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FOSDEM 2013

written by Christopher Allan Webber, on Thu, 31 Jan 2013 10:00.

I'll be at FOSDEM 2013 this year speaking on the AGPL Panel. It's not "a MediaGoblin talk" but the reasons I'm there are entirely to do with MediaGoblin being under the AGPL.

There will be several other MediaGoblin community members there. I'm really interested in Deb Nicholson's Messaging for Free Software talk. We might do a hackathon.

Will you be there? Maybe we should meet up! Or at least drop by and say hello. I'm arriving tomorrow and leaving early Monday morning. If you're interested, shoot me an email at cwebber AT dustycloud DOT org. Or just come up and say hello!

My taste in music

written by Christopher Allan Webber, on Tue, 29 Jan 2013 20:20.

True stories in the life of me, as told on the #mediagoblin IRC channel:

<paroneayea> a song comes on next on rhythmbox and I'm like, Oh, I love this
             song's intro, haven't heard it in a while
<paroneayea> turns out it was a car outside with a belt problem
<paroneayea> how you know you have terrible taste in music, part 1

Morgan, who has previously compared the music I listen to to dial up modems and car horns, would probably agree with this self-assesment.

On the MediaGoblin fundraising campaign part 2: behind the scenes

written by Christopher Allan Webber, on Sun, 27 Jan 2013 17:00.

The last year has had a lot of things happen to it in my life. I took on a lot of new responsibilities at my old job at Creative Commons, MediaGoblin development ran in full swing, we kicked off Liberated Pixel Cup, I left my job at Creative Commons, we left DeKalb and moved to Madison, Morgan started her PhD program… but the largest, most overwhelmingly huge thing that happened in my life this year was the MediaGoblin campaign.

I've never done anything that felt so huge, so life changing, that used so many of my skills and all of my energy, that felt so draining and yet felt so gratifying all at once.

The campaign was a huge success, and I've wanted to write about it for some time. But even after the campaign ended, it didn't really end; I've still been busy wrapping it up. And it's also something that felt so huge that I have a hard time putting it all down. So this will be my attempt. There will be no tl;dr… knowing of the success of the campaign is the best tl;dr you will get, so if that's what you care about, you can stop reading now (you probably already read that anyway). If you wanted to know way, way more about behind the scenes than you might have ever wanted to, here we go.

Running the campaign

Pre-pre-campaign

The first thing that needed to happen for the MediaGoblin campaign to happen was that I needed to quit my job. There's a bit more to it than sending in a notice saying I was quitting; I knew that I thought MediaGoblin was my most important work and that I wanted to focus on it, but how? I was looking to see if there were some jobs that might allow me to contribute to free software in some way for most of the week but then allow me one or two days (preferably two) to focus on MediaGoblin work. There were some possibilities, but in the end I decided that I would not really get as much MediaGoblin work as I would like done in that manner, and the jobs that were willing to let me do that were (understandably) somewhat cautious in the amount of time they could promise me. At that time I was feeling flustered that I wasn't giving MediaGoblin enough time, and that every time I stepped back, even though we had a lot of contributors, contributions were falling off and the community would go very silent. I wanted to be as active as possible, and so I decided I wanted to try to do it fulltime.

Of course, I also had to talk to Morgan; this was a decision that would affect both of us, and she was starting her program at the university and that was probably going to be expensive (more expensive than we anticipated even; it turned out funding was not available this last semester so we paid for it out of pocket). However, we had been saving for a possible life change like this. Morgan agreed: we had enough money at hand, I seemed to have some contracting opportunities if I needed to fall back on them, we had some backup savings, and if I could find a way to cover enough for us to live on for the next year, I should do it. And there was a cost of not doing this: I was at a strange position in my life where I could actually pursue my life dreams and possibly make them happen. What would happen if I didn't do so?

And so I quit my job. I turned in my notice at work, agreed to work part time for a few months and then as a contractor afterwards.

