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Créer une
communauté open source:
pourquoi? comment?
Stefane Fermigier, Abilian SAS, 4 sept. 2013
Qui je suis
I’m an open source developer
(And an entrepreneur, too...)
• Editeur d’une plateforme open source de

collaboration “entreprise 2.0” et de gestion
de l’information

• Applications métiers: CRM, RSE, MOOC,
etc.

• Marché: acteurs de l’innovation et du

développement économique, universités...
Une communauté:
pourquoi?
Source: Kathy Sierra
Source: Kathy Sierra
Source: Kathy Sierra
Source: Kathy Sierra
Common goals
• Get feedback
• Get contributors
• Improve our software quality
• Generate buzz and evangelists
• Show that we do have a community
Stratégie
open source
Evolution classique
•
•

Software developed by communities of individuals

•

Vendor-dominated open source development and
distribution projects

•

Corporate-dominated open source development
communities

Vendors begin to engage with existing open
source communities

Source: Matt Aslett, 451 Group
Modèle d’adoption
Eléments de stratégie
Pour un éditeur open source

• Software License
• Copyright Ownership
• Development Model / Community
• Revenue Generator
Marketing et
évangélisation
Site Web
• Design
• Utiliser / acheter un template “pro”
• Tendance récente: Twitter Bootstrap
• Pitch (5 lignes)
• Doit parler à des non-spécialistes
• Features / benefits
Site Web
• Définir l’audience cible
• Segmenter si nécessaire
• Progressive disclosure
• 1 minute / 5 minutes / 1 heure
• News et roadmap
• Montrer qu’il y a de l’activité
Site Web
• Liens vers les outils communautaires (cf.
infra)

• Liens vers les resources documentaires
• Doc (architecture, utilisateurs)
• Slides (SlideShare ou SpeakerDeck)
• Screencasts
Le code
• Doit être facile à trouver, à builder
(“configure ; make ; make install”)

• Comment gérer les dépendances ?

• README, INSTALL, etc.
• Note: le fichier README est devenu

crucial avec des outils comme GitHub

• Packaging (distribs Linux, Mac, Win...)
Animation
• Participation à des conférences
• Workshops
• Sprints
• Hackathons
• Club utilisateurs
Gouvernance

et modèle de développement
Modèles de gouvernance
•
•

Vendor-led

•

Concessions possibles: club utilisateur, board
plus ou moins indépendant et influent

Community led

•
•

Formel ou informel
Communauté établie (“Fondation”: FSF, ASF,
Eclipse, OW2...) ou ad-hoc
Modèles de décision

dans les gouvernance communautaires

• Hiérarchie des membres
• Contributeur, committer, core committer,
• Unanimité, consensus ou BDFL ?
• Qui porte la vision ? Comment est-elle
partagée ?

• Enjeux? Vitesse d’exécution, masse
critique ?
Considérations
juridiques
Propriété du code
• Centralisée?
• Chez l’éditeur
• Au sein d’une communauté
• Ou partagée?
• Notion de contributor’s agreement
Choix des licences
• Contrat moral avec la communauté
• Tout changement risque d’être vécu de
manière traumatique

• Contraintes business
• Ex: open core, double licensing
• Copyleft / weak coplyleft / pas de copyleft
Choix des licences
• 73 licences reconnues par l’OSI, 8 “popular
and widely used or with strong communities”

• BSD, MIT, (L)GPL, APL, MPL, EPL, CDDL

• Critères importants:
• Compatibilité GPL (en général désirable)
• Compatibilité intégration avec du
propriétaire (choix)
Évolution des pratiques
FOSS 0.1
1983-1990
Richard Stallman,
Founder of the Free
Software Movement
Photo credit: http://commons.wikimedia.org/wiki/User:Vicapowell39
• The free software movement was started
in 1983 by Richard Stallman

• Most of the open source software

produced at the time was developed by
very small teams (2-3 persons), using
local development tools

• Software were distributed using tapes,
then FTP

• Marketing was mostly through word-ofmouth
Early successes
• The GNU “operating system” (minus the

kernel) was already displacing proprietary
tools in the early 90s

• The moral and legal frameworks upon

which the free software (and later, the open
source) movement is built

• Didn’t mandate / prescribe any production
model for free software, though
Challenges
• Economic and moral questioning:
• Is it ok to make money with free
software?

