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On Open Business Models
Markets and business models for Open and DIY projects

Massimo Menichinelli

---------------------------------------------------------------------------
Ljubljana (Slovenia): June 2nd 2011
EDUfashion Conference - Refashioning fashion: new scenarios of clothing
http://www.edufashion.org/

Presentation available on:
http://www.slideshare.net/openp2pdesign
01.
Why should a designer be
concerned about business?



 I'm a designer, after all!
(Open) Design + Business ?


a designer / researcher studying how to co-design Open
Processes with communities
--> and trying to make his design / research activity a
    sustainable business




+ a report on business models of:
* Open Hardware                     -->
* Fab Labs
* DIY Craft
                                          http://www.youcoop.org/
                                          http://www.platoniq.net/
                                           http://www.goteo.org/
From a paper project to a real project




                                                           Designers start thinking
                                                           about the business
Source: http://www.kickstarter.com/projects/danprovost/glif-iphone-4-tripod-mount-and-stand
From a paper project to a real project




                                                            Now on Apple Store!

Source: http://www.kickstarter.com/projects/1104350651/tiktok-lunatik-multi-touch-watch-kits
Just being “Open” is not enough




                                                                   .. but what about the
                                                                   market?
Source: http://www.kickstarter.com/projects/1833785894/100k-stray-toasthed-pull-toys
02.
Open and DIY Business
(as they are now)
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
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 about volunteer work!
   Also a market economy
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): $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
Please note: Open Business is not completely open
Projects may be open but:

* identity (brand) is fixed and is 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/   Source: http://www.arduino.cc
The levels of openness in Open Hardware
Patrick McNamara defined 4 possible levels of Openness in Open Hardware
projects:

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
The business models of Open Hardware (01/02)



* 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 hardware tools for Open Hardware
  (Sparklelabs)
* Proprietary software tools for developing Open Hardware


Source: http://www.openp2pdesign.org/2011/open-design/business-models-for-open-hardware/
The business models of Open Hardware (02/02)
* Free services for a greater user base (Adafruit Jobs Board)
* Partnership between Open and Fabbing companies
  (Ponoko + Sparkfun)
* Funding Open Hardware projects in exchange for
  documentation (Bildr)
* Renting spaces for co-working (Hackerspaces)
* Brick and mortar store (Makerbot - Botcave)
* Piracy as a learning and market building strategy (Shanzai)
* Microcredit / peer-to-peer lending / crowdfunding (Open
  Hardware Bank)

--> Long-tail seems the best strategy

Source: http://www.openp2pdesign.org/2011/open-design/business-models-for-open-hardware/
2009:
The market of Open Hardware                                                                           * 13 companies over $ 1 m.
              $11.000.000
                                                                                                      * total: $ 50 m.
              $10.000.000                                                                             * $ 1 billion by 2015
               $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
                                                                         s
                                   o




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                                           are




                                                                                                                     s



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                                                     mb




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                                                                                                         rS h




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                                        idw




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                            Ard




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                                                                                                                 DIY



                                                                                                                              e
                                                                                                                          See
Source: http://blog.makezine.com/archive/2010/05/million-dollar-baby-businesses-de.html
The market of Open Hardware: SparkFun




Nathan Seidle (founder):


“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
Long Tail + DIY Craft market: Etsy                                                         Total Members: +8 million
                                                                                           Total Active Shops: +800,000
                                                                                           Items Listed: 8.5 million
                                         $350.000.000




                                         $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)


                    Source: http://www.etsy.com/press/kit/
...another business model: Crowdsourcing (Threadless)
Founded in 2000 with just $ 1,000, now it has a revenue of $ 17,000,000 in
annual sales with a 35% profit margin




Source:
http://www.threadless.com/submit
http://www.openp2pdesign.org/2011/open-design/business-models-for-diy-craft/
A place for Open / DIY projects: Fab Labs
How to start it:
* $50,000 (or open source low-cost version for $12,500 - $5000)
* value proposal: facilities or innovation support


* The Enabler business model: launch new Labs or support them
* The Education business model: a global distributed model of education
  through Fab Labs (Fab Academy + P2P learning among users)
* The Incubator business model: provide infrastructure for entrepreneurs to
  turn their Fab Lab creations into sustainable businesses.
* The Replicated / Network business model: product / service that utilizes
  the infrastructure, staff and expertise of a many Fab Labs.