Morgan and I left our apartment in DeKalb. There were two weeks between our old apartment and our new apartment. We put our things in storage, and went on a trip: first to Boston for a week, then to New York.

In Boston Morgan and I stayed at the house of friend and MediaGoblin co-conspirator Deb Nicholson. Morgan took the time to visit museums and explore Boston; it was her first trip ever there. Meanwhile, I visited with free-softwareish friends and talked about free-software-ish things. I also spent a lot of time crashing the FSF office and doing MediaGoblin work from there. Deb's partner asked me when I was going to stop working and start vacationing and have a good time. I didn't know what he meant… I couldn't have been having a better time.

The most important day of that trip was when Deb, Will Kahn-Greene (another MediaGoblin co-conspirator) and I met at the FSF offices to plan out the campaign. We talked a bit and laid out some general structure to how the campaign would work. Then it was time to answer one of the big questions: were we going to do the campaign through the FSF or through KickStarter? (John Sullivan already expressed interest in us doing it through the FSF if we were interested in doing so.) We left for a coffee shop to discuss it and finish outlining the structure of the campaign. Well, if you read my previous blogpost, you already know the results: we went with the FSF.

Of course, we still needed to agree that we were going through the FSF. We went back to the FSF offices, explained to John that we were interested in going through the FSF but there were certain features we needed during the campaign that it didn't appear the FSF had infrastructure-wise. We laid them out one for one, and John took notes on a pad of paper. "Yes, I think we can do this."

Finally, it felt like the campaign was really real. I was excited.

Morgan and I finished up our week in Boston, said goodbye to Deb and her (now-husband) Ernie for being such awesome hosts, and left for a week where I'd actually do some real vacationing (only a little bit of coding, honest) in New York, visited with a number of friends in the area and had a great time, and finally flew home to move our stuff between DeKalb and Madison.

We moved into our new apartment. I walked around Madison and fell in love. For a couple of days, I just straightened things out, settled in, and mostly felt fairly relaxed, the most relaxed I had felt in a long time.

But… time to stop relaxing. Time to start the campaign for real. Before the launch date, we had a mile-long list of TODO tasks, and a very short time to get going on them. I got to work.

Campaign prep

There was a lot to do before the campaign even started. We commissioned MediaGoblin's regular artist Jef van Schendel to do a special campaign page for the MediaGoblin site. The FSF did work to update their infrastructure for our requests. Deb, Will and I hammered out the plan for the pitch video, finalized the rewards plans (I did quite a few calculations to make sure the rewards wouldn't cost so much as to not make the campaign worth it), and then came the really huge task: the pitch video itself. Work started in late August. The plan was that this would all go live on September 1st. That gave us less than a month and a half to wrap it up and get it going.

Here is the exact outline of tasks that we planned out:

Aug 23-25:
   - Timeline nailed down
   - Chris's local reference script pieced together
   - Agree on amount to pay schendje
   - Talk with schendje about pay and timeline

Week of Aug 26:
   - Work with the FSF to find out everything about what the theming is
   - Storyboard finished (mid-week)
   - Animation tests done
   - Ideally, animatic done
   - Chris Webber should find out and get to Deb (& Carl) what the
       aspect ratios / formats best are
   - Coordinate any work for audio and video recording with other people
   - Deb and Chris work out draft phrasing and page layoutish content

Week of Sep 2:
   - final storyboard signed off on (start of week)
   - Reward decisions researched
   - As much non-"face recording" work as can be done for the video as
       possible should happen here (making screenshots, kicking forward
       animations, etc)
   - General theming stuff in place

Week of Sep 9:
   - Deb and I should have videos of ourselves recorded
   - Deb should get video of herself recorded to me
   - Voiceovers done or mostly so
   - Animations done
   - Background music, if using, should be looked for

Week of Sep 16:
   - Writing for pitch page done
   - FSF should have things working
   - Writing for fundraising page done
   - Theming should be done
   - Donation progress bar should be working
   - Video mostly edited
   - Talking to reporters? (or is this next week?)

