projects, not just involving money but
also time, participation and involvement from users.
Source: http://goteo.org/?lang=en
55. Crowdfunding for local business: Smallknot
A new trend in crowdfunding: fund local projects and business to
strenghten your local community.
Source: http://www.smallknot.com/
56. Crowdfunding for local business: LuckyAnt
A new trend in crowdfunding: fund local projects and business to
strenghten your local community.
Source: http://www.luckyant.com/
57. Crowdfunding for local business: Brickstarter
A new trend in crowdfunding: fund local projects and business to strenghten
your local community. This is a Finnish example under development.
Source: http://brickstarter.org/an-introduction-to-brickstarter/
58. Crowdfunding for Finland: Mesenaatti.me
Mesenaatti.me is the frst open-for-everyone Finnish
crowdfunding platform.
Source: http://mesenaatti.me/en/
59. GitHub: coding for the social networks
The most popular platform for code development, and especially
open source: a personal open source place + social network.
Source: https://github.com/
60. Sourceforge: coding for the organization
The most popular platform for open source projects with 3.4 million
developers that create over 324,000 projects: coding for an organization.
Source: http://sourceforge.net/
61. GitHub as a platform: Gittip
A web service built on top of GitHub, it enables users to
thank / give money to their favourite developers / projects.
Source: https://www.gittip.com/
62. GitHub: Goteo as open source Crowdfunding
The crowdfunding platform for Open projects
is itself an open project!
Source: https://github.com/Goteo/Goteo
63. Upverter: design hardware, with GitHub
Upverter is a design and collaboration platform for students, engineers,
designers, makers and hackers for making hardware online.
Source: http://upverter.com
65. 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
66. 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
67. 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
68. You need to interact with the market
… and this is exactly what new services and
platforms enable!
Source: http://www.threadless.com/
69. Open Hardware: a rising market
$11,000,000
$10,000,000
$9,000,000
$8,000,000
$7,000,000
$6,000,000
Revenues
$5,000,000
$4,000,000
$3,000,000
$2,000,000
$1,000,000
$0
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
70. 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
71. A long tail of users / projects...
Number of items sold
Top hits
Long tail
Number of projects
Another big player, a marketplace for your DIY /
Crafts projects (exploiting the long tail effect).
Source: http://en.wikipedia.org/wiki/Power_law
72. $350,000,000
Etsy: exploiting the long tail
$300,000,000
$250,000,000
Total $ sold (Gross Merchandise Sales)
$200,000,000
$150,000,000
$100,000,000
$50,000,000
$0
2005 2006 2007 2008 2009 2010 2011 (March)
Users: +8 milioni / Active shops: +800,000
Products: 8.5 milions.
Source: http://www.etsy.com/press/kit/
73. Makers can create a startup: Makerbot
Started from an hackerspace (and from
RepRap, even fnancially).
Source: http://www.flickr.com/photos/kellycdb/6168020183/
http://commons.wikimedia.org/wiki/Category:Wood
74. The market of 3D printing
3D printing market has grown by 24.1% in 2011.
Forecasts: $3.1 billions (2016) $5.2 billions (2020).
(Wohlers Associates, 2011)
Sustainable business Not yet sustainable
--> $10 Milions from VC --> $5 Milions from VC
Source: http://wohlersassociates.com/press54.htm
75. Big corporations: 3D Systems
Not only hackers or startups are in this feld,
but even big and old companies.
Source: http://www.3dsystems.com/
76. Digital Fabrication: not just machines
28% 41% 3D Printers
Materials
31% Services
There are many ways for making money with
digital fabrication...
Source: http://investor.3dsystems.com/
77. A typical closed innovation system
This is the typical evolution of a closed
company...
Source: http://en.wikipedia.org/wiki/Timeline_of_Microsoft_Windows
78. An open innovation system
And newer pictures are too big for a slide :-)
Source: http://futurist.se/gldt/
79. Open Innovation vs. Closed Innovation
Firms can and should use external ideas as well as internal ideas, and internal and
external paths to market, as the frms look to advance their technology.
Source: http://en.wikipedia.org/wiki/Open_innovation http://shar.es/HN3Ua
80. 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.
81. 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 commodifcation) 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 effciently. […] a unique, branded product
into a market based on undifferentiated products.
Source: http://en.wikipedia.org/wiki/Commoditization
82. 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
83. 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)
* ('00s-...) Professional design is slowly becoming a commodity
(thanks to Fast Fashion, Ikea, design schools bubble, Shanzai)
--> Where is value now, in Design and Manufacturing?
84. Fabbing + designers = $$$ + Open Design
Big corporations love shopping Design companies for
selling their content with 3D printers.
Source: http://www.freedomofcreation.com/home/3d-systems-acquires-freedom-of-creation
85. But even makers may be giving content away...
The same strategy of giving content to the users of the
3D printers has been adopted by Makerbot.
