►
From YouTube: 120 Design Lessons - Day 2 - Dev Template Organization and Seed Eco-Home Exterior Wall Module Design
Description
-----------------
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A
That
sounds
good,
so
recording
one
on
obs
studio,
we've
got
a
voice
recording
here,
we've
got
the
camera
here,
which
is
a
separate
old
cell
phone,
and
I've
got
the
sharing
of
my
actual
screen
on
the
computer.
A
B
A
Not
shutting
off
so
that
that's
where
the
effect
I
mute
it
on
there.
A
B
B
A
D
A
Okay,
how
is
the
echo
on
the
other
side?
Is
that
acceptable?
Can
we
go
forward
or
we
need
to
troubleshoot
it.
A
C
They
do
unless
the
drivers
are
kind
of
walking.
Okay,.
A
Let's,
I
think
we
can
let's
go
forward
right
now,
we're
burning
daylight.
Okay,
let's
see
if
I
mute
by
going
all
the
way
down,
is
the
echo
any
better
now
it's
it
seems
to
be
something
about
the
second
camera,
but
then
I
don't
want
to
get
rid
of
that.
One.
B
A
Yeah
a
little
bit:
okay,
okay,
let's,
let's
go
forward
like
this,
we'll
try
to
improve
this
okay.
So
yesterday
we
went.
Oh,
we
just
got
a
big
kind
of
overview.
You
can
watch
the
video
that's
actually
up
right
now,
so
you
guys
can
review
that.
I
sent
a
link
to
the
youtube
channel-
it's
just
the
osce
channel,
which
is
on
youtube
okay.
A
So,
let's
dive
right
into
today,
let's,
let's
really
focus
on
the
house
as
far
as
the
design
principles
in
it
and
how
you
can
access
all
the
information
about
it,
because
there's
actually
a
few
years
of
development
on
it
and
starting
all
the
way
from
the
micro
house,
one
all
the
way
to
the
full
genealogy
to
the
current
cdc
home
ii.
We
talked
a
little
bit
yesterday
about
how
to
organize
information
on
the
wiki,
such
as
the
genealogies
page.
A
So
what
I'll
do
is
since
my
screen
is
getting
shared,
I'm
going
to
go
to
how
do
you
find
all
this
info
on
the
wiki
to
review
from
yesterday?
Let's
just
go
to
the
page
called
taxonomy,
because
that
is
a
lot
of
this
in
work
around
here
is
around.
How
do
you
find
information
and
manage
it
when
you
have.
A
B
A
The
main
principle
is
modular
breakdown
into
many
many
parts.
So
everything
that,
in
order
to
to
succeed
on
a
large,
complex
project,
you
have
to
know
how
to
break
things
down
effectively,
create
work,
break
down
structures
and
then
allocate
roles
to
them
and
that's
how
we
can
solve
problems.
That's
the
whole
idea
behind
solving
large
problems
with
large
teams
in
a
rapid
fashion.
A
A
What,
as
far
as,
if
you
want
to
find
any
piece
of
information
on
any
given
project,
then
we
can
also
go
to
the
development
template,
which
the
point
number
five
there
development
spreadsheet,
but
for
every
single
machine
we
have
a
whole
template
like,
for
example,
for
the
for
the
cd
cajon.
You
see
those
22
critical
items,
okay
and,
on
the
left
hand,
column
is
a
description
of
the
item
like
what?
What
is
that
item
like
and
then
the
link
to
the
work
product?
A
So
every
time
you
start
with
requirements,
you
want
to
that's.
Whenever
you
take
on
a
design
project,
you
can
design
just
about
anything
until
you
start
confining
it
and
you
can
find
it
by
requirements
and
so
forth.
So
you
go
starting
with
requirements.
You
go
to
industry
standards,
which
are
what
people
have
done
before,
like
what
don't
start
reinventing
the
wheel
start
by
doing
what
what
people
have
done
before
there's
conceptual
design,
which
now
you
start
refining
the
the
requirements
into
the
full
technical
detail.
A
It's
other
things
that
exist
elsewhere
that
you
can
find,
but
once
again
the
key
is
document
that
all
so
that
you,
when
you
come
back
to
this
project,
there
will
have
been
people
if
we're
working
as
a
large
team,
there
will
have
been
people
that
have
thought
about
it
a
little
bit
and
a
key.
The
key
here
is
that
critical
item
of
time
binding
the
idea
that
you
record
the
information
in
a
way,
that's
accessible,
so
don't
think
like
when
you
discuss
something,
don't
think!
Oh,
that's
not
important.
A
That's
just
my
thought,
no
record
it
and
then
then
you
have
a
paper
trail
left
where
you
can
start
where
the
other
team
left
off,
because
otherwise
it's
going
to
be
once
again
that
that
minor
reinvention
of
the
wheel,
you're
you're
thinking
about
things
that
others
have
already
done
now.
It's
important
that
you
do
think
for
yourself
and
you
you
evaluate
concepts
independently,
but
the
trick
to
collaborative
design
is
that
you
you
work
with
others,
so
never
never
do
it
alone.
A
I
try
to
expand
your
mind
all
the
time
to
include
what
others
have
thought
of
and
that's
that's.
The
idea
of
documenting
things,
so
you
go
into
module
breakdowns
when
you're
designing
a
large
project
break
it
down.
If
you
have
a
team,
don't
start
developing
yourself
break
it
down
into
little
parts,
you
can
break
it
into
modules.
You
can
break
the
modules
further
into
parts
you
can.
A
You
can
break
down
the
parts
further
into
parts
that
makes
make
those
things
down
to
materials,
there's
so
much
on
the
breakdown
front
that
you
can
do
as
well
and
then
so,
once
you
have
the
parts
that
you
can
re
realize
as
a
build,
you
can
start
actually
doing
the
cad
this
that
gets
into
the
technical
design.
B
A
How
do
you
know
that
your
technical
design
is
any
accurate
or
good?
You
have
to
do
some
calculations.
That's
point
number.
Six
calculations
will
reveal
to
you,
basics
of
structure,
performance
and
various
things
that
that
are
involved,
whatever
system
you're
working
on.
If
it's
electrical,
if
it's
mechanical.
A
Thermal
you
can
get
all
those
insights
from
calculations.
That's
one
way
to
to
feed
back
into
the
design
that
you're
actually
doing
to
see
that
oh,
this
is
actually
real.
This
is
not
just
something
I
drew
up
out
of
nowhere,
so
so
then
we
continue
other
things
are.
If
it's
an
electromechanical
device,
you
have
electronics.
A
If
it's
a
some
kind
of
hydraulic
thing,
including
a
house
which
has
got
plumbing,
you
can
have
wiring
and
plumbing
everywhere.
Just
about
you
have
software
from
the
brick
press
to
the
tractor
that
might
be
automated
in
the
future
or
the
software
that
is
used
to
design
the
tractor.
A
According
to
the
concept
of
module
breakdown,
you
want
to
break
things
down
into
as
many
different
different
ways
as
possible,
so
that
would
actually
be
like,
say:
you're
developing
a
software
for
a
house,
a
house
designer
that's
going
to
be
like
your
own
project,
so
set
up
a
whole
development
template
for
it,
which
would
be
more
a
software
template.
It's
not
necessarily
this
kind
of
a
template.
This
template
is
this
development.
A
A
Okay,
looks
good,
it
looks
good
okay,
so
this
is
yeah
we
just
plugged
in
a
mic
into
the
the
camera,
and
I
think
that
fixes
the
echo
excellent.
The
development
template
we're
talking
about
is
refers
to
hardware
typically,
but
if
you
break
off
into
a
software
project,
a
lot
of
these
items
still
apply
like
which
of
the
ones
we
have
discussed
so
far
apply
well
yeah
requirements.
Surely
value
proposition
industry
standards,
conceptual
design,
module
breakdown,
3d
cad
that
wouldn't
apply
calculations.
A
I
don't
know
if
that
applies,
but
but
in
the
software
that
you're
developing,
you
can
still
have
calculate,
maybe
include
that
there
electronics
not
really
not
wiring
and
playing,
but
this
is
a
standard
development
template
for
for
product
development.
There's
a
page
called
open
source
product
development
on
the
wiki
open,
it's
called
ospd.
A
You
can
learn
more
about
the
overall
development
process
if
you're
not
familiar
with
what
hardware
development
entails.
If
you
have
the
product
development
process,
the
literature
says
that
the
latest
and
greatest
on
it
is
collaborative
open
modular
design.
So
that's
what
we
do
here:
okay,
going
on
just
explaining
a
little
bit
more
of
the
the
development
template
so
you've
got
then
the
build
materials
on
item
number
10..
A
We
do
a
special
one,
which
is
the
visual
bill
of
materials
for
many
projects,
because
that
helps
with
a
very
easy
way
to
to
co,
to
represent
complex
things
in
a
visual
way.
So,
for
example,
if
you
have
a
whole
hydraulic,
this
is
a
whole
hydraulic
diagram
of
how
you
connect
wheel
motors
using
the
actual
parts
that
are
actually
clickable
here.
This
is
a
hydraulic
control
panel
or
distribution
for
the
water
system.
You
can
actually
click
on
each
part.
The
parts
in
blue
refer
to
things
that
actually
have
hyperlinks.
A
So
you
can
do
these
visual
types
of
build
materials
which
are
very
good
for
rapid
learning.
Anyone
who
can
see
a
picture
picture
is
worth
a
thousand
words
there,
so
that's
vbon,
visual
boms,
there's
cam
files
and
manufacturing
files.
Once
you
have
say
the
brick
press
and
you
want
to
cut
it
out
of
steel,
you
can
generate
files
from
your
freecad
model.
A
Basically,
two
dimensional
files
that
are
sent
away
for
fabrication
you've
got
cut
lists.
You
want
to
document
the
cut
list
like
yesterday
we're
working
on
some
cut
lists
for
the
the
cd
cajon
wall
modules
on
the
build.
That's
the
next
phase,
so
going
back
to
the
main
main
phases.
You've
got
design.
You've
got
the
bill
of
materials.
You
got
the
build.
You've
got
the
life
cycle
on
the
build.
You
start
with
build
instructions
which
are
step-by-step
procedures,
fabrication
drawings.
Those
would
be
things
that
you
can
send
away
to
a
fabricator
exploded.
A
Part
diagrams
are
very
useful.
If
you
have
a
big
design,
you
can,
you
can
show,
like
you
see,
maybe
like
in
a
product
catalog.
Typically,
you
have
the
explosion
of
say
a
washing
machine
to
all
its
parts.
So
you
kind
of
understand
it
and
then
production
engineering
on
the
build
production
engineering
refers
more
to
okay,
now
you're
getting
into
production.
You
want
to
get
everything
optimized,
so
you
document,
exact,
tooling,
workflows,
workshop
layout.
A
How
you?
How
you
do
everything
visual
workshop
is
the
latest
and
greatest
than
I
would
say,
is
the
visual
workshop,
where
people
have
basically
like
self-informing
workshop
layout,
where
everything
is
clear
and
visually
marked
and
easy
to
access.