Week of Sep 23:
   - Final video edits
   - Video transcoded and put in place
   - Final tests and etc

This was a lot to do in not a lot of time (my org-mode tree for the "Crowdfunding campaign" task is 3300 lines of text long, though that includes post-campaign tasks also, and for the most part I did not take breaks over this month and a half of work), and one thing I knew from seeing the success and failure of other campaigns was that things had to look good. And more important than anything else, the campaign video pitch had to be stellar. We could be cynical about this: we are catering to a certain amount of flashy visuals and shallowness. I remember watching the Ouya campaign and thinking "they haven't put any useful substance in this video" and thus feeling very suspicious of it (I guess it looks like they're making real stuff so maybe I should stop being so wary). But what really made that campaign raise so much money? Was it proof that they had the architectural ability to produce a console that was really useful? I really didn't think that video had much substance in it; it was mostly flashiness. But it also was the right kind of flashiness for the audience it was going for, and it raised the money it needed to raise.

Looks aren't everything though either, and I didn't want to make something vaporous. Will pointed to Joey Hess's git-annex assistant campaign video which is kind of awesomely the opposite of the Ouya video: it explains clearly what it wants to do but doesn't look flashy and shiny at all. (It probably helps that everyone knows who the heck Joey Hess is.) And there are also some nicer examples that fall in the middle… Tube is by people I trust and made a kick-ass video that was visually appealing, felt like it matched the film they were producing, and also explained what they were doing clearly. That's the kind of video I was more interested in making.

But I'm not a film-maker, and it was hard to know if this was something I could really do. A few years ago I read an interesting book titled Animating With Blender which I thought was more useful for its instructions on how to organize a film than how to actually use Blender itself. It really illuminated how to make a film from start to finish for me.

So the approach we took was very structured, and I took it in steps:

  • I wrote an outline of the script I imagined. At this stage, it was harder to get feedback I discovered, not really enough info to convey the script I had in mind.
  • I turned it into an actual script with spoken lines and textual descriptions of what would be appearing on the screen shot for shot. This was a lot easier to get feedback on; Deb, Will and I talked about it, but I especially had a lot of back and forth emails with Deb while we ironed out exactly what the lines would be.
  • With a clear script, I then produced a story reel with test audio (which I mistakenly called an animatic… it isn't.) Many of the things shown in here were just images that I thought were "close enough" to conveying the thing at the moment which I had around. There were also the node animations; I spent some time in this period carefully deciding what the aesthetics of those two short animated scenes would be.
  • I searched around to find some appropriate music; I tried a bunch of pieces including some folksy acoustic ones and jokingly showed Will one with a bit of overly-epic chiptune music that I liked. Will actually said that this was the right call and I should go with it, saying something along the lines of "It should be epic and over the top! This isn't Prairie Home Companion, we aren't sitting around eating corn cobs. This is the fight for the future of the internet!" I went with that one after all.
  • I worked on the render tests of the nodes and the police scanner. Until I got these tests done, I was still afraid that the animations were something I wouldn't be able to pull off.
  • Deb and I started doing voice and video recordings. This was a bit tough, and in retrospect we should have used some time together to visit a professional's house and get said recordings. As it was, we both recorded separately on crappy microphones and not ideal camera equipment. I spent a ton of time cleaning up audio in audacity, re-recording stuff myself, and pestering Deb with requests of things to re-record. (I am sure I was annoying about this, not to mention that she was in the middle of planning her wedding! Thanks for being patient, Deb.) I think more than anything, I underestimated how important it was to get this part down right, and I spent a lot of time being afraid that our crappy setups would ruin the video and everyone would dismiss it and not donate it because they could hear audio crackle. (I was probably more afraid of this than was rational.)
  • I wrote some python scripts to be able to allow me to create the animated node graph quickly with adjustments.
  • I did the actual animation of the node graph things. There were some hiccups, my police graph rig was hacky, but I have to say, this was the most fun thing for me for the entire campaign.
  • I made a ton of screenshots of MediaGoblin.
  • I made a number of video recordings of me doing certain small things like scrolling through identi.ca or starting up a MediaGoblin process. I did more takes of these than is probably rational.
  • I asked Joar Wandborg to make videos of himself eating and upload them to MediaGoblin. If you re-watch the video you'll know what part I mean.
  • I knocked out the drawings that appear in the video.
  • I abused my friendship with my friend Bassam Kurdali and asked him for more Blender tips than is fair or reasonable.
  • I did the video editing of the whole shebang in Blender's video editor. I might have had more anxiety about the audio quality part, but I had more actual frustration over this than anything else. It wasn't the actual placing the timing or strips of things… it was putting videos on the sequence editor and battling encoding issues for literally days on end.
  • I cut up the audio that we were using and put it in place and made the credits.
  • And of course, I did the final render. My computer smoldered for a good 9 hours, and the campaign video was complete.