• How to make the system sustainable?

• How to scale development efforts to
larger teams?
FOSS 0.9
1991-1998
• Larger scale projects start to appear,
attracting tens, then hundreds of
developers (and later, thousands)

• Tools and practices are developed, most
often on top of existing internet protocols
to address the needs of distributed
development at this scale :

• Centralized source code management
• Mailing lists or usenet forums
Successes
• Linux (1991)
• The Debian (1993) and Red Hat (1994)
distributions

• The Apache Web Server (1995)
FOSS 1.0
1998-2007
• Open source becomes the preferred term
for most free software based businesses

• The Web becomes pervasive
• Several organizations created to foster

governance of open source projects
(Apache Foundation, Eclipse Foundation,
OW2...)

• Several successful IPOs on top of the Web
1.0 bubble (Red Hat,VA Linux), Netscape
open sources the Mozilla browser...
The 4 engines of collaboration
• Real-time shared vision
• Real-time status updates
• Real-time help requests
• Self-service archives
Source: Bertrand Delacretaz, 2009
“Every successful open source project I know uses
PRIM. Every closed source project I know,
doesn't. People wonder how open source projects
manage to create high-quality products without
managers or accountability. The answer: we're
accountable to our infrastructure. PRIM is
the open source secret sauce.”
Ted Husted http://jroller.com/TedHusted/entry/prim
P = Portal (often, a Wiki)
R = Repository
I = Issue (or Bug)Tracker
M = Mailing List (+ foruM)
Software Forges, a more
integrated approach
• Sourceforge, launched in 1999 by VA
Linux, integrates all these tools in a
consistent Web (1.0) portal

• Makes it super easy for anyone (3.4 million

users currently) to start a new open source
project (324 000 as of today)

• Several similar products launched

afterwards (Collabnet, Trac, Redmine)
Works for non open
source software too...
FOSS 2.0
2008-now
Web 2.0
• Wikipedia (2001)
• Tim O’Reilly’s Architecture of Participation
(2004) and Web 2.0 (also 2004)

• Consumer Web 2.0, then Enterprise 2.0
replace older applications
• Git, and a bunch of other Distributed

Source Control Management Systems
(DSCM), appear circa 2005 to address the
need of very large distributed development
teams (1000s of developers for Linux)

• They allow for completely decentralized
development, and make it much easier
for developers to try out new ideas on
their own, then “merge” the changes with
the main development lines
Linus Torvalds, Git
creator (2005)
BTW, he invented Linux too...
• A new breed of SaaS offerings for

developpers, such as GitHub (2008) or
StackOverflow (2008), appear, leveraging
many of the characteristic features of W2.0
or E2.0 applications:

• Activity streams
• Social networking
• Tagging / folksonomies
• Votes, reputation
GitHub, like SourceForge, but more social
StackOverflow, a knowledge base based on a reputation system
Additional tools with a
social impact
• Continuous integration (with a

strong testing culture) allows distributed
development to happen with confidence
that developers don’t “break the build”

• Code review applications
Continuous integration
Code review on GitHub
Quelques conseils pratiques

dans le contexte d’un éditeur open source
People first
• Give warm welcomes to new members
• Thank contributors
• Give positive feedback
• Act quickly on new contributions (thank
you, feedback, commit)

• Never forget to give credit

(CONTRIBUTORS.txt, release notes)
Make it easy to become
a contributor
• It should be easy to add or fix a

translation, a particular bit of
documentation, a FAQ entry, etc.

• It should also be easy to contribute new
modules (add-ons)

• This is the whole idea of “The

architecure of participation”
But don’t give away
commit bit too soon
• New contributors have to go though a

learning process and build trust before
being allowed to commit directly on the
code repository

• Ask them first to submit patches on the
issue tracker

• Some legal paperwork can be required
Engage with people
•
•

Be generic:

•
•

Sollicit feedback (“what do you think of...?”)
Ask for beta testers, bug reports

Be specific:

•

Link to the right places (relevant space on
issue tracker, forum, FAQ entry, etc.)