                                                                 + Hackerspaces, Sewing
                                                                 Cafes, Techshops, ...

Source: http://www.openp2pdesign.org/2011/fabbing/business-models-for-fab-labs/
A place for Open / DIY projects: Fab Labs


* usually not so interested in becoming profitables (though they could)
* attached to institutions... or to brands (Absolut Lab, Madrid)




Source: http://www.openp2pdesign.org/2011/fabbing/business-models-for-fab-labs/
Does the long tail help small DIY business?
Etsy:
* very few users can make a living on it
* competition, but impossibility to increase volumes
  --> downward pressure on prices
* rather an incubator for the most promising makers
  (so it's like a low-cost entry point into the market)

None of the business examined tries to help its user to make a living on their
project. At least Shapeways uses revenues to lower prices down.
* generated 244,000 € in revenue over 2009, but at the same time it lost
  1,400,000 €
* received a $ 5,000,000 fund from VC in order to open offices in the USA


Source:
http://www.openp2pdesign.org/2011/open-design/business-models-for-diy-craft/
http://www.openp2pdesign.org/2011/fabbing/business-models-for-fab-labs/
03.
The future of Open and DIY
Business: where will be value
created?
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 or 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)

* ('00s-...) Professional design is slowly becoming a
 commodity
 (Fast Fashion, Ikea, design schools bubble, Shanzai)


--> Where is value now, in Design and Manufacturing?
… so is still now value in creativity?




Source: http://www.freedomofcreation.com/home/3d-systems-acquires-freedom-of-creation
… in attention, collaboration, creativity from “users”?


“ We fnd 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 frms 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
Source: http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1683503
Open and P2P Money, are they a solution?




Does it address the current problems of money, or is just a way of making
it “open” reinventing the wheel and avoiding the business models?

Source: http://www.bitcoin.org/
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
… reinventing an open wheel is not enough




Will just making open an unstainable past be sustainable?


Source: http://www.theoscarproject.org/
Building 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 between open businesses

* Open processes (and this is my research about Open
 P2P Design)
Any question or comment?
Thank you!
Massimo Menichinelli

-------------------------------------------------------------------
info@openp2pdesign.org
openp2pdesign.org
twitter.com/openp2pdesign

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On Open Business @ EDUfashion conference - Ljubljana 02/06/2011