When you work on something like that for that long, it's hard to not mostly just focus on all the mistakes you made. But honestly, I am damned proud of that campaign video. I think it sent all the right messages clearly, I think it looks awesome, and I think it was the right length. I feel good about it.

There was quite a bit more to do also and we ended up being a bit farther behind than I expected by a week and a half. Still, we got all that done in only a little over a month and a half.

Finally, everything was ready: the video, the campaign page text, the rewards decisions, the little icons that went with the rewards (done by my friend Alex Camelio), the FSF donations page… it was time to launch.

The campaign begins

We launched!

The campaign launch was exciting. We put out a blogpost, the FSF put out notices to their own campaign, a lot of people spread the message on various channels, and money started to come in. At this point I was relieved that things had finally set off; I thought I might have a chance to finally relax in comparison to all the pre-campaign work I had done.

Well, I was very wrong there. :)

Before I get into what happened, Will put together an analytics script. It's interesting to look at:

http://dustycloud.org/misc/mediagoblin_campaign_graph.png

Initially things went easily: the people who were most likely to donate jumped onto donate. I remember going out to lunch with a MediaGoblin donor who turned out to be from Madison; over the course of lunch, the campaign went up $600. But it didn't stay easy.

What I discovered is what anyone who's had to do fundraising already knows: it's a real slog. You have to keep up momentum, and for a large part, that means getting out messaging every day. We had a lot of advantages: Deb knows a lot of people in the tech media, we had the FSF as a connection, we had a solid video and good branding, we had an awesome feature (3d media support!) land mid-campaign, and so on.

The details are kind of boring and I'm not going to go into them, but what I learned the hard way is two things:

  • There's a point where fundraising slows down. You can see that on the graph already.
  • If you step away from messaging, things basically grind to a halt.
  • It's really hard to keep messaging interesting for a whole month, though.

There was a week where I went to the Federated Social Web Summit and also flew in to help CC with interviews for a position it was hiring for. I thought it was really important to go, and it turned out to be a useful thing to blog about after. But during that week, money basically stopped coming in altogether because I also dropped off of messaging. It probably would have slowed anyway, but it was hard to not be gripped by anxiety by everything just totally grinding to a halt fundraising wise. There's a certain part during fundraising where your feeling of self worth is proportional to how fast the fundraising level is climbing, so in times like that, it can be hard.

Luckily, one major thing happened for us: the FSF helped secure a 10k matching grant. (You might see a huge spike on the graph; that's the 10k grant coming in.) As important as the 10k grant itself was, when things were slow, it gave us an extra thing to rally around. I'm very grateful to the FSF that they helped us line this up; I don't even know where I'd begin to start such a thing myself.