•

Engage with specific people
Keep your promises
• Say what you will do
• Do what you said
• Say what you did
The Roadmap
•

Make the roadmap clear and visible

•

Publish plan for at least next minor and major
releases

•

Include tentative dates and scope (make it clear
it is tentative, though)

•

Make it consistent with the Issue Tracker (and the
reality)

•

Ask for feedback and contributions
Get good at Email
• Reformulate until everything’s 100% clear
• Make your emails easy to read (short

paragraphs, skip one line btw paragraphs...)

• Don’t over quote previous messages, but
keep some context

• Use URLs to quote previous conversations
or online documents
Blog
• Some email messages (new features, etc.)

should be written as blog posts, then sent to
the mailing list (either copied or as links)

• Put pictures or diagrams on your blog posts
• Weekly / monthly technical reports
• Reinforce with tweets and other status
updates
FAQ and READMEs
• Constantly update the FAQ and READMEs
with questions asked on the mailing list or
feedback from the community

• There should be one README in each

project module (even if it’s only one link to
a particular web page)
Community vs. Support
• If someone’s obviously using the

community as a substitute for support, let
others deal with him

• Don’t support people that never give
anything in return

• Aggressive people should be dealt with
with care, and certainly not by being
aggressive in return
Community vs. Sales
• When you identify interesting people in the
community, pass useful information to sales

• Sometimes hint that we are doing interesting
projects for real customers (without giving
away confidential information)

• Give information to help people make their
case for using the product in their
organization
Recap
• It’s about people, first: getting to know
each other, making sense of the crowd,
creating a sense of belonging

• Always be respectful, transparent,
authentic and helpful

• Contribute to the architecture of
participation
References / Credits
•

http://www.slideshare.net/bdelacretaz/life-in-open-sourcecommunities-apachecon-us-2009 (Bertrand Delacretaz)

•

http://www.slideshare.net/jaaronfarr/making-open-sourcework-presentation (J. Aarron Farr)

•
•
•

http://lwn.net/Articles/370157/ (Josh Berkus)
http://www.artofcommunityonline.org/ (Jono Bacon)
http://headrush.typepad.com/ (Kathy Sierra)

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Créer une communauté open source: pourquoi ? comment ?

