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| writing:repairability_in_solarpunk [2025/12/24 01:56] – [Repairability in Solarpunk] JacobCoffinWrites | writing:repairability_in_solarpunk [2025/12/24 20:27] (current) – JacobCoffinWrites | ||
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| - | Solarpunk artwork often features sleek, futuristic technology – sometimes because it contrasts well with nature in ourdoor | + | Solarpunk artwork often features sleek, futuristic technology – sometimes because it contrasts well with nature in outdoor |
| - | Some of the language in this page will be a bit generic as it tries to covers | + | Some of the language in this page will be a bit generic as it tries to cover everything from computers and washing machines to bicycles to pots and pans. As with all of these resources it's a work in progress and I'm happy to add more links, dedicated sections, and specific examples if you have something you think fits! |
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| + | ====A change in ethos (incentive? | ||
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| + | I think in order to talk about how stuff might be made differently, | ||
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| + | I think there’s two broad categories to look at: the first is the goals and culture of the industry/ | ||
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| + | ===Making things=== | ||
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| + | In our present day, at least in wealthier nations, much of how we interact with //stuff// is through a siloed system of **extraction -> manufacture -> purchase -> use -> and disposal**. The companies that produce a thing generally don’t care what happens to it once it’s sold. Their only interest is in producing and selling things, and in making a bigger profit than last quarter. They’re not responsible for the long-term, societal and environmental costs of their product, or for what happens to it after it breaks down. | ||
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| + | Instead the rest of our society has stepped up - and subsidized them, in a way - by providing an elaborate system of waste management which whisks these unwanted things away out of sight, keeping the whole purchase -> disposal system convenient. The person who buys a short-lived appliance might find their frustration at a bad product compounded by dump fees, but they can at least know that it will be hauled away from them and they won’t have to figure out what to do with it, or else see it every day. And so it is for all other stuff, from tech to appliances to furniture to the eternal packaging it all comes in. | ||
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| + | And this is a huge part of the responsibilities of local governments, | ||
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| + | And that default feeds back into manufacture – to some extent, things are produced with the expectation, | ||
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| + | Several people I talked to while looking for examples for this page recommended that I look into household stuff produced in the Soviet Union. So far at least I haven' | ||
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| + | And that struck me as a very different way of looking at the production of goods. | ||
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| + | Basically if you're an American appliance company your goal is to make and sell refrigerators. In fact, because your shareholders are looking for growth, your goal is to sell more refrigerators every year, or to sell them at a higher profit each year, or both. You don't care if you're producing more than people need, or what happens to the old ones, as long as this year's model is selling. In fact, if the previous years’ models are too reliable, your business might not be sustainable because you need new sales. You might even start an advertising campaign to try and convince people to replace a working refrigerator with a new one to bring in more money. | ||
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| + | If you're the Soviet government, by contrast, it appears your goal was to make enough refrigerators that (eventually) every household had one, then get those factories back to work making industrial equipment, or tanks or whatever. The longer those refrigerators lasted, the fewer factory cycles had to be wasted producing replacements. (They didn’t even build dedicated factories for household goods, in many cases.) | ||
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| + | State communism may not have much in common with most solarpunk settings, but this sort of structural/ | ||
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| + | Almost by definition, a solarpunk society is going to want to minimize the harm it's causing to the species, habitats, and landscape around it. It's going to want to extract as little material as possible, pollute as little as possible, and to clean up the existing damage wherever possible. Modern manufacturing underpins much of our current quality of life (and many peoples’ actual survival), but it's a messy, damaging, extractive, externality-producing field. There are ways to improve on it but one big sidestep to that problem is to simply produce less. | ||
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| + | Without making other changes, producing less generally entails a lower quality of life. But there are a few ways to balance these goals: you can design things to be durable and fixable, and arrange some of the systems of society into a library economy, so that any unwanted item is recovered, cleaned up, and provided to someone else, easing both the need for new production and the burden of long-term storage in dedicated landfills. | ||
