How the FlightGear project works: Difference between revisions

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= Telling volunteers what to do =
= Telling volunteers what to do =
Rule #1: You can't tell volunteers to do anything. You can ask, but you have to motivate it if you want good and timely work, or any work at all.


Rule #2: Volunteers may or may not be inexperienced -- it has to be evaluated and management is different for the two cases. Allow a lot of time for inexperienced developers.
Posted by MAKG:


Rule #3: Let the volunteers learn something. You can tell them the right way to do something, and they may or may not listen. They are volunteers; let them do what they want even if it means redoing the work at a later time (example -- I had an undergrad student code an early telescope trajectory algorithm -- he wanted to numerically integrate rates because it was a whole lot simpler to derive; I explained that numerical stability would be much better with analytic positions. He coded rates, it was unstable, and he redid it as positions later. This was an extremely valuable lesson). Keep in mind that sometimes the volunteers are right...be prepared to learn something from them (the same student insisted on making a simulated sky, over my objections that it was unnecessary for the task at hand and time consuming -- and it turned out to be the single most valuable feature we have).
'''Rule #1''': You can't tell volunteers to do anything. You can ask, but you have to motivate it if you want good and timely work, or any work at all.


Rule #3A: Volunteers may want to exceed their abilities. Let them unless it's far beyond their abilities and you can't tolerate a delay (if you're in that zone, reconsider whether a volunteer effort is really appropriate). They may need a lot of help, or their work may need to be redone, or they may not finish the work. This is part of the cost of a volunteer effort.
'''Rule #2''': Volunteers may or may not be inexperienced -- it has to be evaluated and management is different for the two cases. Allow a lot of time for inexperienced developers.


Rule #4: BE GENTLE. These are volunteers. They won't do work you want/need if it's painful. Coax as needed, but nicely. Steer, don't push.
'''Rule #3''': Let the volunteers learn something. You can tell them the right way to do something, and they may or may not listen. They are volunteers; let them do what they want even if it means redoing the work at a later time (example -- I had an undergrad student code an early telescope trajectory algorithm -- he wanted to numerically integrate rates because it was a whole lot simpler to derive; I explained that numerical stability would be much better with analytic positions. He coded rates, it was unstable, and he redid it as positions later. This was an extremely valuable lesson). Keep in mind that sometimes the volunteers are right...be prepared to learn something from them (the same student insisted on making a simulated sky, over my objections that it was unnecessary for the task at hand and time consuming -- and it turned out to be the single most valuable feature we have).


Rule #5: Though management is necessarily loose with volunteers, it cannot be completely absent. There has to be a coherent vision coordinating the effort, or it will be unfocused and will not serve the needs at hand.
'''Rule #3A''': Volunteers may want to exceed their abilities. Let them unless it's far beyond their abilities and you can't tolerate a delay (if you're in that zone, reconsider whether a volunteer effort is really appropriate). They may need a lot of help, or their work may need to be redone, or they may not finish the work. This is part of the cost of a volunteer effort.
 
'''Rule #4''': BE GENTLE. These are volunteers. They won't do work you want/need if it's painful. Coax as needed, but nicely. Steer, don't push.
 
'''Rule #5''': Though management is necessarily loose with volunteers, it cannot be completely absent. There has to be a coherent vision coordinating the effort, or it will be unfocused and will not serve the needs at hand.


Whether this is open source or not is irrelevant. It's a volunteer effort; there are many of those that don't have to do with software. Think Habitat for Humanity, for instance.
Whether this is open source or not is irrelevant. It's a volunteer effort; there are many of those that don't have to do with software. Think Habitat for Humanity, for instance.

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