Anyway, a ton of anxiety later, the campaign did wrap up. We shot for 60k and it was clear we weren't going to make it. But we also set the campaign a bit higher than we needed it to be. I told Deb and Will that "if we could just make 40k, I'd feel like it was a success". As the time came closer I wrote John saying that I was considering doing something crazy like lowering our final goal to 40k, since I was afraid nobody would donate at the end if it didn't look like we'd get close to our real goal (maybe they'd think it was Kickstarter-style and would think "well, they won't make it anyway"). John advised me that the end of these things tend to be tough but sit tight. So I did.

We made 43k and I felt pretty awesome about it. We declared the campaign a huge success, and meant it.

Post-campaign: rewards and a new routine

The campaign is over, but that doesn't mean the work is over. There's been about a month of work after the end of the campaign spent working on trying to finish the rewards of donors to the campaign. I've actually enjoyed it; one thing about the campaign that I really like is that it's allowed me to mix in excuses to make good use of my artwork. (You may have noticed that the MediaGoblin project itself is sneakily set up to make use of my favorite skills in different ways.) But of course, the purpose of the campaign wasn't to fund rewards, it was to fund me working on MediaGoblin for a year. (Or, well at one point we thought there was the possibility that maybe we'd shoot so far over the campaign that we could pay multiple people… clearly that didn't happen :)) Thankfully, that's almost all done. I've finished all the artwork and Morgan has helped a whole lot on ordering things and vectorizing the mascot for the shirt and so on.

Last week was the first time I finally felt like I spent a full, solid week on MediaGoblin doing code reviews, coding, and a bit of administrative work.

It felt awesome.

Was it worth it?

I think it was worth it. I think it's also common to think about a campaign like this as "you set up the thing, then the money rolls in". Well, I don't know if that was true for other campaigns. It certainly wasn't true for ours. It was a lot of work.

After all the costs of the campaign are removed, the "income" from the campaign will be a bit less than $35000 (I will be making the files related to the finances of the campaign public). Keep in mind also that the campaign started in September, so since I'm promising to work on MediaGoblin full time for all of 2013, that's not just a year, that's nearly 1 1/3 years (so that's closer to $26000/year if it were really a salary). That's not a huge salary for a programmer. It's both significantly less than half of what I made at CC, and less than what I made at my first time job as a datacenter monkey, and both of those had benefits. We're paying for our own insurance as-is. We can make it through 2013, but partway through the year I will also need to figure out how to fund things going forward.

But it's also enough… not on its own, but as said, we have some savings, and I have some contracting that I can do. And it's actually also pretty good; sure, we didn't meet our goal, but there are other awesome projects like Tube, git-annex-assistant, and OpenPhoto, and actually if you look at those you realize we did pretty damned well.

And it's afforded a rare opportunity: to do exactly what I want and believe in for a year. And that's something that I wouldn't have been able to justify otherwise.

And so… I'm looking forward to this next year!

Addendum: One thing I forgot to mention in all this is that during the middle of the MediaGoblin campaign, I got a lot of help from the community itself as they stepped up to take care of the codebase when I was in campaign-madness-mode. (Not to mention all the community help in promoting the campaign, or even in making MediaGoblin into anything at all!) So thanks, all. :)

On Hackers and Depression

written by Christopher Allan Webber, on Wed, 16 Jan 2013 19:10.

Depression is a background but ever-present part of my life. Most people who know me closely know this, but probably most people who know me for the type of work and projects I do do not. I'm not against people knowing, but it isn't something I really talk about because it seems like something that's mostly personal and thus isn't really something that there's reason to talk about.