Okay,
then
we
go
to
lifecycle
design,
which
is
now
getting
data.
So
now
we're
using
this.
So
we
built
it.
We
get
data
cycle
design,
so
build
pictures
and
video
yeah
absolutely
we're
trying
to
catch
everything
here
as
we
go
along
pictures
just
take
pictures
through
the
process.
A
When
you
take
pictures,
they
they
help
you,
for
example,
down
the
road.
It's
five
years
down
the
line,
and
you
don't
know
what
you
don't
even
remember
what
you
did.
While
the
picture
will
remind
you
right
away
how
the
thing
was
made,
or
especially,
if
the
thing
is
closed
up
in
the
process,
you
can't
rip
rip
apart.
A
finished
build,
take
pictures
in
the
middle
of
the
build,
so
you
see
what's
inside
so
build
pictures
are
very
important
data
collection.
Now
you're
getting
into
performance
data,
say
you
built
the
tractor.
A
You
want
to
see
okay,
how
fast
is
it
going?
How
much
weight
can
it
carry?
Is
simple
things
or
more
complex
things,
thermal
performance
of
the
house?
How
fast
is
it
losing
heat,
and
then
you
can
compare
that
to
your.
For
example,
your
calculations,
if
you
did
simulations
on
thermal
analysis
using
freecad,
which
can
be
done
with
with
open
foam
and
freecad
things
like
that
data
collection,
you're
refining,
that
which
you've
you've,
built
and
and
perhaps
theorized
about
in
calculations,
are
simulated
in
calculations,
then
future
work.
A
Typically,
you
want
to
say:
okay,
we
found
out
these
things.
This
is
what's
next,
for
example,
in
a
3d
printer,
which
just
can
ken
and
I
were
working
on
it.
We
took
the
3d
universal,
the
small
printer
and
we
said:
hey
future
work.
Let's
make
it
printable
on
the
3d
universal
itself,
because
the
base
as
we
had
it,
was
way
too
big.
You
needed
a
12-inch
printer
to
build
it
and
the
universe
only
does
six
inches
so
the
future
work.
A
We
said:
okay,
let's
break
apart
the
base,
so
we
can
print
it
on
a
universal
because
it's
the
parts
are
now
no
more
than
six
inches
and
we
broke
down
the
base
into
three
parts
great
but
document.
The
future
work
like
as
you
build
something
what
emerges
for
you
as
as
the
thing
that
okay,
this
is
a
from
the
use
perspective
or
needed
functionality.
This
is
what
emerges
as
what
we
want
to
do
next
and
then
troubleshooting
and
repair.
A
That
would
be
the
guide
guides
for
how
you
do
that
if
you
build
something
you
want
to
help
others
document.
Okay,
like
what
are
the
trouble
trouble
spots,
that's
like
entire
manuals
can
be
written
on
that,
and
here
we
don't
have.
We
don't
have
a
troubleshooting
and
repair
guide
for
the
the
cdca
home,
yet
we've
got
to
build
it
for
the
last
latest
iteration.
A
A
The
template
notation
on
the
wiki
is
double
brackets,
so
you
do
it's
called
actually
subs,
which
means
you
substitute
that
template
in
the
template
is
called
dev,
plus,
regarding
templates
search
in
a
search
box
on
template
and
you'll,
see
what
I'm
doing
here,
but
dev
plus
is
the
name
of
the
template
and
pipe
symbol.
So
you
pass
parameters
in
a
template.
You
can
pass
a
parameter
into
a
template
so,
for
example,
my
project.
A
This
will
see
the
project
development
template
for
my
project.
This
is
the
result.
I
did
that
in
one
line,
so
you
automatically
generate
the
whole
structure
of
how
you
develop
a
project,
that's
very
powerful.
Now
you
can
develop
projects
without
getting
lost
in
them,
because
the
problem
is
what
happened
on
the
wiki
a
long
time
ago.
Is
we
set
up
the
development
and
then
you
get
into
trouble
once
the
version
two
comes
in,
because
what
you
have
to
do
like
in
software?
A
You
really
got
to
clone
the
whole
project
in
order
to
start
developing
because
some
parts
are
going
to
change.
Most
of
it
may
remain
the
same
so
in
order
to
with
this
hardware
bit
in
order
to
keep
track
of
the
whole
project
just
start
as
soon
as
you
get
the
new
version
just
start
a
new
development
template.
So
we
did
my
project,
but
I
got
version
2.
A
V2
start
a
new
one
on
a
new
page
once
you
get
to
that
point,
this
is
a
critical
learning
for
so
this
is
now
my
project
v2
critical
to
to
get
that
kind
of
organization
that
you
document
keep
the
whole
project
together,
because
once
you
start
the
say,
you
want
to
start
working
on
version
two
within
that
first
project,
which
is
what
people
did
on
a
wiki
like.
A
A
So
there's
a
development,
template
and
and
because
we're
into
open
enterprise
development
we
have
another
one
entire
whole
one
called
enterprise
template.
That's
also
got
about
22
items
or
so,
but
that
gets
into
the
other
aspects
of
okay.
Here
we've
developed
the
designs
over
the
last
decade
at
osc.
Now
we're
really
focusing
on
this
template,
which
is
enterprise,
so
you've
got
things
about
product
production,
marketing
sales
and
support
improvement.
You
can
go
through
that.
A
It's
just
standard
procedures,
so
that's
a
bit
on
wiki
taxonomy,
that's
very
important,
so
this
will
help
you
find
and
version
import,
important
thing
about
versioning.
When
we
upload
files
to
the
wiki,
they
do
have
a
version
history.
You
can
read
about
that.
There's
controversy
from
holder
there
you
can
read
about
the
discussion
there
compared
to
software
and
others.
That's
a
bit
about
taxonomy
versioning
on
just
to
show
an
example
of
what
versioning
is
about
for
the
files.
If
you
go
to
say
the
cd
go
home
you
go
to,
this
is
the
cad.
A
We
go
to
any
file
here,
so
this
is
now
looking
at
the
cad.
You
take
a
look
at
this:
a
module,
a
complex
module
like
say
a
window
here
this
window,
but
if
you
take
a
look
at
wall
module
18,
what
you
see
here
is
a
version
history
for
the
file,
the
proto
protocol.
There
is
click
on
this
file
and
this
is
what
you
get
you
get
downloaded.
A
You
can
see
all
the
old
versions,
but
you
can
upload
a
new
version
of
this
file
and
that's
what
you
want
to
do
always
upload,
so
so
you're
continually
developing
as
a
large
team.
Okay.
So
having
said
this
detail
about
the
development
template
the
question,
so
let's
get
right
into
the
cd
go
home.
How
do
you
find
all
the
information
about
it
and
get
oriented?
Learn,
learn
up
on
it
as
quickly
as
possible.
A
The
thing
to
do
there
is,
you
might
want
to
start
so
we
have
this
development.
Template.
Important
thing
is
conceptual
design
yeah
by
all
means
start
by
looking
at
okay.
What
were
the
kind
of
requirements
that
we
did
and
so
forth?
But
you
can
study
this
in
detail,
so
the
conceptual
design
we
have
a
bunch
of
information
on
on
what
the
concept
was
details
like
part
by
part.
A
How
do
you?
How
do
you
design
a
house
then
somewhere
in
a
conceptual
design?
You
want
to
have
what
what
we've
generated
so
far?
Is
it
this
whole
design
guide?
And
I
don't
know
if
we
have
that
right
here,
design
guide.
We
don't
have
that
here,
but
there
is
a
de.
Oh
yeah.
There
is
a
wall
module
design.
You
know
yeah
yeah,
it
is
there,
it's
it's
in
the
design
section
of
the
documentation.
A
Is
my
video
still
going
on
the
remote
you
guys
are
good.
Okay
on
the
design
side,
the
unique
feature
for
osc
is
like.
Unlike
most
projects,
we
teach
people
how
to
design
so
so
you're
left
with
a
generative
set
of
information.
Not
only
the
construction
sets
not
only
modules
and
construction
sets,
but
also
design
guides.
That's
like
the
most
valuable
thing,
because
that
allows
you
to
generate
anything
at
that
point,
you're
not
going
to
rely
on
what
we
have
done.
A
You
can
now
start
designing
and
understand
how
we
designed
it
so
that
you
can
do
everything
and
we
have
the
master
work
that
we're
going
to
be
working
on
this
over
the
next
six
months.
Is
a
house
design?
How
do
you
design
it
well
contribute
to
it
I
mean
there's,
there's
a
good
working
doc
that
started,
and
it's
got
quite
a
bit
already,
so
you
can
learn
everything
about
all
its
subsystems.
A
The
table
of
contents
will
will
take
you
to
all
the
subsystems
that
we
already
have
so,
but
in
any
ambitious
project
you
want
to
start
with
perspective
and
the.
Why
like?
What?
What
does
it
mean
to
be
solving
housing?
That's
how
we
start
our
design
guide.
We're
not
just
saying
we're
going
to
just
start
some
random
house
we're
going
to
start
with
solving
housing.
That's
a
worthwhile
problem,
and
here
it's
all
about
defining
worthwhile
problems
and
starting
to
work
on
them.
A
A
So
it's
public,
you
can
view
this,
but
since
this
is
kind
of
a
pretty
decent
document
in
terms
of
its
final
state
of
development,
it's
it's
not
closed
for
public.
It's
not
open
to
public
editing.
So
the
only
thing
you
can
do
is
comment,
but
the
thing
is
as
we
go
about
this,
since
this
is
a
more
final
guide,
we
still
are
going
to
update
all
the
parts
of
this,
and
this
includes
just
about
everything
in
the
most
nutshell
way
possible.
A
How
how
you
design
a
house
so
process
overview.
We
start
with
collaborative
development
process.
How
do
you
not
only
develop
it
but
develop
it
collaboratively?
You
got
to
start
with
the
house
modules.
What
are
all
the
modules
that
go
in
the
house,
general
considerations?
There's
a
core
utility
module
that
we
have.
A
How
do
you
design
a
bathroom?
How
do
you
design
electrical?
How
do
you
design
a
kitchen?
How
do
you
design
for
earthquakes
and
winds
high
winds,
and
how
do
you
design
an
off-grid
house?
Then
we
go
into
admissible,
tooling,
how
you
build
it?
What
are
the
tools
you
use,
then?
We
get
into
rosebud
the
mod
the
current
model
that
we're
developing.
A
We
go
into
the
actual,
build
foundations,
doors
and
windows
panels,
sill
plates
software,
all
the
different
elements
of
it.
We
talk
about
modular,
open
source
design,
how
the
design
build
system
works,
grow
home.
That's
a
big
concept.
The
idea
that
the
home
is
not
only
a
house
but
a
growable
house,
one,
that's
designed
for
easy
expansion.
A
A
Then
we
talk
about
here's,
the
architecture
documents
you
need
to
submit
to
the
building
department
once
you're
ready
to
build
it
utilities,
there's
a
that's
like
the
structure
is
one,
but
the
utility
is
kind
of
the
more
complicated
parts
we've
got
electrical
plumbing
fire
codes,
heating,
cooling,
photovoltaics,
the
black
stuff
is
stuff
that
doesn't
have
much
content.
