Re: [ox-en] Difficulties in moving from free software to free production
Stefan Merten <[email protected]>
| Newsgroups | gmane.politics.oekonux.english |
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Hi list! Another older post I only now find the time to reply to. Because it is so long ago I quote fully. 14 months (449 days) ago Michel Bauwens wrote: > I'm not going to talk here about the difficulties related to economics and > ownership, but rather about technical issues, by referring to the work of > Eric Hunting <http://tmp2.wikia.com/wiki/Main_Page>. > > First, I want to get one issue out of the way: that of the interaction > between immaterial design and the physicalization of the product. There is a > lot more feedback required in open design than in free software, because the > physical models have to be tested in the real world and the designs are not > immediately 'executable'. While some engineers in my lecture audiences would > regular voice this objection to prove that open design was impossible, I > think that the reality of current trends and the different already existing > hardware implementations <http://p2pfoundation.net/Product_Hacking>, make > this issue entirely solvable. I have since found plenty of engineers and > designers who concur that open design is entirely feasible. But feasible > does not mean 'easy to do'. > > There are indeed specific problems that make 'free production' more > difficult, and I'll be quoting a recent email from Eric Huntingfor that. The > issues are technical and perhaps difficult to understand for lay people such > as myself, but they are crucially important. > > *1. Moving from 2D to 4D* > > Eric Hunting: > > "*The development of a modular standardized graphical language was key to > the rapid advance in electronics and critical to the eventual evolution of > the industrial ecology of the later computer industry, as the logical > structure of the schematic language logically compartmentalized the > architecture of systems which, in turn, established a hierarchy of modular > components and subsystems for the electronics industry to organize itself > around. The frequency of reusability of a particular component with a > particular set of functional features or a 'boilerplate' circuit in larger > systems designs could define its potential market as a mass-produced > product. But electronics has generally had the benefit of a two dimensional > topology. Circuits have always been assembled on a flat board and (with the > more recent exception of photonics interfacing) components have always > interfaced in one manner, through simple conductive wire links. While > finished product engineering has required skillful optimization of the > 'layout' of components down to the dimensional characteristics of circuit > board traces and component wire leads, generally volumetric organization of > electronics systems has been unimportant and the simple rule of thumb of > keeping your 2D lines as short as possible has been the basic design > strategy.* > > *When one moves to the realm of electromechanical devices one confronts a > much more complex topology -a 4D topology because, while the artifacts are > 3D, assembly in 3D requires a prioritization of component assembly order, > which becomes another additional dimension. And you have many more ways > components interface; electrically, photonically, hydraulically, > pneumatically, mechanically in linear and rotary manners, chemically in the > form of reactive processes, and so on*." Just to mention: AFAICS that's perfectly the stuff the car industry is coping with. They have exactly this problem on a large scale. And they solve it. When formulated as a vision: The means for a peer production based society are growing in the old one. And in this case this does not mean the mind set of people but the fundamental technology. > *2. From single components to full assembly* > > Eric Hunting: > > "*CAD/CAM today remains in the stone age because it's still dealing only in > the simple dimensional characteristics of single monolithic components > -which works because current generations of digital machine tools themselves > still only deal with solitary monolithic component production. None of them > can do assembly or automatically transport product between each other for > staged processing. So they don't have to understand an artifact on any more > sophisticated level -they don't have to do anything more than run byte code > like a printer. But future machine tools will feature more complex > integration. Machines shops will be clusters of workstations where systems > hand product off to each other in dynamic order. So there needs to be a > higher level of characterization -a recipe for the production and assembly > process associated with the design of an artifact. A collective 'program' > for its creation. The one solution that has come to my mind so far for doing > this is simulation, used alternately by human and machine intelligence. In > other words, after one develops a physical design for an artifact as a > collection of components in a particular volumetric form, one must break it > down into an ordered production of parts and their assembly. This is done in > a virtual environment (graphically represented for human users) that > simulates the processes of production based on generic representations of > fabrication processes and the topological characteristics of common > machines. A manual definition of the production process can be done by a > human user but, given sufficient detail in the simulation, machine > intelligence based on procedural modeling can also work this out on a trial > and