By Nathan Willis
August 15, 2012
Money and free software have never been an easy fit. As Adam Dingle
of Yorba explained at GUADEC 2012, the overwhelming
majority of companies that produce free software underwrite its
development with other income: services, contract work, support plans,
and the like. But that dichotomy puzzled Dingle when viewed in light
of the recent explosion of successful crowd-sourced funding stories on
sites like Kickstarter. His talk
asked why the Kickstarter approach is not working for open source
— and what could be done about it.
Dingle founded Yorba in 2009, and his first hire was developer Jim
Nelson. Nelson joined Dingle on stage to describe the project's background.
Yorba is a small non-profit company best known for its GNOME
applications, such as the photo organizer Shotwell and the email
client Geary. But the group's non-profit status does not mean it is
uninterested in paying developers; rather, it is attempting to fund
development of its open source applications without subsidizing them
with other work. So far, that dream has not been realized. Yorba
does break even, but only by taking on contract work. It has a number of
GTK+ projects it would like to pursue, but has had to put on hold
simply for lack of time. The company is not looking for
"Facebook money," Nelson said, just competitive salaries
for its employees. "I think everyone in this room has had that
dream at one point," he said, "to be able to be secure
enough to write the apps they want to write."
Web donations don't work
But, asked Dingle, why is that so difficult? The issue is not unique
to Yorba, he said, but a classic problem. Yorba has a donations page
on its Web site, and it knows it has millions of users, but they do
not translate into funding. "If every one of our users gave us
one dollar once in their lifetime, we'd be fine." Dingle
confessed that he had only rarely donated money on similar donation
pages at other open source project sites, and a show of hands revealed
that around half the GUADEC audience had done so at least once. On
the other hand, Dingle said, he has given more money (and on more
occasions) to Wikipedia — primarily "because Jimmy Wales
asked me to, again and again" in Wikipedia fund-raising
drives.
Clearly the Web donation page approach works for Wikipedia, which
raised more than US $20 million last year, he said, but on the free
desktop it is a lot more difficult. Part of the reason is exposure of
users to the campaign. Wikipedia promotes its fundraising drives on
the site. Projects, however, do not want to put advertisements in
their applications, but only a tiny fraction of an application's users
ever see the project's site, because they install and update the
application through their distribution's package management system
instead.
There are other difficulties with the donation model, Dingle said.
Donation pages are difficult to use because making online payments is not
simple, usually requiring a third-party service like Paypal that adds
complexity. The offline alternatives (like mailing in a check) can be
worse. In either case, it is far harder than clicking the "buy"
button in Apple's self-contained iOS application marketplace. Static
"donate" buttons also make it difficult to see how one's individual
contribution affects the software itself.
A few people have tried to streamline the online donation process, he
said, including Flattr. But although Flattr is helpful, Dingle said,
"I don't know of any open source project sustaining itself via
Flattr — or via donations, period." Even as open
source has continued its struggle with funding, he said, a couple
of radical new funding methods have exploded on the Internet in other
fields. They are not really being used for open source, he said, but
perhaps they could be.
Pay as you like
The first new development in funding is the "pay what you want,
including zero" approach, which Dingle described as
post-funding. This is the approach taken by the Humble Bundle video
game sales. The first major use of this model was in 2007, he said,
when the band Radiohead released its album In Rainbows
online, and allowed customers to pay any price they chose for it
— including free.
The Humble Bundle approach is a little different, he explained. There
is no "free" option, and Humble Bundle employs other tactics to try
and increase the purchase price (such as promising to release games as
open source if a target is hit, and providing add-ons if a buyer beats
the current average price). But Humble Bundle is instructive for open
source projects, because it demonstrates that Linux users are willing
to pay for games (which has long been a point of debate in some
circles).
The question for open source projects is how to harness this approach
and apply it successfully to software development. Dingle identified
a few key factors that distinguish the post-funding model from
traditional donations. First, there is always a limited time window
in which to make the purchase. Second, the post-funding drive works
for a completed project, and one that cannot be downloaded outside the
drive. In other words, you must pay something to get the work at
all.
Both factors could prove difficult for ongoing software projects to
emulate. The Ardour audio workstation tries something akin to
post-funding on its site, he said; it suggests a $45 donation to
download the application. But Ardour is also built for Mac OS X,
where users often download applications from the Web; Linux
applications still face the challenge of requesting donations through
a package manager. Dingle suggested that GUI package managers could
support donations from within the application, but there are social
and logistical problems. First, there is no automatic way to send
donated funds to the application in question, so it would entail a lot
of manual oversight. Second, there will always be people in the
community who argue that "we should never ever suggest paying
money for free software." In closing, he observed that there
was a proposal to add a donation mechanism to Ubuntu's Software
Center, but that it seems to have no momentum at the present.
