ASTOUNDING NEW AGE ECONOMICS
As we move from the mechanical-hardware, assembly-line Industrial Age
to the electronic-software and untethered-cyberspace world of the
Communications Age, things are changing dramatically. The economics
of the fading age seemed so comfortable compared to this unknown
electronic/economic jungle we have just entered. Everything appears
chaotic. Trepidation is normal under such circumstances. Under
cyberspacial conditions the cost of creating any product or service
bears no relation to its ultimate selling price. Once learned, not
taught, the economic advantages of the new conditions are many.
Let's examine something mechanical, like a locomotive or a car,
common products from the industrial past: one hundred thousand parts
may have had to be designed, manufactured, tested, built, packaged,
advertised, marketed and delivered.
Even before most of this process could start, a factory had to be
sited, thousands of parts gathered, a building designed and erected,
and all the required machinery purchased and installed. The investment was usually enormous.
Then large teams of prospective employees had to be found, interviewed, selected and then gathered together and trained. Subcontractors had to be found and interviewed, designs presented and
production costs projected. Every step involved considerable costs,
at least in the hundreds of thousands and perhaps even tens of
millions of dollars.
Production of the mechanical system had to be planned well in advance
(another expenditure, this one in time) and usually involved heavy
hardware materials that required special handling equipment, which
could be delayed or require redesigning or remanufacturing to fit
close tolerances. Parts could be affected by temperature, humidity
and vibration; some would create high noise levels, require heavy
power usage and could fail temporarily or permanently. Parts had to
be gathered, sometimes from distant points, assembled, and in such a
manner that access was available for replacement parts. It was
usually a relatively slow process, so labor costs, sometimes
involving thousands, perhaps tens of thousands of employees, were
high and continued until the unit was completed. When sold, it
usually took weeks or months before the owner, say of a locomotive,
car, taxi, truck or bus, received the vehicle, and then months and
years before costs could be recouped from earnings. Once sold, that
was the end of wealth creation on that particular unit for the
original equipment manufacturer, even if the product had further
commercial applications.
Compared to the hardware-oriented mechanical world, the software
world is heaven. Systems utilizing software are much simpler to
design, produce, package, advertise, market and deliver.
However, they require higher-level knowledge and visionary
perspectives. A program in this new world might contain 200,000
components, twice the number in the above mechanical example but all
totalling only 50,000 lines of numbers. A team of from two-to fiveskilled programmers could weave such a concept together well within
one year. The equipment required might cost $25,000 tops or it
could even be leased at a lower monthly rate if necessary. Other
costs, since such start-ups usually consist of the new company's
"team" members, all of whom have decided to "go for broke" on this
speculative venture, are relatively low. All they need is living
expenses for the creative year. Perhaps as little as $50,000 for a
two-person team or up to $150,000 for a five-person team. If this
were a new project in some already established software operation,
costs might be multiplied by a factor of two or three ... still
nothing compared to the costs encountered in earlier times to bring a
new product to market.
Up to 90 percent of software testing can almost always be completed
on the same equipment that built the program. Software is cheap to
manufacture. Until sales run into thousands of units, production can
usually be done on the same machines that designed and tested the
program. If huge numbers develop, outside sub-contracting can be
easily arranged by industry "duplicators" that do just that type of
work. No additional employees are required, so more salary expense
and fringe benefits costs are not necessary.
Software "manufacturing" is, after all, simply electronic
duplication. Product production cost of the "vehicle" (program) is
usually less than the packaging. Packaging itself is simple, and
advertising is directed along clean, already established relatively
narrow corridors, as is marketing and delivery. The weight factor
is hardly ever more than a large envelope or even zero when sent
via phone or satellite links. The product can do so much for so
little, even if it costs $50, $500 or $5,000, that it quickly pays
for itself.
An automobile may take several hours or a day to gather the parts,
weeks to make and assemble the parts. Yet it sells for only $15,000
to $30,000. Software programs, electronic books or magazines and
audio and video cassettes can be manufactured at the rate of hundreds
in less than a few minutes (high-speed dubbing is now also available
for video), then packaged and delivered anywhere in the world in 24
hours.
The content of "hardware" sells once. Then the process, in all its
complexity has to start over again to produce the next unit. Software, because it is easily convertible from one form, such as an
electronic book on computer disc, to a CD-ROM or audio cassette can
sell many times in each different medium. As a wealth generator,
software is far superior to hardware. Why is Bill Gates, President
and co-founder of Microsoft Software, now the richest man in America?
And most of his wealth has been created during the last five years!
In an age of transition, those who grasp the concept of what is
happening will end up among the 40 percent now shooting upscale
(America now has more than 1.5 million millionaires). Those who
didn't even have the skills to succeed and profit in the fading
industrial age, will find themselves among that other 40 percent of
the population who are rapidly moving downscale, usually due to lack
of training, attitude or reluctance to change. The remaining 20
percent who are static at the moment will most likely also find
themselves slipping into the bottom group unless they make radical
changes in their lifestyles and obtain new age knowledge before they
too become techno-peasants. These are evolutionary as well as
revolutionary times.
Survival goes to the quick, not the dead.
* * *
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