  • 1. On Open Business Models Markets and business models for Open and DIY projects Massimo Menichinelli --------------------------------------------------------------------------- Ljubljana (Slovenia): June 2nd 2011 EDUfashion Conference - Refashioning fashion: new scenarios of clothing http://www.edufashion.org/ Presentation available on: http://www.slideshare.net/openp2pdesign
  • 2. 01. Why should a designer be concerned about business? I'm a designer, after all!
  • 3. (Open) Design + Business ? a designer / researcher studying how to co-design Open Processes with communities --> and trying to make his design / research activity a sustainable business + a report on business models of: * Open Hardware --> * Fab Labs * DIY Craft http://www.youcoop.org/ http://www.platoniq.net/ http://www.goteo.org/
  • 4. From a paper project to a real project Designers start thinking about the business Source: http://www.kickstarter.com/projects/danprovost/glif-iphone-4-tripod-mount-and-stand
  • 5. From a paper project to a real project Now on Apple Store! Source: http://www.kickstarter.com/projects/1104350651/tiktok-lunatik-multi-touch-watch-kits
  • 6. Just being “Open” is not enough .. but what about the market? Source: http://www.kickstarter.com/projects/1833785894/100k-stray-toasthed-pull-toys
  • 7. 02. Open and DIY Business (as they are now)
  • 8. 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
  • 9. 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 about volunteer work! Also a market economy
  • 10. 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): $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
  • 11. Please note: Open Business is not completely open Projects may be open but: * identity (brand) is fixed and is 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/ Source: http://www.arduino.cc
  • 12. The levels of openness in Open Hardware Patrick McNamara defined 4 possible levels of Openness in Open Hardware projects: 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
  • 13. The business models of Open Hardware (01/02) * 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 hardware tools for Open Hardware (Sparklelabs) * Proprietary software tools for developing Open Hardware Source: http://www.openp2pdesign.org/2011/open-design/business-models-for-open-hardware/
  • 14. The business models of Open Hardware (02/02) * Free services for a greater user base (Adafruit Jobs Board) * Partnership between Open and Fabbing companies (Ponoko + Sparkfun) * Funding Open Hardware projects in exchange for documentation (Bildr) * Renting spaces for co-working (Hackerspaces) * Brick and mortar store (Makerbot - Botcave) * Piracy as a learning and market building strategy (Shanzai) * Microcredit / peer-to-peer lending / crowdfunding (Open Hardware Bank) --> Long-tail seems the best strategy Source: http://www.openp2pdesign.org/2011/open-design/business-models-for-open-hardware/
  • 15. 2009: The market of Open Hardware * 13 companies over $ 1 m. $11.000.000 * total: $ 50 m. $10.000.000 * $ 1 billion by 2015 $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 s o d it are s i os y n t rb o La b e mb e uin rkfu fru ron rS h tud idw e Ada Ard Chu Bug Sp a Mak D e dS Liqu Mak DIY e See Source: http://blog.makezine.com/archive/2010/05/million-dollar-baby-businesses-de.html
  • 16. The market of Open Hardware: SparkFun Nathan Seidle (founder): “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
  • 17. Long Tail + DIY Craft market: Etsy Total Members: +8 million Total Active Shops: +800,000 Items Listed: 8.5 million $350.000.000 $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) Source: http://www.etsy.com/press/kit/
  • 18. ...another business model: Crowdsourcing (Threadless) Founded in 2000 with just $ 1,000, now it has a revenue of $ 17,000,000 in annual sales with a 35% profit margin Source: http://www.threadless.com/submit http://www.openp2pdesign.org/2011/open-design/business-models-for-diy-craft/
  • 19. A place for Open / DIY projects: Fab Labs How to start it: * $50,000 (or open source low-cost version for $12,500 - $5000) * value proposal: facilities or innovation support * The Enabler business model: launch new Labs or support them * The Education business model: a global distributed model of education through Fab Labs (Fab Academy + P2P learning among users) * The Incubator business model: provide infrastructure for entrepreneurs to turn their Fab Lab creations into sustainable businesses. * The Replicated / Network business model: product / service that utilizes the infrastructure, staff and expertise of a many Fab Labs. + Hackerspaces, Sewing Cafes, Techshops, ... Source: http://www.openp2pdesign.org/2011/fabbing/business-models-for-fab-labs/
  • 20. A place for Open / DIY projects: Fab Labs * usually not so interested in becoming profitables (though they could) * attached to institutions... or to brands (Absolut Lab, Madrid) Source: http://www.openp2pdesign.org/2011/fabbing/business-models-for-fab-labs/
  • 21. Does the long tail help small DIY business? Etsy: * very few users can make a living on it * competition, but impossibility to increase volumes --> downward pressure on prices * rather an incubator for the most promising makers (so it's like a low-cost entry point into the market) None of the business examined tries to help its user to make a living on their project. At least Shapeways uses revenues to lower prices down. * generated 244,000 € in revenue over 2009, but at the same time it lost 1,400,000 € * received a $ 5,000,000 fund from VC in order to open offices in the USA Source: http://www.openp2pdesign.org/2011/open-design/business-models-for-diy-craft/ http://www.openp2pdesign.org/2011/fabbing/business-models-for-fab-labs/
  • 22. 03. The future of Open and DIY Business: where will be value created?
  • 23. 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 or undifferentiated products. Source: http://en.wikipedia.org/wiki/Commoditization
  • 24. 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
  • 25. 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 (Fast Fashion, Ikea, design schools bubble, Shanzai) --> Where is value now, in Design and Manufacturing?
  • 26. … so is still now value in creativity? Source: http://www.freedomofcreation.com/home/3d-systems-acquires-freedom-of-creation
  • 27. … in attention, collaboration, creativity from “users”? “ We fnd 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 frms 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 Source: http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1683503
  • 28. Open and P2P Money, are they a solution? Does it address the current problems of money, or is just a way of making it “open” reinventing the wheel and avoiding the business models? Source: http://www.bitcoin.org/
  • 29. 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
  • 30. … reinventing an open wheel is not enough Will just making open an unstainable past be sustainable? Source: http://www.theoscarproject.org/
  • 31. Building 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 between open businesses * Open processes (and this is my research about Open P2P Design)
  • 32. Any question or comment?