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The Makerspace Is the Next Open Source Frontier

An anonymous reader writes: Jono Bacon explains that in the same way open source spawned millions of careers and thousands of companies, the same openness has massive potential when applied to products. It could potentially jumpstart a revolution in how we conceptualize, build, and share things and how we experiment and innovate to push the boundaries of science and technology. He outlines some steps for adapting open source principles to physical creations: "...we will need to create a premise of a blueprint bundle. In much the same way I can download a branch from Git or a tarball with some code, complete with build system, we will want to be able to download a single branch or tarball with the full software, hardware designs, and more for how to create an open product. ... we will need to figure out how we collaborate and improve different pieces of these projects. For example, if someone refines a 3D printed piece of a drone, how do they fork the blueprints, submit their changes, have them reviewed, and get them merged into the project? Another question could relate to automated testing: when building physical products we can't always afford to build and test new physical hardware for it to then crash and burn, so how can we have unit tests for hardware or test in a virtual setting?"

46 comments

  1. Sounds a lot like life before Intelectual Property by Anonymous Coward · · Score: 1

    doesn't it?

  2. I want thingiverse + github by MobyDisk · · Score: 1

    This article is spot on. I've experienced this when working with 3D objects on Thingiverse. It allows you to "remix" someone's work, but that is a fork. It doesn't really allow for collaboration. Lots of times I've found someone's .SCAD model and improved it but I have no way to contribute it back to them other than to post a comment and hope they notice. So some objects have dozens of "remix" forks, which have more forks, etc.

    Lots of people make their objects to work for just themselves. It's the hardware equivalent of "works on my machine!" It's great that they have a way to publish and get the object out there. It allows other people do the "systems engineering" and figure out how to make the part work in general. But most of that engineering work gets lost. So many times I download an object, only to find it didn't quite work. I improve it, and then nobody else gets to benefit from that. It's kinda sad.

    1. Re:I want thingiverse + github by Anonymous Coward · · Score: 0

      thingiverse is makerbot's market for stealing ideas then trying to patent them as their own.

      there are plenty of alternatives to thingiverse please find one

    2. Re:I want thingiverse + github by Anonymous Coward · · Score: 0

      So its roughly where open source was in '88

    3. Re:I want thingiverse + github by Anonymous Coward · · Score: 0

      spoken like someone born in 1998

      given in 1988 the vast majority of collaboration was done locally via phone lines and walking over to see people. even in the opensource community

      we're roughly where we were in 1988 if we, you know had a global network of interconnected computers allowing free or cheap information exchange beyond our local calling region.

    4. Re:I want thingiverse + github by Anonymous Coward · · Score: 1

      The ironic thing is that I got asked to work for a startup whose job is to add DRM into 3d printed objects. The firm is assuming that Congress is going to pass a law banning 3D printers that don't disallow blacklisted files, or only print signed files (and private clearinghouses set up to vet people's files to see they are not pirated, and that they cannot be used for firearm parts... No lower receivers for ARs, for example.)

      The whole gist of the startup is to go against everything the parent poster does -- if something is a part of something else, flag the entire successor as a copyright violation.

  3. Hmmm ... Inventor software ... by gstoddart · · Score: 1

    when building physical products we can't always afford to build and test new physical hardware for it to then crash and burn, so how can we have unit tests for hardware or test in a virtual setting?

    Isn't there software which allows you to simulate real machines in software? Adobe Inventor or something?

    Has anybody made an open source version of something like this?

    If you could just continuously integrate this kind of stuff with your designs to simulate the actual mechanics, you could "build" it without making the physical device each time.

    I honestly know little about this space, but I'm sure I've seen some demos of software which lets people build the device virtually and make sure there's no issues.

    --
    Lost at C:>. Found at C.
    1. Re:Hmmm ... Inventor software ... by ColdWetDog · · Score: 1

      Sure, you can simulate things, but that often takes more work than actually building it and testing it. Especially for the little gizmos we are talking about (not Boeing 777 class aircraft where it is worth several billion dollars to build up the simulation suite). Writing simulation software is hard. Collecting the physics to run the simulation software is hard. Things like Adobe Inventor and Solidworks are often a start but even these expensive programs don't have the necessary data to simulate something as complex as a quadcopter. Right now they're closer to being able to deal with Pine Derby racers and such.

      I think software people sometimes forget how hard the real world is sometimes.

      --
      Faster! Faster! Faster would be better!
    2. Re:Hmmm ... Inventor software ... by Anonymous Coward · · Score: 0

      Solid works does this, its very expensive, and has much more of a learning curve than the standard tools used by makers. That being said a simplified version for the maker would be nice, with less focus on material engineering and just simple mechanical movements and tollerence testing.