The
blues
might
have
some
some
content,
so
here's
an
yeah,
you
know
just
everything
down
to
the
landscapes
and
then
we
actually
get
into
okay.
What
machines
do
you
need
to
to
build
the
house?
A
So
take
a
look
at
this
one.
We
have
already
I'm
just
skipping
skipping
through
this.
We
we
try
to
discuss
how
how
you
go
from
the
very
basics
of
the
modules
like
lego
right.
How
do
you
build
this
entire
house?
What
are
all
the
different
variations
you
can
build
just
to
like,
for
example,
this
little
picture
here
is
the
expanded
version
of
the
cdca
home
that
we're
doing
that's
got
the
back
on
it.
This
is
now
50
by
30
by
30
plus
the
garage.
A
So
here
it's
just
okay,
that's
rosebud
right
there,
but
the
big
deal
is
make
any
of
these
things
and
they're
all
going
to
look
different
and
be
quite
unique,
and
you
can
put
all
kinds
of
final
trim
on
these
to
make
them
look
quite
different
from
each
other.
Here's
going
through
the
everything
all
the
details.
We
do
a
concrete
floor.
A
Let's
view
the
whole
thing
just
skipping
through
the
modular
design,
I
mean
this:
is
it
it's
like?
Building
blocks
of
a
building?
You've
got
a
foundation
on
the
floor.
You
got
walls,
you
got
windows
doors,
you
got
a
roof,
you
got
a
kitchen,
those
are
basic
building
blocks
and
it's
really
not
that
complicated
you've
got
foundation.
You've
got
your
walls.
You've
got
your
second
story
platform.
If
you
don't
have
a
second
story,
it's
respectively,
you've
got
your
foundation.
You've
got
your
simple
walls
around
that
you
put
on
a
roof.
The
roof
is
flat.
A
Utilities,
and
throughout
this
we
emphasize
a
lot
utilities
and
details
about
that.
We
emphasize
the
simplicity
and
the
design,
the
system's
design
right
up
front.
How
do
you
design
for
an
efficient,
build
and
the
difference?
There
is
so,
let's
point
at
three
things
so,
for
example,
our
bathroom
module.
A
You
can
design
the
bathroom
systems
wise
to
be
super
simple,
and
it's
just
to
show
you
kind
of
the
reference
of
what
it
looks
like,
but
there's
ways
that
you
can
do
it.
Okay,
so
that's
the
minimum
viewable
product
bathroom.
We
have
that.
It's
a
module
that
the
way
we
designed
it,
it's
actually
the
cad
of
it.
A
You
can
design
the
plumbing
main
utilities
in
many
different
ways.
We
designed
it
in
such
a
way
in
that
very
compact
design
such
a
it's.
It's
a
difference
between
a
like
a
500
job
and
a
5
000
job
design
it
with
intent
of
how,
where
it
is
in
the
house
how
you
lay
out
the
whole
house.
So
so
we're
not
just
saying:
okay,
we're
going
to
build
a
house.
Maybe
the
utilities
like
the
bathroom
are
an
afterthought,
we're
saying
no.
We
know
that.
A
So
we
say,
let's,
let's
minimize
that,
and
then
we
came
up
with
what
right
now
is
like
will
cost
us,
like
500
bucks
same
for
electrical
there's
a
I'm
going
to
go
to
go
straight
to
the
just,
give
you
another
example
of
electrical,
the
utility
channel.
So
in
the
modules
actually
that's.
This
is
under
the
build
instructions
under
the
wall
modules,
design,
guide.
A
Okay,
so
I'm
going
to
point
out
to
the
utility
channel
because
once
again
for
the
electrical
the
industry
standard
is
you
you've
got
your
framing
and
then
they
drill
holes
in
each
single
stud
to
run
the
wires
through
it.
It's
like
man,
you're
gonna,
drill,
a
hole
in
like
just
about
every
single
stud
in
your
house,
just
to
put
an
electrical.
A
How
wasteful
so
we
say
well
because
we're
building
it's
like.
I
don't
want
to
do
that
and
once
again
it's
the
idea
that
we're
the
designers
and
builders
and
users.
So
we
try
to
do
it
really
efficiently.
So
we
said:
okay,
let's
forget
that
let's
do
a
utility
channel,
no
drilling
and
here's
how
we
do
it.
So
so,
let's
just
actually
look
into
that
because
it's
that's
a
big
deal.
A
It's
like
once
again
the
difference
between
a
500
job
in
terms
of
labor
and
a
5
000
job
in
labor,
so
which
one
would
you
rather
have
to
get
the
same
function?
The
answer
is
very
simple
for
us.
So
let
me
let
me
just
point
to
that
detail,
so
I
should
have
an
index
on
that.
Do
I
have
a
utility
channel
yes
slide
53,
so
the
utility
channel
is
simply
that
we
leave
the
bottom
of
a
panel
open
and
the
way
it
looks.
A
This
is
it.
This
is
the
the
bottom
of
a
panel.
So
you
hear
here
see
the
side
sideways
view
of
a
panel
just
keep
the
bottom
open
and
throw
all
your
wires
in
there.
So
that
way,
you
can
actually
put
all
your
electrical
boxes
into
the
panel
already
at
the
panel
build
level
and
then,
when
you
got
to
put
all
the
wires
in,
you
run
them
from
the
main
electrical
box.
Through
this
channel,
you
close
it
up,
done,
there's
no
drilling
and
stuff
like
that.
A
So
you
can
read
more
details
about
this,
but
I'm
emphasizing
this
once
again:
that's
the
difference
between
five
hundred
dollars
and
five
thousand
dollars.
How
about
the
roof?
We've
got
a
flat
roof
epdm!
That's
this
rubber,
roofing
membrane,
it's
flat,
it
doesn't
have
any
other
complex
truss
structure
makes
it
efficient
once
again
the
difference
between
a
five
thousand
dollar
roof
on
the
same
home
and
a
500
room
for
the
epdm.
It's
it's
literally
works
that
way
you
have
to
say,
okay,
what
are
your
design
considerations
now?
A
A
So
getting
back
to
the
development
template
yesterday,
we,
you
know
we're
going
through
a
kind
of
a
fire
hose
of
information
on
all
the
house
design.
But
what
I
encourage
you,
if
you
want
to
find
any
piece
of
information
here,
really
study
the
the
development
template.
Okay,
like
what
are
all
the
elements
of
the
development
project,
and
so,
for
example,
just
now
I
I
talked
to
you
about
how
the
wall
modules
are
are
designed
with
the
utility
channel.
Where
are
you
gonna
find
it?
A
Well,
we
actually
found
it
here
in
the
build
instructions
because
it
may
not
need
to
be
there.
It
might
have
to
be
like
in
a
conceptual
design.
Maybe
we
need
to
put
it
there
under
conceptual
design,
we've
got
yeah.
So
the
point
is
that
this,
the
wiki,
so
this
is
an
invitation.
This
is
okay.
You've
got
all
these
assets
in
the
development
template
right.
A
What
if
they
don't
belong
there,
or
maybe
you
know
just
move
things
up-
feel
free
to
organize
this
as
we
need.
This
is
the
wiki
here
is
editable,
so
you
click
on
edit
and
you
can
that's
not
where
you
edit.
Actually,
that's
the
development
template,
but
you
edit
right
in
the
in
the
particular
assets
of
under
the
build
instructions.
We
had
the
wall
modules
design
guide
here.
A
Well,
I
don't
know
that
really,
that's
the
design
part!
That's
why
we
put
it
back.
There
there's
a
reason
why
we
put
it
back
there:
it's
because
we
had
the
concept
of
the
utility
channel
at
the
point
of
the
conceptual
design,
but
then
we
actually
got
to
the
built
to
building
it
and
we
redid
and
we
rethinked
it
and
we're
actually
starting
to
build
it
already,
and
then
we
said
okay.
A
Well,
we
don't
really
have
that,
so
that
should
definitely
go
in
there
and
and
once
again
I
encourage
all
of
you
to
kind
of
try
to
get
into
this
and
once
you
get
a
handle
on
what
all
the
assets
are
start
rearranging
them.
So
I'm
gonna
go
like
right
up
here.
A
I
mean
that
really
belongs
in
a
woman
right
there.
Obviously
right,
we've
got
the
other
design
guides
there
so
feel
free
to
edit
it,
and
there
may
be
a
lot
of
different
examples
where,
where
that
kind
of
organization
is
needed,
each
of
these
assets
are
to
be
developed.
This
is
so.
This
is
what
what
test
driven
design
is.
It's
iterative
development
test,
driven
design
means
that
we
we
build
and
test.
A
We
go
through
that
cycle
over
and
over
again,
and
you
can
do
that
infinitely
if
you're
a
software
guy,
you
know
how
many
bugs
you
fix
and
how
many
times
you
have
to
go
through
it.
It's
actually
the
same
in
hardware,
which
makes
hardware
a
thousand
times
more
expensive
and
harder
like
harder.
It's
about
a
thousand
times
harder
in
terms
of
expensive,
it's
probably
a
million
times
more
expensive
if
you
were
to
go
through
the
process.
A
So
if
it's
so
expensive,
you
want
to
get
smart
about
taking
small
parts
and
just
iterating
on
small
parts,
don't
like
build
a
whole
house
and
then
fix
the
toilet
and
build
another
house
just
develop
the
new
toilet
stuff,
like
that.
That's
test
driven
design,
just
break
down
the
project
into
as
many
parts
as
possible
work
on
solving
those,
but
here
everything
is
going
to
change
and
evolve
and
improve.
That's
the
the
whole
deal
and
we're
trying
to
get
the
both
the
remote
community
and
onsite
community
to
make
that
happen.
A
A
Industry
standards
for
a
house
are,
for
example,
to
drill
through
every
single
stud
after
you
build
the
house
to
do
the
electrical.
Well,
maybe
we
say
forget
that
one
we
do
our
own,
so
you
know
you
study
it,
but
then
evaluate
it.
Is
it
a
good
way
to
do
it
or
not
concept
calculations,
all
kinds
of
design
out
of
the
design
phase
the
rubber
hits
the
road.
The
reality
check
is
the
3d
cap.
A
A
A
A
The
way
we
treat
design
is
that
you
have
to
be
able
to
reconcile
the
cad
with
a
bill
of
materials.
So,
for
example,
if
you're
doing
a
cad
and
you
haven't
considered
the
actual
part
you're
gonna
buy
or
make,
then
you
have
to
go
back
to
your
cad
like
go
to
that.
That's
why
an
effective
process
would
be
to
say:
okay,
I'm
gonna
start
with
the
materials.
I
can
get.
That's
one
way
to
design.
That's
actually
how
we
do
it
a
lot.
A
Start
with
that,
don't
just
don't
start
doing
your
cad
like
drawing
random
stuff
start
by
okay.
This
is
the
material
I'm
gonna
use,
I'm
gonna
do
the
cad
for
it.
Therefore,
this
entire
cad
project
refers
on
I'm
to
search
all
the
kinds
of
repositories
out
there
for
existing
cad
and
looking
at
more
at
the
bill
materials,
then
at
just
starting
cad
from
scratch.