Source: http://www.thingiverse.com/
86. Fabbing + designers = $$$ + Open Design
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/
87. And users innovate (even in non open way)
Not developed by a company...
Source: http://en.wikipedia.org/wiki/Skateboard
88. 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
90. 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
91. 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
92. 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
93. 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
94. 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
95. 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
96. 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
97. Business models of Open Source (software)
Red Hat
frst 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
98. 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.
Patrick McNamara defned 4 possible levels of Openness in Open Hardware.
Source: http://www.osbr.ca/ojs/index.php/osbr/article/view/379/340
99. Note: Open Business is not completely open
* identity (brand) is fxed and is a warranty certifcate
* 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
100. 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/
101. Business models for FabLabs
* Enabler: launch new Labs and support services
* Education: a global distributed model of education through
Fab Labs (Fab Academy + peer-to-peer learning)
* Incubator: provide infrastructure for entrepreneurs to turn
their Fab Lab creations into sustainable local businesses.
* Replicated / Network: provide a product, service or
curriculum that operates by utilizing the infrastructure, staff
and expertise of a local Fab Lab
Source: http://www.openp2pdesign.org/2011/fabbing/business-models-for-fab-labs/
http://www.fablab.is/w/index.php/Proposal#Overall_Goals_within_the_Fab_ecosystem
102. The business models of Open Hardware
Proprietary hardware tools for learning how to develop Open Hardware.
Source: http://kits.sparklelabs.com/
103. The business models of Open Hardware
Offering free services for building a greater user base.
Source: http://www.adafruit.com/jobs/
104. The business models of Open Hardware
+ =
Partnership between hardware and fabbing companies
Source: http://www.ponoko.com/make-and-sell/electronics
105. The business models of Open Hardware
Funding Open Hardware projects in exchange for documentation
Source: http://bildr.org/
106. The business models of Open Hardware
Piracy as a learning and market building strategy: Shanzai
Source: http://www.flickr.com/photos/ttstam/4177935719/
107. The business models of Open Hardware
Piracy as a learning and market building strategy: Shanzai
Source: http://vimeo.com/26980501
108. The business models of Open Hardware
Brick and mortar stores: Makerbot, the Botcave
Source: http://www.makerbot.com/blog/2010/11/26/makerbot-botcave-store-opens-today/
109. The business models of Open Hardware
Renting spaces for co-working / funding spaces by a community: hackerspaces.
Source: http://hackerspaces.org/wiki/NYC_Resistor
110. The business models of Open Hardware
Microcredit / peer-to-peer lending / crowdfunding: Open Hardware Bank
Source: http://www.oshwbank.org/
111. Similar models for DIY Craft... Sewing Cafes
Renting spaces for co-working: Sewing Cafes
Source: http://sweatshopparis.blogspot.com/
112. Similar models for DIY Craft... Sewing Cafes
Renting spaces for co-working: Sewing Cafes
Source: http://sweatshopparis.blogspot.com/
113. Open Money: making digital a physical medium
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.
Source: http://en.wikipedia.org/wiki/Bitcoin
http://www.wired.com/magazine/2011/11/mf_bitcoin/
114. Open Money: making digital a physical medium
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.
Source: http://www.youtube.com/watch?v=Um63OQz3bjo
115. Open Money: it still needs business models
But redesigning money is only half of the solution: we need to understand its
dynamics, and the possible business models it generates.
Source: http://en.wikipedia.org/wiki/Bitcoin
http://www.wired.com/magazine/2011/11/mf_bitcoin/
116. 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.
117. … and a lesson from the past
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.
Source: http://en.wikipedia.org/wiki/Henry_Ford
118. When everything is peaking...
Even renewable resources like wood are peaking.. What and how are we going to
manufacture when everybody will be able to do it?
Source: http://ecoalfabeta.blogosfere.it/2011/03/il-picco-del-legno.html
119. … reinventing an open wheel is not enough
Will just making open an unstainable past be sustainable?
Source: http://www.theoscarproject.org/
120. New language, business for the new media
Every new technology takes time to develop its own
uses, languages and business models.
Source: http://en.wikipedia.org/wiki/Car
121. New language, business for the new media
Every new technology takes time to develop its own
uses, languages and business models.
Source: http://en.wikipedia.org/wiki/Car
122. … 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
123. Business Model Design (democratized)
Not a business plan, no numbers, don't worry:
just prototype ideas!
Source: http://www.businessmodelgeneration.com/book
124. Business Model Canvas: prototype
Not a business plan, no numbers, don't worry:
prototype ideas!
Source: http://www.businessmodelgeneration.com/canvas
http://en.wikipedia.org/wiki/Business_Model_Canvas
125. Business Model Canvas: prototype
Not a business plan, no numbers, don't worry:
prototype ideas!
Source: http://www.businessmodelgeneration.com/canvas http://youtu.be/QoAOzMTLP5s
http://en.wikipedia.org/wiki/Business_Model_Canvas