    3. Re:Hmmm ... Inventor software ... by Enry · · Score: 1

      So how does a makerspace address this? Don't get me wrong, I like going to the one near me as I help them with Linux and they help me with electronics, but they don't have Solidworks installed to do the simulations described up top.

    4. Re:Hmmm ... Inventor software ... by Anonymous Coward · · Score: 0

      that's because no one can afford it, and even if they did spend it on maker-spaces no one would use it, the learning curve on it is not like sketchup or many other simpler modelling applications favoured by makers.

      The problem with these software suites is they are geared towards serious engineers, there is no reason a simplified version couldn't be produced that excludes many of the complex and lets face it unnecessary features for the hobbyist

      Most maker spaces are funded by donations and few have the corporate or government backing required to fund $5000-10000 software suites.

    5. Re:Hmmm ... Inventor software ... by Overzeetop · · Score: 1

      There is, and it tends to be expensive for the hobbiest. I have simple simulation programs and they cost several hundred to a couple thousand dollars, plus an annual maintenance fee in the 10-20% of the original purchase price. The thing is - the more complete and automatic you would like it, the more background programming is necessary, such that the most automated and simple programs often cost the most (i.e. - they allow less skilled users to produce more complete output).

      OTOH, I assume structural analysis programs like NASTRAN, as well as programs in similar fields, have open source or free as in beer versions out there. It's brace and bit or hand file vs CNC machining/3D printing, but you can get just as good results (possibly even better) with enough know-how and effort. But time is money, as they say, so you decide which time is valuable and which is not.

      --
      Is it just my observation, or are there way too many stupid people in the world?
    6. Re:Hmmm ... Inventor software ... by TWX · · Score: 3, Informative

      It doesn't. There's no replacement for experience and actually working on things for real. A lot of 'makers' don't understand this.

      Just as an example, Ikea is manufacturing ten thousand flatpack shelters. This was the result of people with materials experience getting together with people that manage refugee camps and are aware of the conditions, and people that do shipping and other materiel distribution, so that they could manufacture something that's durable, simple to assemble, and capable of being transported easily. Sure, corrugated plastic, extruded metal tubing, and rivets aren't sexy like a 3d printer, but the point was to build and deliver a product, not to navel-gaze in self-congratulatory smugness while the 3d printer warms up...

      Sorry, I don't have a lot of respect for "makers". Those that self-identify with that label are as silly as those rooftop gardeners in high-density environments that try to call their 2' by 6' patch of dirt a "farm".

      --
      Do not look into laser with remaining eye.
    7. Re:Hmmm ... Inventor software ... by Enry · · Score: 1

      Think of makers more as open source software developers - it'll scratch the itch they have. It may or may not be suitable for someone outside the community, and it would be a lot of work to make use of it. Doesn't make it bad, just different.

    8. Re:Hmmm ... Inventor software ... by TWX · · Score: 1

      If it wasn't such a circle-jerk I might agree with you. Unfortunately there are too many 'makers' that are enthusiastic without having ability and aren't really developing it either. There are others that eschew modern manufacturing practices even if those practices really are good and are used because of their cost-effectiveness. Take the Tesla Model S as an example, it's made of aluminum and assembled through relatively conventional processes, not out of exotic processes. It's revolutionary because the company changed the conventional stuff that really is getting outmoded in the form of the drivetrain, not the entire body of the car.

      --
      Do not look into laser with remaining eye.
    9. Re:Hmmm ... Inventor software ... by CastrTroy · · Score: 1

      I very much agree with this. I know a guy who's trying to build something, and he insists on 3D printing screw threads. It makes much more sense to use a tap and die, but he insists that a 3D printer is good enough to make threads, even though the parts he's printed do not fit well together at all.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    10. Re:Hmmm ... Inventor software ... by Enry · · Score: 1

      Just like open source developers.

    11. Re:Hmmm ... Inventor software ... by drinkypoo · · Score: 1

      Take the Tesla Model S as an example, it's made of aluminum and assembled through relatively conventional processes, not out of exotic processes.