But recently that's changed; by now, weirdly almost everyone on the internet knows about Aaron Swartz's suicide. I say weirdly because... well I never knew Aaron personally, we never spoke, and he was not my friend. But there was a large overlap in our lives in more ways than I can probably count (affiliation with Creative Commons, various kinds of informational freedom activism, programming language preferences, et cetera), and while I did not know him, many of my friends did. News of Aaron's death did affect me personally, partly for empathy for friends, partly for sadness at losing someone who's kind of a kindred spirit, partly because I lost one of my closest friends to suicide over a year ago, and partly because my own depression is a regular background issue for me. Aaron Swartz's death was not quite like losing a friend to me because he wasn't a friend, but for the reasons above and many others not listed, it did stir up a strong emotional reaction in me. But there has been enough written about Aaron Swartz, his suicide, and a whole crock of issues that have been stirred about it by a good very many people who are far more qualified than I am to write about such things. So I assumed I had nothing to say on the subject that was worth reading. And strictly on the subject of Aaron Swartz, I really don't.

But there was a well written post by Evan Prodromou titled "On hackers and suicide" which echoed a lot of my own thoughts recently, and he seemed to be calling for others to join the conversation, and I feel like I do have quite a bit of thoughts on it, so I should maybe write them down while the moment seems clear.

The first thing I guess to be said has already been said: I have depression, it is a part of my life, and probably will be for the rest of my life. I have been depressed for a long time, since my preteen or early teen years at least. I remember strongly the first times I started thinking about how I might be able to kill myself with a dirty knife on the kitchen counter or a (unlikely to work) strategy of sticking my head under a running faucet and holding it there until I drowned. I haven't had a serious suicide attempt but suicide is something I think of often, almost or maybe even daily. There was only once where I nearly did it... I had been fighting to keep my small college Barat open from being closed by the larger university DePaul which had bought it, had been engaged in a long campaign to keep it open, it closed, and I felt like my world was simply over, there was nothing left for me to do. I went out into the woods to slit my wrists with a pocketknife. When I got into the woods I realized I didn't have the knife on me anyways so I just walked back and felt mostly tired and defeated for awhile. And so I'm still alive to this day, I suppose, due to my absent-mindedness. But aside from that time, depression wavers between being mostly something I know is there but isn't very present to being something in the back of my mind to something tearing at and lacerating my thoughts.

I really don't see how this is something that will change. I remember being in college and thinking that if I could somehow carve out a life for myself where I was doing important work that I believed in, if I was doing things I wanted to do, I wouldn't have reason to be depressed. And I had a hard time understanding why people who I admired so greatly, who did so much, could really continue to be depressed. It didn't seem logical. But here I am... I think I have actually carved out as much of a "I am doing important, ethical work that I believe in and that I enjoy as is actually possible at all ever" situation as I will ever be able to... and depression, somehow, has not gone away.

Why? To look at it logically, it doesn't make sense. It's very troubling: I have surrounded myself with a lot of people I really admire who are doing great work, things that I think are important world-changing things, people I couldn't possibly put an ounce more admiration into, and somehow the majority of them seem to have depression also. Not only that, but there's a way higher correlation between the number of people who seem to be doing good things and who I care about and the number of people who have deep, serious depression issues. And most of my community is the free software community. Why do hackers (and I mean that more broadly than programmers, include any participant in these kinds of spaces) seem to have so much trouble with depression?

It's hard to know without being highly self-reflective (and indeed, I've already been more self-reflective in this post than maybe you ever wished to know), so I'm not going to shy away from being self-reflective. Yes, I'm projecting my own life onto you. But I think there are some reasons why I and and other people like me seem to struggle regularly from depression. And here are some of them.