A
That's
the
kind
of
accountability
you
have
to
have,
at
the
end
of
the
day,
you're
going
to
be
using
parts
from
from
various
suppliers
unless
you're
making
them
completely
unless,
for
example,
you're
3d,
printing
them,
in
which
any
geometry
is
feasible,
pending
certain
printability
constraints
and
so
forth.
So
so
the
build
materials
always
has
to
reconcile
with
the
3d
cad.
A
Yesterday
we
mentioned
about
constrained,
workflows
versus
moving
and
rotating
things
into
place,
which
we
prefer
for
accountability,
because
if
you
constrain
things
and
magically
put
a
bolt
through
a
hole,
it
doesn't
mean
that
it's
going
to
fit
in
real
life,
so
do
that
level
of
accountability,
go
through
the
build
instructions
and
go
back
to
your
3d
cad
and
see.
Okay.
Is
that
bolt
really
going
to
fit
into
that
hole?
A
Can
I
move
it
in
place
and
and
your
so-called
merge
workflow
google,
that
not
google
that
but
see
it
on
the
wiki
merge
workflow
with
moving
and
rotating
things
is
sufficient
and
gives
you
a
level
of
accountability
for
buildability.
So
when
you
design,
you
have
to
be
thinking,
I've
got
this
part
and
I've
got
another
part.
Can
I
move
them
together?
A
You
have
to
think
think
about
build
instructions
at
all
times
when
you're
doing
a
3d
cad
and
sometimes
when
you
get
to
the
build
instructions
phase,
you
say
you
think,
okay,
I
really
considered
the
intricacies
of
it
build
now.
My
cad
doesn't
make
sense
anymore.
I
really
gotta
change
this
because
it's
so
inefficient
to
build
you're
gonna
want
to
do
that
if
you're
the
builder,
if
you're,
not
the
builder
you're,
not
going
to
do
that.
That's
why
big
claim
here
is
like,
if
you
disintegrate
the
process
of
design
engineering,
build,
purchasing
or
use.
A
That's
why
the
next
guy
can
build
our
house
for
250
000,
that's
the
difference,
so
you
have
to
integrate
the
entire
flow
from
finish
to
use
and
then
to
to
live
life
cycle
use
as
well,
and
we
add,
on
top
of
that,
the
collaborative
design
process,
economics
and
saving
the
world
while
we're
at
it.
So
that's
it!
A
So
we
think
about
the
bigger
picture
in
this
with
the
so
the
build
has
to
reconcile
with
the
with
the
cad
and
then
in
the
live
cycle
design
once
you've
taken
the
data
that
also
feeds
back
to
naturally
to
to
what
you're
gonna
build
and
how
you
build
it.
So
you
might
end
up
that.
You
know
you.
You
were
great
until
the
build
you're
actually
building
it,
and
then
you
took
some
pictures
and
then
you
found
that
someone
substituted
some
parts.
A
So
so
maybe
you
know
the
build
pictures
and
video
the
data
collection
will
tell
you,
okay.
I
actually
got
to
go
back
to
my
cad
and
fix
it
and
the
bill
of
materials,
because
we
actually
ended
up
using
something
different
that
only
emerged
at
the
data
collection
stage.
We
never
caught
it.
So
that's
why
you
want
to
do
data
data
collection
and
it's
and
the
feedback
loops
is
the
critical
part.
A
That's
why
we
have
a
complete
advantage
over
anybody
who
doesn't
do
that,
which
is
the
rest
of
the
world
where,
with
proprietary
design,
there's
a
huge
advantage
to
this
transparency
and
and
feedback
loops
that
allow
everybody
to
contribute
back
to
it,
pending
the
fact
that
they
can
find
it.
So
the
organization
is
critical,
the
information
infrastructure
to
make
it
happen
so
there's
another
document.
I
want
to
point
you
to
is
the
meta
design
guide.
So
how
do
you
design
we
get
to
down
to
the
level
of
how
do
you
design
design
guides?
A
So
I
would
say
that
the
design
guides
plus
enterprise
models
would
be
some
of
the
most
important
assets
that
we
generate
right
now
say
we're
working
on
the
house,
but
the
ultimate
product
is
a
house
design
guide.
How
do
you
help
anybody
design,
more
design,
different
versions,
and
we
do
that
naturally
by
the
modular
construction
set
approach,
and
we
can
take
it
a
step
further
formalize
it
and
write
a
whole
design
guide
on
on
how
you
use
all
those
parts
to
make
that
happen.
A
So
the
concept
of
design
guys
is
important.
Talk
about
here,
the
different,
well,
the
the
collaborative
aspect,
and
then
this
cad
bom
build
reconciliation.
A
And
that's
what
I
emphasized
with
the
development
template
is
that
when
you
recognize
that
it's
like
tetris
building
blocks
the
free
cad,
the
breakdown,
the
modular
breakdown,
all
the
parts,
the
bills
and
materials,
the
build
procedures
all
have
to
reconcile.
A
If
you're
smart
about
how
how
you
go
about
it.
Definitely
if
you
have
a
design
guide,
then
you're
on
the
same
page
of
what
parts
you're
using
you
can
even
say.
These
are
admissible
parts
parts
that
are
proven
to
work,
because
the
thing
is
there's
so
many
different
variations
of
everything
out
there,
because
I
mean
that's
an
artifact
of
a
non-collaborative
society.
Everybody
makes
their
own
thing
then,
of
course,
there's
standards.
A
A
But
if
we're
trying
to
say
we've
got
a
collaborative
process.
Well,
let's
design
the
optimal
one,
and
that's
that's
a
big
thing
about
the
possibility
of
an
open
process.
You
can
design
for
the
optimal
like.
If
you
talk
to
an
engine
guy
they're
going
to
tell
you,
there
is
no
optimal
diesel
engine
right
and
jeff.
You
understand
that
anyone
who
works
with
diesel
engines
we'll
know
there's
no
like
one
has
good
features
and
another
one
doesn't.
A
A
A
There's,
let's
see,
there's
the
the
page
with
all
the
design
guides
is
called
the
obviously
design
guides.
A
There's
the
meta
design
guide,
which
I
was
just
describing
that's
how
you
the
elements
that
go
into
making
a
design
guide,
but
also
the
collaborative
design
guide
like
this.
This
is
that's
not
the
meta
design,
it's
a
different
document
actually,
but
this
document
talks
about
how
you
design
collaboratively,
because
that's
a
different
thing
than
if
you're
just
designing
and
in
it
the
big
focus
is
this.
I
wanna
this.
A
This
cad
bom
build
reconciliation,
thing
kind
of
make
a
big
deal
out
of
it,
but
because
the
central
questions
for
collaborative
design
is
how
do
you
get
people
to
do
like?
How
do
you
eliminate
those
bottlenecks
so
that
everybody
can
find
a
good
role?
Well,
part
of
that
here
is
the
so
there's
the
cad
boms.
A
So
the
cad
is
the
free
cat
symbol.
Shopping
symbol
is,
is
the
boms
the
bills
materials
what
you
actually
buy
and
then
the
modular
breakdown
are
no
build
instructions.
Sorry
build
instructions,
tetris,
that's
how
things
fall
together.
The
the
fourth
thing
actually
is
icons.
So
for
visual
communication
we
talk
about.
A
How
do
you
also
represent
because
making
diagrams
diagrams
how
to's
they're
a
big
thing?
How
do
you
communicate
information
rapidly
and
pictures
are
a
thousand
words
and
then
videos
are
a
thousand
pictures,
but
for
icons,
that's
another
whole
set
of
things,
and
why
do
we
put
it
there?
Because
then
you,
you
include
the
design
and
visual
arts
community
in
that,
and
you
can
start
integrating
that
with
the
design
process
like
if
you
have
a
bill
of
materials
or
like
a
diagram
of
a
design.
A
Why
not
also
have
ready
to
use
icons
that
can
be
used
to
help
you
in
the
design
process
and
for
the
icons
to
be
really
useful?
We
have
the
pattern
language,
so
how
about?
If
we
represent
common
objects,
common
products,
common
machines,
all
the
stuff,
we
do
with
simple
to
understand,
icons
where
you
can
have
an
assembly
of
those
icons
that
actually
correspond
to
to
parts
that
that
are
in
it.
So
you
can
educate
yourself
on
it
and
we
started
this
page
here.
It's
called
pattern:
language,
open
source
technology
pattern,
language.
A
How
do
you
iconize
and
basically
represent
things?
So,
for
example,
a
car
can
be
represented
by
something
like
this.
You
know-
and
this
is
an
old
one
like
we
got
to
update
these,
but
there's
definitely
frames,
there's
wheels,
there's
power,
there's
power,
there's
fuel,
there's
controls
and
things
like
that.
The
idea
of
these
icons
is
that
you
can
make
very
useful
design.
Once
again,
each
icon
should
correspond
to
a
bill
of
materials.
A
A
Of
collaborative
design,
let's
see,
let's
view
it.
A
A
How
are
you
keeping
track
of
all
the
information
so
that
anyone
else
on
a
team
can
find
it
readily
and
that's
once
again
gets
back
into
the
development
templates
or
the
organizations
organization
of
a
project?
The
real
live
editable
group
collaboration
is
a
big
deal
like
using
google,
docs
or
other
platforms
to
collaborate
at
the
same
time,
and
also.
A
A
You
know:
where
do
you
find
information
on
it
under
module
breakdown,
you
that
that
should
be
there
like?
Okay,
the
bathroom
system,
it
should
be
there
and
you
should
be
able
to
literally
type,
if
you
know
the
name
of
the
project
which
is
seed,
home,
v2
cd
go
home,
so
you
got
to
go
back
to
the
official
naming
convention
here
we
kind
of
break
it
a
little
bit.
It's
it's
kind
of
hard
because,
like
we
call
that
seed
home
version,
2
right,
let's
see
the
eco
home
2.
A
So
if
you
know
that
the
part
cdca
home
2,
you
should
be
able
to
find
all
the
assets.
Genealogy
pages
are
very
important
to
keep
track
of
all
the
histories.
A
A
There's
just
basic
count,
counting
it's
like
50
items.
You
might
have
12
modules
for
each
that's
like
makes
it
600
already
50
times
12,
and
then
you
have
the
whole
development
template,
which
is
22
parts
at
least,
and
then,
if
you
go
to
the
development
of
enterprise,
you
got
twice
that
so
it's
40
times
50
times
12.
You
know
2
000
times
12,
like
24
000
items.
You
should
be
able
to
get
out
at
the
tip
of
your
fingertips.
A
Now
there's
many
modules,
so
the
24
000,
that's
for
one
one,
one
iteration
but
you're
going
to
have
10
or
20
iterations,
or
a
hundred
so
you're
talking
very
easily
a
hundred
thousand
or
a
million
pages,
and
you
should
be
able
to
find
it
immediately
like
like.
I
want
to
find
out
what
what
happened
on
a
on
a
printer
in
2011,
where
I
knew
we
had
this.
Oh,
we
were
working
this
cool
thing.