      Really? Because Gilbert Passin, VP of manufacturing at Tesla, says that the Model S is constructed differently from another car. But wait, yes, I watched the video, and you're right. That's a bunch of bullshit, and the car is built just like any other Aluminum vehicle, whether it's an Audi A8 or now a Cadillac CT6 or hell, probably an F150 but I didn't look into that yet. They use the same five bonding methods that everyone else does: adhesive, fancy rivets, robotic cold metal transfer, manual MIG welding, and spot welding, and the vehicle is made out of a combination of stamped, cast, and extruded parts, exactly like the A8 or CT6. So yeah, the powertrain is different, but the car is made the same way as everyone else's. Why does Gilbert have to lie like that?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    12. Re:Hmmm ... Inventor software ... by TWX · · Score: 1

      I can kind of see how it's noteworthy to compare the use of aluminum as opposed to the sheet steel that most cars are made out of and to point out how that is at least evolutionary, but it's been done in mass-market cars before. The Plymouth Prowler was Chrysler's test platform for aluminum and other new ways to build cars, and as you point out, other car companies are doing this with main-line vehicles.

      He really just carried it too far.

      --
      Do not look into laser with remaining eye.
    13. Re:Hmmm ... Inventor software ... by drinkypoo · · Score: 1

      He really just carried it too far.

      What drives me nuts is that you don't need any bullshit hyperbole to make the Model S seem amazing, because it is amazing in spite of being assembled in the same way as other cars. It's what they did with the same bonding technologies as everyone else (everyone has an Aluminum spot welding system, and everyone is proud of that fact, but it's no longer a differentiator) that's relevant. Anybody with the cash and the vision could have done what they did, but nobody had both.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  4. No it's not by Anonymous Coward · · Score: 0

    It really isn't like that. The participatory pool is extremely limited right now, and the cost is too high. Maybe in time it will be like open source, but not until I drop some recyclables into a hopper and have it spit out something in return do I really have something kind of like an open source maker space.

  5. Just follow the software industry's lead. by 140Mandak262Jamuna · · Score: 1

    when building physical products we can't always afford to build and test new physical hardware for it to then crash and burn ...

    Well, it should just follow the software industry's path breaking achievements in shaping user expectations and user behavior.

    First there should be an EULA claiming the body and soul of the user, with added clauses to add more demands later any time.

    Then user should be made to accept, "it is going to crash and burn. Can I get get something done in the mean time?".

    If it builds we ship. Then the customer feedback is how we know whether what we built works. This is the software industry standard.

    If you don't want to be evil, you will very generously call your product "in beta".

    --
    sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
  6. Hackerspace? by Anonymous Coward · · Score: 0

    Aren't Makerspaces a trademarked name? I was told we couldn't call ourselves a Makerspace because 1) technically we were a hackerspace and 2) we would have to pay for the privilege of using that word.

    I think Makerspace is a more friendly, accurate term, but anything you've got to license doesn't seem that open.

    1. Re:Hackerspace? by RGRistroph · · Score: 1

      I did a brief trademark search, and only found this:

      http://tmsearch.uspto.gov/bin/...

      Which seems to be a coworking space: http://www.themakersspace.com/...

      I'd stick to calling it "maker" space, singular, and go for it. Make sure there is no way someone might confuse your efforts with theirs.

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  8. Is this really a... by blueshift_1 · · Score: 1

    ... Surprise? I feel like it's kind of an obvious place for this.

  9. reads like a clever advertisement by Anonymous Coward · · Score: 0

    for thingiverse - from maker-stealideas-bot

  10. The Realities of the Physical World by Anonymous Coward · · Score: 0

    when building physical products we can't always afford to build and test new physical hardware for it to then crash and burn

    The design phase of a hardware product is but a small part of the overall development process. It is necessary to also perform tests, and simulations aren't sufficient. One of the biggest misconceptions in the maker community is that they think that developing hardware is as simple as developing software. The article should say, "when building physical products we must allocate resources to build and test new physical hardware to prove that it meets the specs."

  11. We need to fork reality first by thunderclap · · Score: 1

    "We will need to figure out how we collaborate and improve different pieces of these projects. For example, if someone refines a 3D printed fork, how do they fork the fork blueprints, submit their changes, have them reviewed, and get them merged into the project?" Just had to say that. To me there is something funny about forking a fork. In seriousness, it will never happen because big industry wants to monetize. The only way to break that ability is to destroy capitalism. So again this is all fluff and FUD.

    1. Re:We need to fork reality first by drinkypoo · · Score: 1

      The only way to break that ability is to destroy capitalism.

      There's probably no way to keep capitalism from destruction, because greed demands endless expansion regardless of sustainability.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  12. forking and "merging" hardwar designs by UnderCoverPenguin · · Score: 2

    if someone refines a 3D printed piece of a drone, how do they fork the blueprints, submit their changes, have them reviewed, and get them merged into the project?