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| + | A refrigerator company under capitalism has no incentive to sell fewer refrigerators but a solarpunk society might very much want to extract less, dispose of less, or choose to spend its limited resources on other projects. Fewer person hours, raw materials, electricity, | ||
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| + | This breaks the siloed pipeline from extraction to disposal and changes the incentives: In a library economy, it should be assumed that stuff will be around for a long, long time, and it’ll be worthwhile to design it to last. Manufacturing might be less speculative, | ||
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| + | **New Production: | ||
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| + | This might be sounding a bit too state-run or top-down so lets look at other ways this sort of thing might be done. A more anarchist framework might involve open-source hardware designs, circulated freely and available to anyone who needs to make a thing. Picture something like thingiverse. | ||
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| + | If someone needs something they might go to their local fabrication workshop and ask them to make the thing (and work out whatever compensation fits your setting). The fab shop might pull down a design - perhaps this is just a highly-rated volunteer design, or, as in Ecotopia, it's been reviewed and approved by some form of government/ | ||
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| + | We’ll talk in the next sections about how these goods might be made fixable and durable, but if they become unwanted (maybe two people move in together, or someone dies) the item might be passed ad-hoc to someone who needs it, or it might be returned to the library economy – volunteers or employees would collect it, inspect it, clean it up or make repairs, and provide it to someone else. If it’s beyond repair for some reason, it would be stripped for usable parts and the remaining materials recycled. Ideally only a very small portion would end up needing forever-storage. This process could take place in a huge, futuristic facility, or tons of small workshops; it all depends on your setting. | ||
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| + | It’s important to note that there are some huge downsides to this kind of operation - a general fab shop will be far less efficient at producing any given thing than a dedicated facility. The dedicated equipment/ | ||
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| + | With each new product, even a skilled fab shop crew will be relearning lessons other teams elsewhere already learned, and they' | ||
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| + | And these efficiency losses aren’t just made in person-hours and minor injuries – this slower, less-specialized work means more electricity spent running tools and lights, parts and materials wasted through accidental damage. All of this may come with an environmental cost (in extraction or pollution) depending on how the larger society creates energy and sources materials. | ||
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| + | But if your setting doesn' | ||
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| + | The other downside is in wait time - with speculative manufacturing, | ||
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| + | In an on-demand solarpunk society, you might be stuck waiting while someone downloads a design, finds parts, and assembles the thing. This is another place where a library economy shines - instead of an individual showing up at a fab shop to commission a new refrigerator, | ||
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| + | So let's get into how this long-lasting stuff gets made. There are (very broadly) two ways to do this: design it to not break, and design it to be fixed (durability and repairability). Generally the best examples will strive to do both, but these goals can sometimes conflict and force the designers to choose one or the other: | ||
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| **General Themes** | **General Themes** | ||
| - | * **Fasteners not tabs or adhesives** - the first steps to disassembling something should be clear from looking at it. Plastic shrouds, hidden fragile tabs, and glue all make a device harder to open up and work on, and harder to put back together. Screws or bolts should be standardized within reason, ideally drawing from a limited number of sizes & thread pitches (such as M3 for smallish things) and standard bits (not special snowflake | + | * **Fasteners not tabs or adhesives** - the first steps to disassembling something should be clear from looking at it. Plastic shrouds, hidden fragile tabs, and glue all make a device harder to open up and work on, and harder to put back together. Screws or bolts should be standardized within reason, ideally drawing from a limited number of sizes & thread pitches (such as M3 for smallish things) and standard bits (not security bits), things like Torx that won’t be stripped easily. If something has to be assembled in an unintuitive way, instructions should be attached or printed/ |
| * **Standardized parts** - whether we're talking about electronics components on a Printed Circuit Board, electric motors, | * **Standardized parts** - whether we're talking about electronics components on a Printed Circuit Board, electric motors, | ||
| * **Documentation** - modern designs are frequently obfuscated, to the extent that appliances commonly have limited (or inaccurate) user manuals and service manuals which are generally kept secret but sometimes leaked to the internet. Fixable solarpunk items should have robust documentation, | * **Documentation** - modern designs are frequently obfuscated, to the extent that appliances commonly have limited (or inaccurate) user manuals and service manuals which are generally kept secret but sometimes leaked to the internet. Fixable solarpunk items should have robust documentation, | ||