Okay,
great
genealogy!
Go
back
to
that
version.
You
look
at
oh
yeah,
the
controller.
A
We
did
this
tweak
and
you
find
it
okay,
great
a
few
seconds.
You've
got
one
of
the
million
parts
of
information
where
each
piece
of
information
can
be
a
page
or
a
hundred
pages.
So
you
really
gotta
master,
how
you
keep
track
of
it
because
it's
fine,
you
can
start
doing.
You
can
start
going
at
it
and
just
go
and
develop,
but
after
you're
at
this
game
for
a
little
bit
like
I've,
been
at
it
for
a
decade
at
this
time,
and
we
went
through
the
initial
crash
of
the
wiki,
where
it's
like.
A
Okay,
we
couldn't
version
it,
so
you
gotta
make
sure
you
gotta
you're
starting
up
a
new
project
for
each
version
that
you're
doing
the
version
of
history
within
the
cad
files
and
you're
breaking
things
into
modules.
So
this
huge
complex,
if
you
know
it's
very
basic
principles
of
what
to
call
things,
how
to
version
what
you're
working
on
as
the
process.
A
You
can
pretty
much
find
everything
so,
but
you
have
to
think
about
that,
and
but
you
don't
have
to
reinvent
it
from
scratch.
This
is
all,
according
to
generally
accepted
principles
of
open
source
product
development,
nomenclature
taxonomy
these
very
basic
principles
we're
trying
to
we're
not
trying
to
reinvent
anything
here.
This
is
all
old
news.
You
can
read
about
it
in
other
areas,
such
as
information
architecture,
product
development,
open
source
development.
A
How
people
do
that
and
that
way
you
can
start
orienting
yourself
like
okay,
this
is
the
overall
development
process
and
I
can
find
any
piece
of
information
on
it
so
and
I
think
I'll
wrap
it
up
with
that
basic
intro
to
how
to
find
everything
and
regarding
the
cdca
home,
the
thing
that
we're
working
on
right
now
is
the
cad.
So
we're
filling
in
a
lot
of
that
and
for
that
that
in
itself
is
a
game,
because
we've
got
we've
broken
down
the
project
into
61
walls,
wall
modules.
A
All
together
is
going
to
be
like
a
hundred
different
things,
because
you
got
to
have
the
floor,
the
roof,
the
landscaping
this
and
that
it
adds
up.
But,
as
you
see
it's
like
it's
unmanageable
until
the
point
where
you
just
kind
of
start
thinking
about
it
and
then
get
engaged
in
the
wiki
like.
If
you
think
that's
it's
not
organized
properly,
do
it,
you
know,
don't
be
shy.
Revisions
always
can
be
restored.
The
version
of
history
like
for
this
page
you
go
up.
A
You
can
view
the
history,
don't
be
afraid
about
editing
if
someone
doesn't
like
it,
they're
gonna,
edit,
mercilessly
and
restore
them
or
restore
a
former
version
same
for
cad
files,
throw
up
all
your
cad
files
as
soon
as
possible.
That's
the
only
way
that
somebody
else
can
pick
up
on
what
you're
doing
already
each
version
of
a
cad
file
has
a
history.
A
Pictures
do
have
histories
too.
One
thing
I
want
to
show
about
the
cat
is
in
order
to
orient
people,
because
imagine
you
got
a
bunch
of
people
working
on
this,
the
concept
with
a
visual
history
on
the
cad
and
that's
what
that's
what
we
do.
For
example,
the
top
picture
is
actually
a
visual
history
like
how
files
have
been
uploaded
or
changed.
A
It's
just
a
little
thing
that
it's
done
manually
right
now,
but
it
helps
in
the
overall
organization
because
otherwise,
you've
got
these.
These
things,
the
icons,
the
icons
really
help
you
visually
orient
yourself
like
you,
don't
have
to
actually
download
the
file
to
know
what's
in
it.
So
all
the
time
in
the
part
galleries
try
to
make
the
picture
correspond
to
the
reality.
So,
okay,
the
door
window
combination
there.
Well
I'm
expecting
to
find
that
door
window.
A
Well,
I
don't
need
that,
so
I'm
not
going
to
download
that
file,
otherwise,
like
typically
in
github,
you've
got
just
these
walls
of
files
and
you
don't
know
what
they
are.
You
got
to
download
it
and
it's
crazy.
So
here
the
visual
orientation
is
important.
A
69
and
then
there's
other
there's
here,
work
on
select
details,
so
that's
a
bunch
of
other
files
just
extracting
little
bits
of
the
whole
design.
So
so
the
point
is:
there's
a
lot
lot
lot
of
information
and
the
other
thing
is
nobody
in
the
world.
Does
it
at
this
level
of
detail,
for
example,
an
architect
just
does
a
general
concept,
the
the
builder
they
never
draw
up
the
full
build
detail,
the
carpenter
just
does
it.
A
Let's
say
you
know
so
here
we're
actually
documenting
everything,
and
we
must,
if
we
are
talking
about
digital
housing,
2.0,
which
is
optimized
and
which
allows
an
unlimited
number
of
people
to
collaborate
on
it.
That's
the
important
point,
and
with
that
said,
let's
collaborate
so
today
we'll
do
for
the
group
in-house.
The
bottom
line
is,
as
I
mentioned,
the
cad
like
it's
got
to
be
real.
It's
got
to
be
good.
It's
got
to
be
verifiable.
Yesterday
we
ran
into
questions
like
okay,
I'm
doing
a
cad.
Well,
how
do
I
tell
it's
correct?
A
Well,
that's
where
you
have
to
understand
the
design?
What
goes
into
it
understand
the
parts,
so
you
can
reinforce
the
cad
process
through
okay.
What
are
the
actual
parts
I'm
using?
What
are
my
requirements
for
it?
How
do
I
build
it?
There's
all
this,
then
calculations
tons
of
information
go
into
the
cad
file,
so
there's
that's
the
difference
between
a
bs
cad
file
and
actually
something
that
works
and
is
optimal
so
and
it's
useful
to
start
getting
into
the
mindset
of
understanding
what
file
is
bs
and
what
file
is.
This
is
good.
A
This
is
valuable,
like
you
develop
that
skill
to
actually
being
able
to
discern
what
level
of
quality
a
file
file
has
and
then
quickly,
you'll
you'll
notice
that
out
in
the
real
world,
like
a
lot
of
people,
say
that
oh
well,
all
these
designs
are
out
there.
Why
are
you
reinventing
the
wheel?
Well,
a
lot
of
them
aren't,
or
maybe
the
crappy
ones
are
so
a
person
who
doesn't
have
that
kind
of
insight,
they're
going
to
say:
oh
that
already
exists.
A
Well,
if
you
look
at
it
and
you
can
see
it
you're
going
to
say
no,
it
doesn't
exist.
That's
not
a
real
cad
file.
It's
a
bs
file
so
or
it
or
it's
doesn't
have
a
detail
or
whatever.
So
that's
to
get
good
at
this
you
got
to
practice
and
and
then
you,
you
kind
of
practice
with
the
whole
process
and
integrate
the
process.
The
way
you
can
learn
this
fast
is
by
doing
both
the
design
and
build.
A
If
you
integrate
that
process,
you
can
learn
much
faster
so
for
today,
let's,
let's
break
down
into
some
of
the
the
design.
Yesterday
we
went
over
some
of
the
design
principles,
but
before
we
go
there,
let's
actually
review
that,
because
yesterday
we
were
just
going
over
okay.
What
is
a
wall
module
look
like
and
how
do
we
know
we
can
design
it
correctly
and
go
from
there?
So,
let's
see
so
before
we
go
further
based
on
this
design
session.
What
any
questions
that
that
stand
out
for
you
guys
or
also
remotely.
A
B
A
Looking
nothing's
coming
coming
to
mind
at
the
moment
for
me:
yeah,
it's
a
it's
quite
a
load
of
info.
You
can
study
some
of
the
documents.
The
idea
is
actually
so
I
mentioned
about.
How
do
you
make
this
so
so
we're
doing
120
design
lessons
all
together
and
in
fact,
it's
more
because
we're
really
going
there's
five
days
a
week
times
six
months,
which
is
what
20
days
a
month
times.
A
Six
is
that's
how
I
get
120,
but
actually
we're
going
to
go
with
the
collaborative
development
which
is
saturday
we'll
record
a
session
there
too,
because
that
is
really
important.
That's
like
that
part
of
how
do
you
involve
the
whole
world
in
it?
That's
that's
huge,
so
we'll
record
that
so
actually
this
I'm
gonna
we'll
end
up
with
25
times
six,
which
makes
it
what
150
so
yeah.
But
in
those
lessons
we're
saying:
okay,
everyone:
how
do
we
start
organizing
this
better
and
better
make
it
more
accessible?
A
A
You
can
see
flashy
xm
on
something
we
prototyped
before,
but
basically
a
bunch
of
windows
within
the
wiki.
So,
for
example,
what
should
go
in
the
first
window
is
the
video
of
the
actual
me
talking
and
then
maybe
have
supporting
windows
where
you've
got
okay,
here's
the
transcript
from
paul
here's,
the
working
document,
here's
the
forum,
you
know
just
maybe
we
could
do
something
like
that,
so
that
every
day
we
have
one
of
these
flashy
xm.
A
So
that's
what
we
called
it
before
extreme
manufacturing
and
flashy,
as
I
don't
know
where
I
got
flashing
from
flash
mobs
called
flashing
flash
mobs.
So
how
do
you
get
like
a
whole
bunch
of
people
organized
meaning
you
got
to
onboard
them.
You
got
to
put
present
all
the
information
very
clearly
so
in
the
flashy
xm
style.
How
do
we
communicate
these
design
lessons
effectively?
What
I
could
see
is
a
page
like
this.
That's
a
simple
one:
liner!
You
invoke
this
with
a
template.
You
pass
in
okay
day,
one.
A
It
sets
up
all
this
for
you
and
then
we
can
put
in
the
assets.
Here's
the
upload,
the
video,
here's,
our
working
dock
and
so
forth.
Maybe
we
could
do
something
like
that.
That's
an
idea,
but
I
would
like
to
suggest,
because
we
do
wanna,
we
are
definitely
generating
the
assets
such
as
the
video
recording,
and
is
this
still
going?
A
No,
then,
my
video
died
there
some
time
ago,
but
yeah.
That's
that's
an
idea
for
today
we're
gonna
on-site
here,
as
I
said,
the
cad.
So
let's
get
back
to
the
for
work,
which
is
the
cad
we
can
do
some
of
that
and
the
key
is
to
practice,
keep
practicing
to
the
point
that
when
you
ideate
something
you
can
it's
really
quick
for
you
to
just
get
it
into
the
three-dimensional
model
which
in
itself
is
very
informative
it.
If
you
can
do
that
process
of
actually
drawing
things
up.