  • 1. Créer une communauté open source: pourquoi? comment? Stefane Fermigier, Abilian SAS, 4 sept. 2013
  • 3. I’m an open source developer (And an entrepreneur, too...)
  • 4. • Editeur d’une plateforme open source de collaboration “entreprise 2.0” et de gestion de l’information • Applications métiers: CRM, RSE, MOOC, etc. • Marché: acteurs de l’innovation et du développement économique, universités...
  • 10. Common goals • Get feedback • Get contributors • Improve our software quality • Generate buzz and evangelists • Show that we do have a community
  • 12. Evolution classique • • Software developed by communities of individuals • Vendor-dominated open source development and distribution projects • Corporate-dominated open source development communities Vendors begin to engage with existing open source communities Source: Matt Aslett, 451 Group
  • 14. Eléments de stratégie Pour un éditeur open source • Software License • Copyright Ownership • Development Model / Community • Revenue Generator
  • 16. Site Web • Design • Utiliser / acheter un template “pro” • Tendance récente: Twitter Bootstrap • Pitch (5 lignes) • Doit parler à des non-spécialistes • Features / benefits
  • 17. Site Web • Définir l’audience cible • Segmenter si nécessaire • Progressive disclosure • 1 minute / 5 minutes / 1 heure • News et roadmap • Montrer qu’il y a de l’activité
  • 18. Site Web • Liens vers les outils communautaires (cf. infra) • Liens vers les resources documentaires • Doc (architecture, utilisateurs) • Slides (SlideShare ou SpeakerDeck) • Screencasts
  • 19. Le code • Doit être facile à trouver, à builder (“configure ; make ; make install”) • Comment gérer les dépendances ? • README, INSTALL, etc. • Note: le fichier README est devenu crucial avec des outils comme GitHub • Packaging (distribs Linux, Mac, Win...)
  • 20. Animation • Participation à des conférences • Workshops • Sprints • Hackathons • Club utilisateurs
  • 21. Gouvernance et modèle de développement
  • 22. Modèles de gouvernance • • Vendor-led • Concessions possibles: club utilisateur, board plus ou moins indépendant et influent Community led • • Formel ou informel Communauté établie (“Fondation”: FSF, ASF, Eclipse, OW2...) ou ad-hoc
  • 23. Modèles de décision dans les gouvernance communautaires • Hiérarchie des membres • Contributeur, committer, core committer, • Unanimité, consensus ou BDFL ? • Qui porte la vision ? Comment est-elle partagée ? • Enjeux? Vitesse d’exécution, masse critique ?
  • 25. Propriété du code • Centralisée? • Chez l’éditeur • Au sein d’une communauté • Ou partagée? • Notion de contributor’s agreement
  • 26. Choix des licences • Contrat moral avec la communauté • Tout changement risque d’être vécu de manière traumatique • Contraintes business • Ex: open core, double licensing • Copyleft / weak coplyleft / pas de copyleft
  • 27. Choix des licences • 73 licences reconnues par l’OSI, 8 “popular and widely used or with strong communities” • BSD, MIT, (L)GPL, APL, MPL, EPL, CDDL • Critères importants: • Compatibilité GPL (en général désirable) • Compatibilité intégration avec du propriétaire (choix)
  • 30. Richard Stallman, Founder of the Free Software Movement Photo credit: http://commons.wikimedia.org/wiki/User:Vicapowell39
  • 31. • The free software movement was started in 1983 by Richard Stallman • Most of the open source software produced at the time was developed by very small teams (2-3 persons), using local development tools • Software were distributed using tapes, then FTP • Marketing was mostly through word-ofmouth
  • 32. Early successes • The GNU “operating system” (minus the kernel) was already displacing proprietary tools in the early 90s • The moral and legal frameworks upon which the free software (and later, the open source) movement is built • Didn’t mandate / prescribe any production model for free software, though
  • 33. Challenges • Economic and moral questioning: • Is it ok to make money with free software? • How to make the system sustainable? • How to scale development efforts to larger teams?
  • 35. • Larger scale projects start to appear, attracting tens, then hundreds of developers (and later, thousands) • Tools and practices are developed, most often on top of existing internet protocols to address the needs of distributed development at this scale : • Centralized source code management • Mailing lists or usenet forums
  • 36. Successes • Linux (1991) • The Debian (1993) and Red Hat (1994) distributions • The Apache Web Server (1995)
  • 38. • Open source becomes the preferred term for most free software based businesses • The Web becomes pervasive • Several organizations created to foster governance of open source projects (Apache Foundation, Eclipse Foundation, OW2...) • Several successful IPOs on top of the Web 1.0 bubble (Red Hat,VA Linux), Netscape open sources the Mozilla browser...
  • 39. The 4 engines of collaboration • Real-time shared vision • Real-time status updates • Real-time help requests • Self-service archives Source: Bertrand Delacretaz, 2009
  • 40. “Every successful open source project I know uses PRIM. Every closed source project I know, doesn't. People wonder how open source projects manage to create high-quality products without managers or accountability. The answer: we're accountable to our infrastructure. PRIM is the open source secret sauce.” Ted Husted http://jroller.com/TedHusted/entry/prim
