essential_details

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focus_2%

as an essential part of marketing is market segmentation, we have adopted the number two as an arbitrary but useful paradigm - meaning 2%. we hope to capture 2% of the national population - as a general range, somewhere between 1.5 and 3.5 million (app) subscribers. this is a useful parameter to gauge a goal - that way we’re not breaking our back to constantly do more, nor taking it too laid back so as to be muscled out of the market. the app is designed to be useful, fun, engaging, and informative. we hope that with your contribution we can work towards and reach this long-term goal.

limitations

we intend to implement limits in most of the diverse array of our operations. in the words of guitarist john frusciante, “limitations are set, only then can we go all the way, all the way.” aiming to high can expend your energy and dilute your efforts, aiming too low never brings anything - we intend to go right in the middle. setting long-term goals that are challenging contributes to the short and mid-run vision and goals. also, if we reach these goals - and hopefully we do - it gives us the chance to devote all our efforts into quality rather than growth. the following table provides some ideas of what we mean by limitations.
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board_the 33/99
putting limitations on board membership - which is obvious - will help keep things in order. however, for the advisory_board and creative_economic_engine, limitations have been put in place to contribute to maximum creativity, to stimulate our board members deeply and keep their contributions coming, and to get them accustomed to and accustomed to spreading our “learning organization culture.”
projects
we want to put a limit on our projects so as to stimulate quality over quantity - even if this means implementing a wait list. the number is yet to be decided - but will definitely be decided in conjunction with the board and likely be realized after grappling with the details of developing business and code projects.
staff_300
putting a limit on core staff will help us create mental models of our operation. we envision maintaining employees long-term and making sacrifices in outcome before making changes to this base structure. our culture is secondary - but a close second- to our work. creating this neural center of people crystallizing our knowledge and culture into action is critical to reaching the periphery.
playground _(1800?)
we likely won’t know the magic number for open-source collaborators, though just for a mental model, the number is 1800. we want to provide open-source collaborators the option to be remunerated. once they successfully complete task after task (say a total of somewhere between 33 to 99), they may be given an option to participate part-time, with an opportunity to go full-time - their progress being monitored by staff and project-completion systems. putting a cap on open-source collaboration will help be efficient with our development and long-term onjectives.
app
our goal for the app is roughly 2% of the population, or somewhere between 1.5 and 3.5 million end users. with the quality of our board, we believe we can reach those numbers long-term. this limitation gives us both a goal to aspire to as well as a number - that provides a financial apparatus - to know how to reach a target and focus on quality.
commercial_profit
the option to put a limitation on the profit of open-source projects that go commercial - as well as small businesses that succeed through our playground - is being considered. to illustrate, a successful project may recoup $500k a year, but only keep $300k a year, the rest being donated to a charity of their choice. we hope this creates a culture of social benefit and gives our staff and participants a sense of confidence in the purpose of their lives and work. whether this is an option for participants or a paradigm in our operations is to be decided in conjunction with the board. this will likely be a critical component to our culture and motivation.
board_the 33/99
details
putting limitations on board membership - which is obvious - will help keep things in order. however, for the advisory_board and creative_economic_engine, limitations have been put in place to contribute to maximum creativity, to stimulate our board members deeply and keep their contributions coming, and to get them accustomed to and accustomed to spreading our “learning organization culture.”

templates

templates are critical to our process. instead of having five different business plans from five different small businesses - it’s much easier to find one business model and all of our businesses use it (I have one in mind, osterwalder’s “business model generation” - you’ve probably heard of it). this will streamline our operations and streamline operations for our business professionals. likewise for accounting and a scaling paradigm - getting an understanding of finances and a long term financial goal is essential - and much easier once it is templated. this is a process we hope the board deeply engages in as worthy templates can be a critical key to our flourishing. we intend to apply templates to all corridors of our operation - from desktop and mobile apps to inventory solutions. we hope to likewise have a list of all preferable tools for any business or development challenge - so we’re alwys ready to meet the needs of our development and business projects.

initial_apps

the initial_apps listed below are to 1.) get us started and 2.) get use to the development process. they are intended to progress more slowly than our intended progression speed - as we try and adjust to an efficient, creative, and happy work regimen. more apps can be added as we collaborate. our long-term goal is to launch the desktop app in June 2025. that gives us enough time to get accustomed to the development process, stream line it, grow our open-source collaboration community, spread the word, and get use to a work load of anywhere from 50 to 300 projects (300 with steady management is the true vision and goal).
initial_apps
mobile_app
this is the development of our mobile app, a critical component to our operations. it is one of the first apps to go in the playground. please see mobil_app page for details
desktop_app
the desktop app is the second critical component for our operations. with a planned beta-launch date of january 2025, and a commercial launch date of June 2025. there are a lot of critical components that need to be synthesized into one app for this project, which is why we need to be steady, rigorous, and patient. please see desktop_app page for details.
open_source acct
this app is intended to give us experience working with data and “development projects.” the idea is a simple to use accounting interface that allows immediate visuals (or dashboards) of all operations - custom chain-weighted visuals catered to the end user beautifully.
bum_couture
this app is intended to give us experience with working in biz development. the idea is to create a platform that links vintage clothing to customers who want it. the goal is to begin creating a market and culture of wearing used/vintage clothes. the app is endless - imagine being able to unite people scrapping for clothes in Zimbabwe with customers in New Jersey (or the flip side, vice versa). the goal with this app is to make it self-sufficient; and with it of-course comes the marketing to segment and create shifts in the culture.

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