A
If
what
you're
doing
is
actually
buildable
and
there's
that
level
of
accountability,
if
you
think
about
it
with
the
the
idea
that
okay
I'm
designing
this,
but
I'm
actually
practicing
actual
build
because
I'm
gonna
build
it,
it's
such
a
different
process
than
just
like
jumping
on
a
design
project
and
and
starting
that,
like
typical
people
do
so
so
you
wanna,
you
wanna,
do
the
practice
to
get
to
the
point
where
just
about
anything
you
ideate,
you
can
convert
into
into
a
cad
and
a
good
metric
here
for
all
of
us
would
be
like
every
day.
A
We've
generated
something
because
it's
it's
easy
for
us
to
do
it.
We
should
get
to
the
point
as
a
group
where
okay,
I've
got
this
idea,
here's
the
cad
and
we
can
maybe
throw
it
on
a
3d
printer
immediately
or
throw
it
on
a
torch
table.
We've
got
some
metal
thing
that
we
can
weld
up.
I
mean
get
getting
to
that
level
and
it
does
start
with
just
getting
good
at
the
cat,
which
is
just
practice.
It's
just
practice
so
today
we're
going
to
go
at
some
practice
of
this.
A
So,
let's
take
some
of
the
modules
that
we
have,
which,
on
the
cad
page
with
the
freecad
files,
all
the
red
ones
are
not
done
anything,
that's
got
dot
fcstd
and
it's
red.
That
still
needs
to
be
done.
So
we'll
divide
that
here
and
let's
do
that
for
the
next.
You
know
we
got
9
40
of
the
next
two
hours
till
noon.
A
We're
gonna
do
that,
let's
generate
one
module,
maybe
from
scratch
or
from
an
existing
module.
That's
similar
that
you
understand.
Okay,
I
understand
enough
of
the
design
to
make
it
work.
So
what
we'll
do
right
now
is
go
through
and
yesterday
we
started
to
talk
about
this,
but
we
went
through
the
design
of
what
what
is
a
wall
module?
What
are
the
critical
things
so,
with
the
additional
insights
of
today
like
okay,
we
know
there's
bills
and
materials,
there's
buildability
things,
there's
existing
designs
that
we
can
study.
A
A
Well,
that's
got
a
ton
of
stuff
there.
Well,
actually
it's
the
0.21,
that's
where
we
put
all
this
in
freecad.
The
freecad
is
the
latest
the
seed
home
3d
yeah.
It
may
be
good,
but
I
don't
guarantee
it.
It
might
be
outdated
because
the
latest
work
has
been
in
in
the
freecad,
which
is
the
ultimate
thing.
We
start
with
the
sweet,
sweet
home
3d
for
the
sweet
home
3d,
the
critical
file
you
need
to
get
down
and
I
won't
open
it
up,
but
you
can,
since
it
takes
forever
for
me
to
load
it
here.
A
But
where
do
you
find
the
sweet
home
3d
master
technical
file?
Who
can
tell
me
that
I'm
going
to
go
into
the
index,
I'm
gonna
say
seed
home
to
part
library?
Oh,
I
see
point
number
three
katarina
source
google
drive
sweet
home,
3d
files.
Great,
let's
go
there.
You
can
see
all
of
her
work
there.
The
rosebud
working
model
is
right.
There
cad
takes
you
to.
A
A
Staircase,
okay,
next
to
last
is
sh2
technical,
rosebud
seed,
a
sh
3d,
that's
the
one!
You
want
download
that
one
and
you
can
see
the
you
have
to
open
that
up
in
sweet
home
3d.
I
won't
do
that.
You
can
download
that
and
you
can
see
what
we're
doing
and
you
can
hide
parts
to
get
down
to
like
here's,
a
wall
module
okay,
but
I'm
not
going
to
do
that.
I'm
going
to
keep
at
the
sweet
home
3d
keep
away
from
the
sweet
home.
A
3D
go
to
the
freecad,
but
if
you
have
a
three
monitor
system,
keep
one
open
and
one
I
mean
you're-
really
getting
into
knowledge
management
here.
So
you
need
a
few
screens.
You
can
do
it
on
one
screen.
Definitely
it's
not
as
efficient.
I
have
a
three
three
three
monitor
system.
One
is
the
my
web
browser.
The
second
one
is
the
sweet
home
file.
The
third
one
is
the
free
cab
and
you
can
really
correlate
that
if
you're
doing
this
design
work
that
helps
you
don't
need
it,
but
it
does
help
a
lot.
A
We
go
to
3d
cad
once
again
to
the
freecad
anything
in
the
69
parts
that
is
red
and
it
ends
in
fcstd
needs
to
be
done
so
pick
one
and
before
you
do
that
so
I'll.
Let
you
do
that
later,
but
right
now,
let's
go
through
a
quick
blast
in
15
minutes
of
what
a
wall
module
is
just
the
simple
ones:
listen
again
to
the
doors
and
windows,
just
a
simple,
simple
module.
A
Where
do
I
find
it
so?
Okay,
so
you're
working
on
this?
It's
after
this
meeting?
Where
do
you
find
wall?
It's
it's
should
be
under
concept
because
we're
saying
here's
how
you
do
it
that's
a
concept
now.
The
only
thing
is:
we've
got
that
info.
A
D
A
A
A
We
only
need
to
go
through
page
104,
but
let's
explain
everything
about
that,
because
if
you
do
this,
you
know
how
to
do
it,
except
for
the
corner
modules.
The
corner
modules
are
a
little
different,
so
what
we'll
do
is
we'll
go
through
the
plane
wall,
module
which
is
very
simple,
framing
out
of
2x6
us
lumber
and
then
we're
going
to
switch
into
actually
another
document
and
go
into
what
the
corners
look
like,
which
should
be
in
this
document.
But
it's
not
it's
enough.
A
A
It
gets
you
5.5
inches
of
insulation,
it's
over
built
compared
to
two
by
fours,
which
is
standard
us
construction
two
by
sixes
allows
us
to
go
up
to
three
three
floors
using
this
kind
of
system,
where
each
panel
is
a
48
by
96
or
48
by
108,
no,
what's
9
feet,
9
times,
12,
108,
96
or
108
inches
tall.
A
So
two
by
sixes,
the
top
and
bottom
plates
are
all
four
feet.
The
middle
studs
are
they're
called
pre-cut
dimensional
lumber,
they're
pre-cut,
so
that
when
adding
the
top
plate
and
bottom
plate
and
you're
looking
at
it
from
the
front.
So
it's
like
long
way.
This
is
the
sh.
The
thin
side,
which
is
1.5
inches
a
2
by
6,
is
1.5
by
5.5
inches
in
the
us.
A
That's
what
we're
working
with
top
plate
is
48
inches,
so
as
the
bottom
and
the
middle
ones
fill
in
to
make
this
exactly
nine
feet,
but
it's
actually
cheating,
because
it's
not
exactly
nine
feet.
It's
three
eighths
of
an
inch
under
nine
feet.
That's
how
they
make
when
you
buy
a
piece
of
piece
of
pre-cut,
dimensional
lumber,
it's
slightly
under
it's
3
8
inch
under
the
the
mark
for
various
reasons.
A
A
So
the
way
the
house
is
designed,
it's
two
story.
First
story
is
nine
feet
tall,
so
you
got
nine
foot
ceilings
which
makes
it
nice
and
comfortable
and
spacious
that's
kind
of
like
decent,
decent
housing.
It's
you
can
do
eight
feet.
That
feels
a
little
more
compact,
but
we're
going
for
the
highlight
here
and
the
second
floor
is
so
actually,
if
you
want
to
save
a
little
bit
of
cost,
you
can
go
with
an
eight
foot
floor
if
you
want
to.
A
You
have
to
change
things
accordingly,
but
the
first
floor
is
nine
feet
and
the
second
is
eight
feet
as
it
stands.
All
our
standard
construction
has
got
four
of
the
vertical
studs
and
top
and
bottom
plate
the
spacing
when
you
work
it
out.
It
turns
out
if
it's
48
you've
got
four
of
these
members
that
are
1.5
inches,
then
the
cavities
in
between
are
going
to
total
42
inches
or
divided
by
three.
It's
going
to
be
14
inches,
so
each
cavity
is
14
inches,
accepting
a
standard
roll
of
insulation.
A
So
you
roll
out
fiberglass
insulation
into
this.
You
can
use
all
kinds
of
insulation.
Fiberglass
is
the
easiest
cheapest
right
here,
that's
the
basic
design
on
each
each
vertical
stud.
You
have
three
screws.
I
should
draw
drone
two
here,
but
there's
three
screws
on
each
from
the
top
and
we
use
screws,
so
the
industry
standard
would
be
to
nail
it.
We
can
nail
it
upon
graduation
until
then,
we're
gonna
make
mistakes.
If
we
assume
people
that
are
unskilled
building
a
house
screw
it
you're
going
to
have
to
account
for
making
mistakes.
A
But
the
reason
for
the
screws
is
the
modularity
and
and
the
fact
that,
if
we're
going
to
modify
this
in
the
future,
that's
the
other
reason.
Normally
you
nail
things
because
that's
it.
This
is
expandable
housing
which
the
approach
of
incremental
housing
so
we're
designing
things
like
we're
using
screws,
because
we
want
to
be
able
to
take
things
apart.
A
I
mentioned
that
we
already
have
put
in
a
door
as
one
of
them
like
a
pre-framed
door,
so
that
we
just
take
off
the
panel
and
put
in
a
door
afterwards,
and
we
don't
have
to
destroy
anything.
We
simply
unscrew
the
screws
with
star
drive
bits
three
screws
on
each
here:
three
screws
on
each
each
end
spacing
the
cavities
are
all
14
inches
and
the
practical
thing
was
what
happens
in
a
build
phase.
What,
if
you
have
a
bent
piece
of
lumber,
which
lumber
twist?
Here's
done
for
emphasis?
A
What
you
do
is
screw
in
one
side,
first
to
to
fix
it,
and
then
you
try
to
twist
and
wrangle
the
piece
of
wood
and
screw
it
in
on
the
other
side,
but
save
it
for
last.
If
you've
got
some
good
members
and
the
last
one
save
it
for
last,
but
this
is
the
thing
that
we
emphasize
that
if
the
reality
was
picture
44,
then
this
would
be
super
easy,
but
the
reality
is
45
and
that's
emphasized
for
to
get
you
prepared.
I
mean
there
will
be
some
pieces
like
if
you
have
fresh
lumber.
A
It's
like
man,
everything
is
perfect,
yeah,
you're
good,
but
every
now
and
then,
and
that
always
happens.
You're
gonna
have
some
bent,
lumber
and
stuff
like
that.
You
have
to
wrangle
it
and
that's
that's.
What
can
trip
up
a
novice?
So
as
long
as
you
know,
okay,
I'm
gonna
screw
in
one
part
and
then
do
the
other.
You
don't
have
to
give
up
you
screw
it
in
top
and
bottom.
A
A
No,
you
can
actually
make
it
work
and
maybe
like
if
you,
if
you
know
that
you'll
definitely
be
prepared.
If
you
don't,
you
can
probably
like
save
all
the
bent
ones
for
later
to
get.
You
know,
take
them
back
to
the
store
and
get
fresh
ones
or
something,
but
that's
just
the
nature
of
wood.