error basis in the simulation. I call this process 'Taylorization' > (after the (in)famous Frederick Taylor) and the resulting intermediate > process software ' Taylor programs'*." See above. AFAICS these problems are addressed already. I'd like to emphasize that we need to look at how things are done in the most productive areas of *capitalism* to see sketches of the future. This is valid for software but also for mechanical construction. Of course this is a quite different approach from the I-set-up-my-garden ones. > *3. From planar graphical representations via 4D motion comics to DIY Maker > Videos* > > Eric Hunting: > > "*How do we characterize designs and their production recipes in a > standardized was in the here and now for easy human communication and > collaboration? This is a very old problem. For at least as long as language > itself has existed, we've relied on static planar graphical representations > of objects as a means to develop and communicate designs. But when it comes > to translating that into process we've long had problems with it. Being able > to 'interpret' design drawings into a production process, largely without > any formal methodology, has been a key skill/talent among trades guilds and > later engineers and it was the need to leverage this skill that precipitated > mass production logic. Methodology has been ad hoc. Our first formalized > characterizations of process may have come with the written communication of > music and cooking, which both in-turn precipitated mathematics and > chemistry. But it seems that it wasn't until the turn of the 19th century > that we saw a real breakthrough in this for manufacturing through the > inventions of the cutaway and exploded view drawings, time-lapse > photography, and the unlikely marriage of the Do It Yourself movement and > comic strips! Early hobbyist literature tends to mimic cooking literature, > with the addition of simplified forms of formal technical drawings and > isometric drawings as employed in architectural design. But with the > cultivation of a sophisticated line-art illustration tradition among the > publishers of novels there was a cross-over of talent from comics where a > sophisticated temporal language had developed from earlier traditions of > action or drama illustration, going back centuries but reaching peak > sophistication by the early 20th century. Comics are 4D. They have this > ability to communicate time and motion and to manipulate time in the way > cinematography does, yet much more concisely. By merging this with the > cooking recipe style of organization you arrive at the 'step-by-step > diagram' or sequential line illustration strategy of representing > fabrication processes which today has seen its most sophisticated expression > in the instructions for Lego and other model kits and in the artwork of > illustrators like Peter Auschwenden, famous for his work with John Muir and > such legendary books as How To Keep Your Volkswagen Alive - a book whose > blending of DIY graphics with the aesthetics of the California rock art and > underground comix movements set the standard for style of illustration for > all 'soft-tech' and 'green' literature since."* > > *Unfortunately, line illustration became a dying art past the 1970s and, > though much less talent-dependent than line art for technical illustration, > computer graphics remains difficult and time-consuming with contemporary > tools. Once more expensive than line art, today photography is now the > cheapest and most accessible means of producing sequential imagery, even > though it's not as effective because it is less concise and less flexible, > if you aren't highly skilled with the likes of photoshop.* > > *If you look at how participants in the Make and Instructibles blogs > illustrate and present their recipes today you see a preponderance of simple > photography and mimicry of the basic approaches of DIY media. I'm really > impressed with how well these work as systems of representation and how, > collectively, these communities of Makers are cultivating ad hoc an > increasingly efficient set of presentation standards, though as yet no > dominant format. But I wonder how much of this P2P productivity is being > held back by the 'art quotient'; by the need for better means of > representation than digital camera snapshots can offer but which are simply > unaffordable or impossible for lack of any available talent pool. The > limitations of photography aren't that bad for the small artifact that > anyone can readily produce. But for much larger artifacts, the need to > locally reproduce a version of an artifact in order to show in photos an > innovation precludes the participation in design and innovation by people > without the tools and means at hand for that. The most effective Makers are > still measured by talent (and a diversity of talents), not just skill, > knowledge, and imagination*." This is very much the DIY and in particular the do-it-with-your-hands approach. This might be a nice option for experiments but IMHO it is not a solution on a large scale basis. On a large scale basis you need machines who integrate all steps necessary to produce something material. > *4. The problem: how to make DIY Photography and Video 'collectively > iterative', and not just individual remixes* > > Eric Hunting: > > "*today's Maker blogs only really support P2P participation through > 'iterative' development. In other words, like a YouTube video, an artifact > recipe is the sole province of an individual user. For other users to > participate in improving that artifact (or just its presentation), they have > to create a new version -iteration- of that design and a new recipe. Some > people may devise far superior designs or techniques but can't present them > as well, so their improvements won't be adopted as part of a definitive > version. These blogs don't seem to have figured out, as open source software > communities have, how to implement a means of collaboration on a more > elemental level because the whole recipe document is the minimum element of > representation for the artifact and there still is no standardization in > that yet. This is no big deal for the small artifact like a novelty lamp > made from a laser-cut Parmelot box or some such but what about an open > source car? People will always have varying levels of productivity at > different aspects of development and production. Some are better at design, > others at engineer, others at fabrication, others at testing and analyzing > the finished article, and others at teaching other people how to make things > -just plain better screen presence. So there needs to be a mechanism that > allows participation at the level of these individual elements of a recipe > and allows iterative evolution of these independently of the design*." I agree. And I agree also that we need a sort of language or other formalization for it. I would be interested in what modern industry can do for us here. May be they are already developing stuff like this? A car manufacturer for instance has the real problem to combine all these parts from sub-contractors to a car. > *5. The solution: we need object-oriented wiki's* > > "*Thinking about how all this might impact the creation of the Open Source > Everything archives, I arrived at the notion of a wiki-esque platform that > was more dynamically object-oriented (rather than simply hierarchical as > wikis tend to be) and which could integrate a very large spectrum of media > associated with an artifact recipe. The basic organization would be by > 'standard models' of a particular artifact which might optionally have an > associated family of 'variant models' with each model having its series of > iterations. Each model, standard or variant, would have its own > communications channels -most likely in the form of a discussion forum with > several purpose categories including reports and an automated FAQ forum- and > its own set of recipe elements. Variant models can be introduced by anyone > as either true variants or as 'contender iterations' of the standard model, > being promoted to a new iteration of the standard model by community > consensus. Any variant might also have its own sub-variants which likewise > can be promoted up the class hierarchy, or just stand-alone. Variant models > could also merge on group consensus into iterations combining incremental > innovations, thus allowing both divergence and convergence -usually > culminating in new standard iterations- along the evolutionary path of an > artifact's design. Recipe elements would consist of design images, formal > technical drawings, associated schematics and other diagrams, component > lists, engineering break-downs and analysis, software files, and fabrication > and operating instructions in the form of written, graphic, audio, or video > instructions. Each of these would use the same system of variant and > contender iterations within the context of that particular model, wherever > they aren't already using a standard model recipe element. They get promoted > with the model they are associated with if that model becomes the standard. > This whole archive would be object oriented so that if an artifact is an > assembly using another artifact as a subcomponent, all references to that > subcomponent link to its standard or variant model front page and its > component design illustrations can be incorporated in media for the model > using it.* > > *I've also assumed this archive would need to include an archive of > technique in addition to specific artifact recipes. This would essentially > be courseware associated with particular tools and would be composed of a > package of instructional media for a particular tool or technique with an > associated discussion forum and again employing that same strategy of > standard iterations and variant and contender iterations.* > > *This seems to largely parallel the approach with things like SourceForge so > this might not be so far out in feasibility. But there would need to be > standardization in recipe element file and document formats even when > incorporating this media diversity and here, again, things get problematic > with the key fabrication and operating instructions because of the inability > in establishing any definitive standard in sequential illustration without > imposing a minimum standard on artistic quality and, hence, talent overhead. > Trying to impose a specific style, like that of Lego, becomes a stumbling > block if everyone can't produce line art on that level of sophistication*." Most of what Eric describes reminds me more of a version control system like Subversion or similar. This is a tool which allows a team of developers to track versions of their software artifacts including branches and so on. What Eric describes as a Wiki is IMO the mere presentation layer for the things maintained in the version system. Seeing it that way what we really need is a language / formalization as described above and readily available tools working on them - for software this would be Eclipse for instance. I could imagine that such things could even exist somewhere already. GrüÃe Stefan _________________________________ Web-Site: http://www.oekonux.org/ Organization: http://www.oekonux.de/projekt/ Contact: [email protected]