    Where I work, this happens as part of our normal product develop processes. Design documents, whether for hardware or software, are still documents. Granted, "merging" changes in a "blueprint" or 3D model is harder to do, but not impossible. Right now, it still requires a lot of human work, but that can improve over time.

    --
    Don't try to out wierd me, three-eyes. I get stranger things than you, free with my breakfast cereal. --Zaphod Beeblebr
    1. Re:forking and "merging" hardwar designs by DanielRavenNest · · Score: 3, Insightful

      In the aerospace industry, we had metadata around the actual design documents, and a process for incorporating changes. Some examples are:

      * A drawing tree. A complete airplane or other complicated product had a top level drawing, that called out major assemblies (wings, landing gear, engine installation, etc). The major assembly drawings then called out sub-assemblies, in a tree structure, until you get to the parts level. Documents tied to a particular drawing (like engine installation procedure) got the same number as the drawing with a -002, -003, etc added, so you could track what they go with.

      * Interface drawings and documents. Between assemblies you defined the interfaces between them - mechanical, dimensional, electrical, etc. You can't change your side of the interface before first consulting the people on the other side, and updating the interface data. That's how you ensure the pieces go together later.

      * Requirements tracking. For example, the 747 landing gear has to support a takeoff weight of 880,000 pounds. Therefore there has to be a weights tracking process that assigns weight budgets to the various parts, and reports status back up the tree. Otherwise you can end up with a plane that's too heavy for the landing gear. Anywhere else there is a critical design value with contributions from various parts, you use this method.

      All this metadata has to be passed around along with the actual parts drawings and software code. If you don't, then anything too complicated for one person to design is likely to need rework when the pieces of the design are merged.

    2. Re:forking and "merging" hardwar designs by Anonymous Coward · · Score: 0

      Thank you for a very insightful comment. It may sound obvious to you, but it was really revealing to me!

    3. Re:forking and "merging" hardwar designs by UnderCoverPenguin · · Score: 1

      As a component supplier, our point of view is far smaller. It is normal for a new project to take an existing design then modify it as needed. Sometimes, this involves combining changes from different variations from a common ancestor. When this involves a single physical part, as opposed to an assembly, this requires some kind of "design merge". Sometimes this involves taking one of the 3D models and modifying it to incorporate the desired aspects of its "cousins". How much of this can be done automatically depends on a lot of things. The hardware designers have told me it usually takes very significant effort on their part to achieve the intended final result..

      Still, we have a lot of metadata associated with the designs that we track.

      My point is that, while we have a "wish list" of improvements to our tools, we're already doing what Jono said the maker community needs to figure out. Many of my coworkers - and I - are part of our local maker community. And I'm sure other local area maker communities have similar experts as members. Just a matter of education and sharing.

      --
      Don't try to out wierd me, three-eyes. I get stranger things than you, free with my breakfast cereal. --Zaphod Beeblebr
  13. Reinventing the wheel. by jythie · · Score: 3, Informative

    In other words, 'nerds' will discover what the DIY and crafting communities have been doing for longer than any of us have been alive, but since THEY do not have those hobbies it must be a new revolutionary idea!

    Which is kinda the pattern I see a lot in tech, people living in bubbles discovering what others have already been doing, giving it a new name, and claiming they came up with something new that all those non-makers couldn't have.

    1. Re:Reinventing the wheel. by Anonymous Coward · · Score: 0

      You are right, but what you describe can still lead to creative synthesis and significant progress as it has many times in the past.

  14. Re: Makerspace Utility by DanielRavenNest · · Score: 2

    Most makerspaces are hobbyist-level workshops. They don't usually have industrial grade software or fabrication machines available, because those are expensive. I'm working on the idea of a "MakerNet", where instead of a converted warehouse space with hobbyist tools and home-made workbenches, you have more commercial-grade machines spread around, either run as small businesses, or owned by groups of more serious hobbyists. For example, a $6,000 lathe might be split among half a dozen people. When you have a more serious project to do, you send the files for the various pieces to the respective machines that can make them. You also send payment, or deduct from a network account, to pay for the raw materials and other items you use up.

    So higher quality machines, and people who regularly use them, therefore better output. But networked and distributed cost, so it is affordable on a hobbyist budget, and you have access to machines you can't afford on your own. Makerspaces can certainly be part of such a network. They would just need to have some machines and people that are able to do the better quality work.

  15. Thanks for the info. by franciscoeduca · · Score: 1

    Thanks, have a nice day :) http://www.educa.net/curso/cur...