It's
not
like
steel,
where
steel
is
straight
and
doesn't
warp,
wood
will
warp,
and
if
it's
hot
and
humid
it'll
work
more,
so
that's
how
it
works.
A
Okay,
next
part,
is
the
blocking
so
because
now
blocking
refers
to
blocking
on
top
and
bottom
like
this
occurs
in.
A
A
So
attach
one
side,
the
point
I
was
making
there
was
don't
try
to
twist
it
into
shape
and
then
attach
it
because
you'll
keep
fighting
the
other
person
like
don't
attach
partially
okay,
I'm
gonna
get
one
screw
in
there
and
then
you
you
have
the
other
person
fight
it
on
the
other
side,
get
it
bent
back
in
because
that
will
warp
out
they'll
twist
out
the
side,
that's
partially
attached.
A
So
the
thing
is
attach
one
side
fully:
that's
that's
the
trick
attach
one
side
fully
and
the
second
side.
Then
you
can
even
have
the
two
people
try
to
bend
it
into
place
and
attach
it
then
it's
something
that's
rather
obvious,
but
if
you're,
not,
if
you
don't
think
about
it,
be
like
I
can't
get
it
to
fit.
A
So
it's
just
it's.
It's
rather
obvious,
but
but
rather
obvious
is
not
obvious
to
everybody
and
it
could
cause
some
people
to
give
up
and
be
super
frustrated,
so
attach
one
side
fully,
then,
even
with
two
people
wrangle
the
other
side
and
attach
it
if
the
middle
is
still
bent,
don't
worry
about
it
because
you're
going
to
put
a
piece
of
sheeting.
B
A
That
once
you
have
the
sheeting
and
you
can
bend
the
middle
in
or
out
you
know
it
could
be
a
couple
of
inches,
not
a
problem
to
bend
it
in,
because
the
wood
is
flexible
like
if
you
have
something
to
hold
on
to
it's
impossible
to
bend.
If
you
don't
have
it
attached
firmly
to
something,
because
if
you
try
to
move
it,
it
moves
with
you
it's
very
light.
So
the
point
is
attach
it
and
then
you
can
move
it
around
into
shape
pretty
basic,
but
that
needs
to
be
taught
for
anybody.
A
A
Let's
go
to
to
this
one,
which
is
the
blocking
for
the
exterior
plywood,
because
the
plywood
only
is
only
eight
feet
and
the
panels
are
nine
you're
gonna
have
a
part,
that's
left
open
and
when
you
attach
the
plywood
you
need
for
attaching.
You
need
something
behind
it
to
attach
to
that's
why
you
have
this
blocking
at
the
top,
and
the
location
of
that
blocking
is
going
to
be
determined
by
the
height
of
the
panel.
A
The
the
panel
should
be
at
the
middle
of
that
blocking
the
only
detail
you
have
to
remember,
and
it's
in
the
bottom
detail
cad.
You
can
download
that
the
front
paneling
hangs
down
one
inch.
It's
actually
1.1
inch
about
it's
around
there,
one
inch
about
over
the
front
so
that
you
didn't
get
moisture
under
the
panel.
That's
basically
a
drip
edge.
A
So
hang
it
down
an
inch
because
that's
where
all
the
water
is
going
to
be
running
down
the
foundation
below
that,
so
you
want
to
hang
that
over
a
little
bit,
not
exactly
with
the
bottom
plate
that
will
determine
exactly
where
the
top
top
blocking
is
located.
For
the
front.
This
is
exterior
plywood.
This
applies
only
to
the
exterior
plywood
on
the
eight
foot
panel.
You
don't
have
this
consideration
you're,
just
one
inch
down
off
the
top
of
the
top
plate
in
an
eight
foot
panel
for
the
interior
panels.
You
start
at
the
top.
A
You're
going
to
hang
the
interior
panel
at
the
top,
because
I
mentioned
the
utility
channel
on
the
interior,
we
have
the
electrical
utility
channel,
so
you
don't
want
to
start
the
paneling
at
the
bottom,
because
we're
gonna
keep
the
bottom
open.
So
we
can
have
electrical
wires
go
into
the
panel
start.
The
plywood
at
the
very
top
location
of
the
bottom
blocking
is
determined
by
where
the
panel
ends
up
and
if
you
draw
yourself
within
cad
a
four
by
eight
sheet.
A
You'll
know
exactly
where
that
location
is,
I'm
not
going
to
say
what
it
is
because
you'll
forget-
and
I
don't
remember
myself
right
now-
it's
determined
by
exactly
the
location
where
the
interior
panel
ends
now
because
before
there's
another
little
detail
not
recorded
here
for
the
exterior
plywood
you
have.
The
blocking
in
the
middle,
like
the
edge
of
the
panel,
is
in
the
middle
of
the
blocking.
A
However,
on
the
interior
plywood,
the
edge
can
be
added
here
or
at
the
bottom.
It
doesn't
really
matter,
but
because
the
blocking
right
now
we're
using
two
by
four
lumber
and
we're
splitting
that
in
half,
because
we
don't
need,
like
this
whole
whole
three
and
a
half
inches
of
it.
One
point:
seven,
five
inches
and
half
so
is
that
sufficient?
A
That's
sufficient?
We
rip
it
on
a
table,
saw
you
can
use
full
blocking.
It
saves
you
the
rip
part,
but
here
we're
just
gonna
save
some
money
by
not
not
using
a
full
one
which
we
don't
need.
We're
gonna
use
just
rip
the
two
by
fours
in
half
for
the
bottom
blocking
the
technical
detail.
There
is,
if
you
use
two
by
four,
the
location
is
not
super
critical,
but
it
still
has
to
be
at
the
point
where
you're
ending
up
with
the
bottom
edge
of
the
interior
plywood
on
it.
A
So
you
can
screw
through
it
to
screw
the
bottom
edge
in.
If
you're,
using
the
half
the
ripped
plywood,
you
only
have
1.75
inches.
You
could
do
it
like
down
the
middle,
so
you've
got
like
three
quarters
of
an
inch,
but
maybe
you
can
also
do
it
actually
don't
remember
what
it's
like
in
a
cat,
but
it's
you
can
put
the
bottom
edge
of
the
plywood
with
the
bottom
edge
of
the
blocking,
because
nothing
else
goes
into
that
blocking
at
the
bottom.
A
The
design
doc,
which
was
on
page,
where
do
we
have
the
detail
in
the
index?
We've
got
the
utility
channel.
That's
here,
I'm
I'm
just
looking
at
the
very
detail.
So
look.
If
you
look
at
this
detail.
Okay,
I'm
glad
I
looked
at
it
because
it's
actually
a
little
different.
So
look
at
that,
so
I
just
lied
to
you.
The
the
bottom
blocking
occurs
under
the
panel
so
so
see
this
detail.
A
A
A
A
You
should
draw
that
there's
a
one
by
four,
no
there's
the
reason
for
this
here.
Okay,
so
we
need
to
talk
about
more
details,
the
panels
so
for
this
piece
of
blocking
devil's
in
the
details.
Here
I
mean
it's,
it's
rather
simple,
but
once
you
include
everything,
including
the
utility
channel,
you
have
to
pay
attention
to
all
the
details,
we're
digital
to
the
point
of
one
bit
like.
We
can
only
remember
one
one
thing
at
a
time,
so
we
got
to
record
all
of
this,
and
then
I
just
forgot
about
some
of
these
details.
A
A
That's
fine,
because
we've
got
the
four
vertical
studs,
so
you
don't
need
anything
behind
this
one
by
two
lumber.
You
can
get
away
with
that
piece
right
there
now
for
the
interior
blocking
you
don't
have
to
worry
about
this
at
this
point,
but
I'm
just
going
to
mention
why
this
is
like
this
here.
Like
this,
I
thought
this
would
be
like
to
the
bottom,
but
the
exterior
walls
sit
on
a
on
a
sill
plate,
so
there's
actually
one
and
a
half
inches
underneath
this.
A
A
C
A
Direction,
yes,
that's
the
concept
and
because
the
exterior
wall
panels
sit
on
a
sill
plate.
That's
why
the
utility
channel
actually
ends
up
hanging
down
over
that
which
is
not
the
same
as
interior
wall
panels
which
do
not
sit
on
a
sill
plate.
The
sill
plate
is
just
the
exterior
perimeter
of
the
32
by
16
structure.
A
A
So
the
good
news
is
that
they're,
largely
similar
and
which,
which
is
what
makes
it
possible
because
in
a
standard
build
everything
is
like
a
little
different.
It's
not
something
that
without
a
lot
of
carpentry
experience,
you
can
say:
oh
yeah
bam
like
this,
but
this
is,
if
you
know
the
pattern,
you
understand
the
pattern.
You
can
replicate
that
over
many
panels,
that's
what
makes
it
accessible
to
a
novice
builder,
a
lot
of
people,
maybe
the
carpenters
they
would
perhaps
rebel
at
this
kind
of
method,
because
they'll
be
like
this
is
dumb.
A
It's
going
to
take
me
more
time
if
it
could
take.
D
A
Time
compared
to
doing
standard
pounds,
but
it
depends
how
you
account
for
that
time.
A
But
the
point
about
this
is
you
can
build
it
in
parallel.
That
is
the
idea
so
they'll
they
might
be
like.
Oh,
this
is
dumb.
I
don't
want
to
do
this,
and
people
have
certainly
said
that
to
us,
but
if
you're
designing
for
a
large
group
build
you're
going
to
blow
the
guy
out
of
the
water,
and
you
can
clearly
clearly
show
that
unless
you,
unless
they
designed
a
build
for
massive
parallel
work
like
jeff's,
an
experience
with
300
person,
24-hour
church
builds
of
what
like
3,
000,
2
000
square
feet
or
something.
D
Yeah
it
seats
100
people-
I
don't
remember
the.
A
Yeah
I
mean
there.
A
A
C
A
A
Whenever
you
screw
the
bottom
edge
in,
you
still
have
to
go
into
something
you
can't
go
into
air
because,
right,
if
it's
unsupported,
it
will
be
warped.
You
have
to
in
order
to
keep
that
wall
straight
without
warping
in
and
out
towards
you,
you
have
to
have
blocking
behind
it,
so
it's
flat
against
it
right,
which
means
that
in
an
eight
foot
wall
module
you're
going
to
cut
the
plywood.
A
If
you
want
to
build
a
utility
channel
now
we're
actually
designing
it
such
that
some
wall
modules
don't
have
a
utility
channel,
because
it
happens
that
okay,
we
we
ended
up
all
the
electrical
system,
there's
maybe
a
couple
of
panels
that
don't
have
it,
but
most
of
them
do,
in
which
case
you're
gonna
cut
down
the
plywood
to
a
size
smaller
than
eight.
In
order
to
accommodate
about
a
foot
of
utility
channel
and
about
these
details
and
you're
to
have
to
put
the
blocking
behind
it
too.
C
A
A
Wall
panel
101
through
104
doesn't
cover
it
because
we
just
said:
there's
going
to
be
that
blocking
determined
at
a
very
particular
height.
We
don't
know
that
until
we
study
the
utility
channel.