  • 41. P = Portal (often, a Wiki)
  • 43. I = Issue (or Bug)Tracker
  • 44. M = Mailing List (+ foruM)
  • 45. Software Forges, a more integrated approach • Sourceforge, launched in 1999 by VA Linux, integrates all these tools in a consistent Web (1.0) portal • Makes it super easy for anyone (3.4 million users currently) to start a new open source project (324 000 as of today) • Several similar products launched afterwards (Collabnet, Trac, Redmine)
  • 46. Works for non open source software too...
  • 48. Web 2.0 • Wikipedia (2001) • Tim O’Reilly’s Architecture of Participation (2004) and Web 2.0 (also 2004) • Consumer Web 2.0, then Enterprise 2.0 replace older applications
  • 49. • Git, and a bunch of other Distributed Source Control Management Systems (DSCM), appear circa 2005 to address the need of very large distributed development teams (1000s of developers for Linux) • They allow for completely decentralized development, and make it much easier for developers to try out new ideas on their own, then “merge” the changes with the main development lines
  • 50. Linus Torvalds, Git creator (2005) BTW, he invented Linux too...
  • 51. • A new breed of SaaS offerings for developpers, such as GitHub (2008) or StackOverflow (2008), appear, leveraging many of the characteristic features of W2.0 or E2.0 applications: • Activity streams • Social networking • Tagging / folksonomies • Votes, reputation
  • 52. GitHub, like SourceForge, but more social
  • 53. StackOverflow, a knowledge base based on a reputation system
  • 54. Additional tools with a social impact • Continuous integration (with a strong testing culture) allows distributed development to happen with confidence that developers don’t “break the build” • Code review applications
  • 56. Code review on GitHub
  • 57. Quelques conseils pratiques dans le contexte d’un éditeur open source
  • 58. People first • Give warm welcomes to new members • Thank contributors • Give positive feedback • Act quickly on new contributions (thank you, feedback, commit) • Never forget to give credit (CONTRIBUTORS.txt, release notes)
  • 59. Make it easy to become a contributor • It should be easy to add or fix a translation, a particular bit of documentation, a FAQ entry, etc. • It should also be easy to contribute new modules (add-ons) • This is the whole idea of “The architecure of participation”
  • 60. But don’t give away commit bit too soon • New contributors have to go though a learning process and build trust before being allowed to commit directly on the code repository • Ask them first to submit patches on the issue tracker • Some legal paperwork can be required
  • 61. Engage with people • • Be generic: • • Sollicit feedback (“what do you think of...?”) Ask for beta testers, bug reports Be specific: • Link to the right places (relevant space on issue tracker, forum, FAQ entry, etc.) • Engage with specific people
  • 62. Keep your promises • Say what you will do • Do what you said • Say what you did
  • 63. The Roadmap • Make the roadmap clear and visible • Publish plan for at least next minor and major releases • Include tentative dates and scope (make it clear it is tentative, though) • Make it consistent with the Issue Tracker (and the reality) • Ask for feedback and contributions
  • 64. Get good at Email • Reformulate until everything’s 100% clear • Make your emails easy to read (short paragraphs, skip one line btw paragraphs...) • Don’t over quote previous messages, but keep some context • Use URLs to quote previous conversations or online documents
  • 65. Blog • Some email messages (new features, etc.) should be written as blog posts, then sent to the mailing list (either copied or as links) • Put pictures or diagrams on your blog posts • Weekly / monthly technical reports • Reinforce with tweets and other status updates
  • 66. FAQ and READMEs • Constantly update the FAQ and READMEs with questions asked on the mailing list or feedback from the community • There should be one README in each project module (even if it’s only one link to a particular web page)
  • 67. Community vs. Support • If someone’s obviously using the community as a substitute for support, let others deal with him • Don’t support people that never give anything in return • Aggressive people should be dealt with with care, and certainly not by being aggressive in return
  • 68. Community vs. Sales • When you identify interesting people in the community, pass useful information to sales • Sometimes hint that we are doing interesting projects for real customers (without giving away confidential information) • Give information to help people make their case for using the product in their organization
  • 69. Recap • It’s about people, first: getting to know each other, making sense of the crowd, creating a sense of belonging • Always be respectful, transparent, authentic and helpful • Contribute to the architecture of participation
  • 70.
  • 71. References / Credits • http://www.slideshare.net/bdelacretaz/life-in-open-sourcecommunities-apachecon-us-2009 (Bertrand Delacretaz) • http://www.slideshare.net/jaaronfarr/making-open-sourcework-presentation (J. Aarron Farr) • • • http://lwn.net/Articles/370157/ (Josh Berkus) http://www.artofcommunityonline.org/ (Jono Bacon) http://headrush.typepad.com/ (Kathy Sierra)