Crowdfunding
The other new funding method to make a splash in recent years is
crowdfunding, in which donations are pledged before work begins, which
Dingle called a pre-funding model in contrast with the post-funding
model. Kickstarter is the darling of the crowdfunding world, he said,
although there are other players. On Kickstarter, anyone can propose
a project, but Kickstarter selectively vets the proposals before
accepting them. Once accepted, each campaign has a fixed time limit,
a target price, and the money is rewarded in an all-or-nothing fashion
at the end of the campaign. Kickstarter also requires projects to
offer "rewards" for each funding level, he observed, although there
are no real criteria in place governing them. He mentioned the
OpenTripPlanner project, which offered a free copy of the application
to the lowest tier of donors — even though the application is
open source.
Kickstarter has other peculiarities worth watching out for, he said.
Projects that are selected for heavy promotion by the Kickstarter team
tend to get drastically better results, and the dollar amounts pledged
are still rising. He pointed out that nine of the top ten highest-funded
projects on Kickstarter's history have been in the first half of 2012.
But Kickstarter also cannot force a project to complete the work it
has pledged to do. The money is awarded in a lump sum, and completion
of the project is based on trust.
Despite a handful of standouts (such as Diaspora), Dingle said that
Kickstarter has not been a great match for open source projects, for
several reasons. First, the site is slanted towards art and design
projects; all non-game software projects get dumped in the general
"technology" category, where they compete for attention "with all
the helicopters, robots, and other things." More importantly,
Kickstarter is geared toward getting a new project off the ground,
not for developing the next version of an existing project that has
existed for years. Finally, Kickstarter's selective acceptance means
it is difficult to make the cut, requiring slick sales pitches, and
facing increasing competition.
Others have attempted to build a "Kickstarter for software" before, Dingle
said, including Fundry and CofundOS. Neither has achieved much
success; Fundry is defunct, and CofundOS currently has five projects
tagged with "GTK" — all from 2007. He then listed several
reasons why Kickstarter has proven successful while the
software-centric sites have not. First, the artistic and non-software
projects are "cooler," so they attract more users and
build a larger community around the site. Second, Kickstarter's
time-limited and all-or-nothing funding creates a sense of excitement
around each campaign, while the software sites function more like
standing bounties. Third, the software funding sites always included
complicated weighted-voting schemes through which the donors
determined whether or not a feature had been completed enough to
collect the pledged money. That made the process slower and more
difficult to understand.
Moving forward
Dingle cautioned that "I don't have an easy answer," but
concluded his talk suggesting that maybe it was time for a new
crowdfunding site for software that built on the lessons from
Kickstarter's success and the other sites' failures. Yorba has been
discussing the idea, he said. Ideally it would be simple and
good-looking like Kickstarter, but scoped only for software (and
perhaps just for open source software). Launching it would probably
require "bootstrapping" the site with several
high-profile projects.
On the other hand, he said, such a site would need to take a different
approach in some ways to fit open source projects' needs. One
interesting idea would be allow projects to maintain an indefinite
presence on the site, but still run separate, time-limited campaigns
for specific development cycles. Or perhaps projects could run
campaigns to back specific features, where each development cycle's
campaign would determine what gets worked on for that cycle. Whether
such a campaign would let donors back specific features, or let
developers set "goal" features at different levels is an open
question. It is also unclear how to support libraries on such a
site: it is hard enough to fund applications, he said, much less
supporting libraries that the users might not even realize are there.
Several in the audience had questions in the waning minutes of the
session. One asked how a software crowdfunding site could generate
the same excitement over novel and crazy projects, which are a big
part of Kickstarter's draw. Dingle responded that the site would have
to emphasize features. Another audience member observed that
Kickstarter projects maintain a lot of buzz through ongoing
interaction with the project teams, and asked how a software
crowdsourcing site could do the same. Dingle agreed, noting that he
had donated to a game project and received a near constant stream of
updates and feedback, something that is hard for a small software shop
to do, since writing updates means temporarily stopping work on the
code. On that question, Nelson also weighed in, saying
We're kind of talking about marketing and promotion, and we have some
negative associations with those terms. But Kickstarter has some pretty
fancy pitches up there. One thing about GNOME is that we have a lot
of designers and artistic people. It's worth the investment.
Of course, none of Dingle and Nelson's observations about crowdfunding
and pay-as-you-like finances are limited to the GNOME project itself.
All open source software faces the same challenges when it comes to
raising the money to keep developers at the keyboard. In recent
years, Linux distributors have underwritten the development of desktop
software through the sale of enterprise services and support contracts
of various forms. Users have grown accustomed to that situation, and
there is certainly nothing wrong with it, but Dingle and his
colleagues at Yorba have shown that no one needs to accept that as the
only viable funding model.
[The author would like to thank the GNOME Foundation for travel assistance to A Coruña for GUADEC.]
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