So
actually,
let's
not
do
that.
So
I'm
going
to
say
limit
yourself
to
the
first
floor
modules
and
do
all
of
them.
A
A
You
can
still
design
there
is
no
blocking
for
the
exterior,
but
there
is
blocking
for
the
interior
because
we
don't
have
that
detail
of
the
channel,
which
is
let's
not
go
there
right
now,
just
do
the
framing
without
the
interior
blocking
for
the
upper
ones,
we'll
just
return
to
it
another
day,
that's
fine!
So
if
you're
taking
the
the
second
story
panels,
which
are
eight
feet,
you
don't
have
any
blocking
in
there
because
the
front
exterior
plywood
the
steering
plywood
spans
all.
A
B
A
One
might
say:
well:
okay,
they're
gonna
be
primarily
all
the
same,
except
for
the
corners.
So
why
do
it
anyway?
Well,
you
still
have
to
do
it.
Remember
we're
still
getting
a
real
physical
model,
100
digital
model.
You
cannot
say
just
oh
fill
that
panel
in
later.
Let's
generate
it
because
we
were
making
a
complete,
complete
model
questions.
B
A
That
which
we
paint,
which
is
industry
standard,
is
drywall.
A
D
A
So
that
adds
up
unless
you're
you're,
a
drywall
guy.
You
got
to
hire
somebody
for
that.
So
if
people
are
that's,
it's
actually
a
real
business
question
people
are
like.
I
don't
want
that.
I
want
drywall
because
I'm
used
to
it.
So
what
do
we
do
there?
A
B
C
A
A
A
D
A
Is
it
okay?
It's
okay,
because
the
only
place
you're
concerned
about
fire
ratings
is
next
to
a
garage
now,
for
which
reason
we
don't
have
a
garage.
We
have
a
carport
which
is
open
to
the
air.
You'd
have
to
do
fire
fire
rated
materials,
not
a
big
deal,
it's
just
a
little
more
expensive,
but
the
way
we
designed
it,
it's
actually
a
covered.
It's
a
thing.
That's
actually
a
garage
is
defined
as
an
enclosed
structure.
A
Our
carport
is
actually
not
enclosed,
it's
open
from
the
front,
and
back
so
it
looks
like
a
carport.
It
looks
like
a
garage,
but
it's
not
technically
and
also
allows
you
to
there's
a
real
reason
for
it.
If
you
have
an
enclosed
structure,
if
you've
got
a
gas
can
in
there
that's
going
to
blow
up
here
with
a
unopened,
the
unenclosed
there's
a
real
safety
issue
there.
You
know
you
don't
get
into
dangers
such
as
like
fumes
and
and
things
killing
you
or
blowing
up.
A
So
there
are
valid
reasons.
We
are
using
a
fire
rated
door
for
because
that's
still
required
for
no.
Actually
it's
not
we're
using
one.
I
think,
because
for
the
consideration,
if
we
wanna,
if
we
wanted
to
enclose
it,
I
think
now,
so
we
covered
a
lot
of
that
now.
We
did
not
cover
it.
Let's
really
quickly.
Okay,
we
kind
of
went
way
more
than
50
minutes,
but
these
details
add
up.
So
you
gotta,
remember
quite
a
few
things.
There's
the
other
part
the
corner
modules.
A
So,
while
everything
is
like
these
panels
that
we
described
over
the
last
15
minutes,
corner
modules
are
a
little
different,
because
the
corners
have
to
address
a
couple
more
considerations.
They
need
to
be
stronger
and
because
you
they
have,
the
wall
has
a
particular
thickness.
It
implies
that
the
lengthy
walls
that
we're
making
them
32
feet,
but
the
shorter
walls
that
means
in
order
for
you
to
fit
the
the
dimensions
of
the
house
are
32
by
16..
A
A
So
we
said:
okay,
let's
reduce
the
panel
thick
width
by
a
little
bit,
so
we
can
fit
those
panels
on
the
short
side,
and
so
the
panels
on
the
short
side
are
going
to
be
5.5
inches
shorter,
to
account
for
the
fact
that
you've
got
a
5.5
inch
wall
on
the
long
sides.
That's
the
basic
principle,
but
how
exactly
do
these
corner
modules?
Look
for
that
we
go
to
the
this
document
is
under
build
instructions.
A
A
A
A
A
A
You
need
to
have
something
to
screw
into
otherwise
you'd
be
screwing
into
these
verticals.
This
gives
you
extra
structure
on
the
corner
and
that's
a
good
practice
here,
because
these
are
corners.
They're
they're,
susceptible
to
damage
like
the
details
come
at
the
corners,
the
weak
corners
will
make
your
house
collapse,
so
you
got
to
make
sure
the
corners
are
very
solid.
A
So
that
is
the
detail.
What
what
that
means
for
the
cad
is
you're
gonna
have
a
two
by
four,
which
is
1.5
by
3.5
inches
in
the
us
there's
a
close-up
picture
so
that
this
2x4
is
on
the
interior
side.
It's
recessed
in,
like
you
see
here,
this
is
looking
from
the
outside,
it's
recessed
in
so
you
can
screw
into
it.
A
Looking
from
the
inside,
this
is
looking
at
from
the
outside
and
there's
right
and
left,
because
the
house
has
a
right
and
left
side
and
that's
the
long
side
module
now
for
the
short
side
module
it's
a
little
different.
We
mentioned
that
it's
going
to
be
a
little
shorter
than
the
full
48
by
48
width.
A
I
don't
see
it,
but
the
thickness
the
length
of
these
top
and
bottom
plates
will
need
to
be
42.5
because
you're
subtracting
the
5.5
inch
width
from
the
outside
for
the
the
long
side
walls,
which
means
that
your
blocking
is
going
to
be
shorter.
A
You
can
figure
this
out
by
drawing
in
real
dimensional
lumber
if
you're
looking
at
this
one.
The
question
is:
what
is
that
blocking
there?
Well,
if
you
put
it
in
there,
you
and
you
know
it's
48,
inches,
subtracting
and
adding
will
will
tell
you
that
that
short
piece
is
actually
8.5
inches
and
that
should
come
out
in
the
cad.
A
A
Now
I
think
we're
we're
at
nine.
However,
there's
a
detail
on
this
one
is
that
the
one
this
nine
here
on
the
short
side,
we
do
not
believe,
that's
nine.
We
believe.
That's
8.5
and
you
can
see
that
in
a
cad
once
you,
the
thing
we
do
know
is
that
the
top
and
bottom
are
going
to
be
48
minus
5.5.
A
We
know
that
we're
keeping
that
these
channels
here
still
the
blocking
here
at
14
inches
because
we're
making
you
have
to
consider
that
you
fit
the
insulation
just
like
you
have
before.
So
we're
not
going
to
change
that.
Otherwise,
you'd
crumple
up
the
insulation
and
you
wouldn't
get
as
good
insulating
value,
so
we're
keeping
as
much
consistent
to
fit
in
your
standard
insulation
rolls.
A
And
then
we
have
to
cut
down
an
insulation
for
this
here
for
the
thin
channel,
but
the
blocking
there
will
be
8.5
inches.
How
do
we
know
that?
We're
saying
that
that
blocking
is
we
know
each
truncated,
the
module
by
5.5,
and
we
had
the
regular
blocking
at
14,
so
14
minus
8.5.
A
A
And
we
were
talking
about
that
yesterday,
so
yeah
we
verified
that
so
so
yesterday
we
were
able
to
kind
of
verify
that
by
looking
at
like
okay,
so
I
looked
at
this
table-
katarina
drew
this
up.
I
said:
okay,
well,
it
should
be
generally.
Design
is
good
if
it's
self-verifiable
and
yesterday
we
were
able
to
track
it
down
to
to
say
that
oh
yeah,
that
actually
should
be
nine
there,
but
in
the
other
place
it's
8.5.
A
So
that's
another
design
principle
try
to
make
your
thing
so
simple
and
obvious
by
design
that
they're
self-verifiable.
It's
that
it
just
is
obvious
what
it
is
and
if
you,
if
you
do
custom
design,
if
you
change
anything,
you
have
to
think
about
how
things
work.
So
so
you
have
to
use
some
logic
in
custom
design
if
you
do
different
versions
or
have
some
special
considerations,
but
that
covers
the
corner
modules.
So
you
can
take
a
look
at
this
wall
modules
document,
which
is
I'm
going
to
link
to
that.
That
is
here.
A
It's
a
mixture
of
concept
and
technical,
so
we
have
and
somewhat
of
build
instructions.
So
we
had
it
under
build
instructions,
but
actually
I'm
gonna
paste
that
back
into
the
conceptual
design,
because
that's
more
like
concept,
how
do
you
figure
out
so
I'm
going
to
paste
that
back
into
conceptual
design.
A
A
We
mean
I'm
going
to
just
show
you
to
record
this
under
conceptual
design.
We've
got
variations
this
just.
I
wanted
to
show
this,
but
the
idea
here
is.
B
A
B
A
It's
the
16x32,
it's
that
thing
there,
but
here
we
just
explored
okay.
If
we
have
just
these
four
16
by
16
modules,
how
many
different
buildings
can
you
build
with
it?
Well.
A
B
A
Probably
add
like
a
hundred
more,
if
you
go
to
three
stories
or,
however
many
yeah,
the.
A
Infinite
amount
of
variations
like
for
a
row
house
or
whatever
larger
structure,
and
by
how
you
design
the
the
trim
on
the
outside
or
details
such
as
trellises
patios
garages
and
things,
even
though
you
have
a
flat
roof,
you
still
have
a
modern,
looking
structure
that
can
take
many
different
forms,
depending
how
you
finish
it.
So
this
can
be
quite
generic
in
terms
of
the
kinds
of
designs
you
can
build
with
it.
A
A
A
Or
now
we're
perfectly
clear
how
to
design
any
of
those
1
through
48
yeah
all
right.
Let's
do
it
so
take
any
module.
Let's
we
actually,
because
we've
got
a
few
people
here
we
started
within
the
not
the
design
guy,
but
there's
a
cheat
sheet
actual
build
cheat
sheets
which
would
be
under
the
build
instructions.
So
we
go
to
build
instructions.
A
A
A
One
okay,
so
here
we
go,
these
are
the
materials.
This
is
the
cut
list.
The
cut
list
is
what
you
actually
end
up
doing.
That's
the
critical
part.
This
is
the
cut
list
and
then
you
have
a
build
procedure,
but
that's
the
cheat
sheets
that
we're
working
on
so
imagine
having
50
people
doing
this.
You
give
them
one
cheat
sheet.
They
can
follow
this.
Here's
what
you
cut!
Here's,
what
you
build!
A
There's
little
holes,
we
drill
on
the
sides,
but
we're
not
going
to
get
there
yet
so
so
right
now
pick
a
module
and
subsequently
put
your
picture
next
to
this
cad,
okay
cad,
so
I'm
gonna
since
not
sure
which
ones
were
done,
but
I
know
I
I'm
not
sure
which
ones
this.
A
Where
I
guess,
if
this
was
just
in
there,
I
don't
think
you
were
doing
that
right.