First of all, a lot of hackers and smart people generally I think tend to have had troubled childhoods. There's a nature versus nurture type question that's really not easy to split apart at all that's one of those "do nerds have socially difficult lives because they're nerds or are they nerds because they have socially difficult lives?" I think the answer is probably that it's a mutually compounding thing, but there's a certain personality type that's already very smart but which is having a difficult life that draws them to certain types of intellectual activities as escapism. I didn't have many friends as a kid, I was picked on in school, and that's all very standard narrative for nerds. Sometimes when I read about other nerds, I hear about them having an easy time in school academically, but that wasn't true for me because I had such a strong case of ADD; I nearly failed out of the first two years of high school due to a combination of difficulty keeping my attention under control and because I had absolutely no friends in school (I had friends outside of school, and yes, of course they were nerds), and probably the only thing that saved me was being transferred to a wonderful alternative school called Kradwell where I learned to keep my ADD under control and nobody made fun of you for being a freak because everyone was a freak. And I had some complicated family issues and many other things. And computers were an escape. Computers don't judge you, they don't make fun of you, they don't pressure you for taking too long to figure out a problem, they're just there and they have a world full of interesting problems that you can solve, and if you take the time, you can become good at solving them. (I don't believe I am a "born hacker" in the sense that I have naturally good computer skills... I am just very stubborn and have basically forced my way through with stubborn interest.)

And the more people I talk to, the more that I find that many other people have been like me. Not everyone of course, and this may be changing for the better: increased outreach efforts are reaching groups of people who might not fit all the "hacker prototypes", and that's a good thing. But for a lot of people I know, this is a common pattern. So many hackers are depressed before they are ever hackers, and they don't become hackers because they're depressed, but there's patterns that mean that this is a common thing.

Compounding this is that people who work on free software issues tend to be working on it for ethical reasons. And working on something for ethical reasons is, I think, one of the most important things that you can do with your life. The world does not move forward if we don't have people working on things for ethical reasons. But this can also be emotionally wearing: you're working on these things because you care deeply about them. Becoming personally invested in something, believing in something, takes a lot of emotional resources. It can be very rewarding when things are going well. But you're also up against a lot, and that can also be very wearing. Not to mention that there's a lot of guilt... you will probably not do things 100% right 100% of the time. I remember telling someone when I told someone that I was using a proprietary driver on one of my computers (otherwise, 3d acceleration would not work, and I am a 3d artist): "I do have this proprietary driver installed, but at least I have the dignity to feel terrible about it." (Yes, I do try to get around this also by running a completely free system to the fullest extent I can... though that can be wearing in its own way to try to do.)

This gets even harder if you're not just a user, but a hacker who is trying to build new, challenging things. When you do build things, when they're going well, there's nothing like it. But things can go badly too, and it's very easy to take things personally. I remember when I heard about the suicide of Ilya, one of Diaspora's founders, that frightened me. If I really did leave to do MediaGoblin fulltime (which I now have), what would I do to myself if things did not succeed? (Or even they may not be failing... I don't think Diaspora was failing, but it's easy to feel like they are when you're building something you care about and suffering from depression simultaneously.) Would I be able to handle the feelings of failure emotionally? Worrying that I could not was something that I struggled with when deciding whether this was something I should do (ultimately, I decided it was too important to not do it, not to mention the depression of not doing it would be even worse). But it's still something I've thought and worried about.

And it's very easy to take things people say personally. A number of years ago I used to join in the chorus of "X project sucks! This sucks!" and generally snarking on a lot of things that I thought sucked. My perspective on that has changed. For one thing, as a teenager on slashdot, making comments about a project "sucking" didn't seem like it could be hurting anyone partly because I thought that if I was tossing insults around, I was tossing insults at giants, and such words would just bounce off them like pebbles on their impossibly thick skin. The irony of this is that I thought that these people were like powerful, immortal coders, and thus impervious to any damage I could toss around, so why not vent a little? But now I run a project myself, and I know many of these developers who at one point seemed like mythical figures walking high above my head, and I know the truth: they aren't magical. They were never magical. They are just people. And that means they're just as vulnerable too. And those words can hurt.

Furthermore, snark is fun and easy way to look awesome. It's hard to build things, but it's easy to be an armchair pundit, throwing insults around. And it's not just the armchair pundits either; there's some kind of disturbing trend where plenty of people celebrate the past-time of attacking each other, and this is even encouraged by some of our most high profile community members. Every couple of weeks Linus Torvalds switches desktops and thrashes the other desktop system and everyone throws a party, except for the people who are currently working on that project. I don't know what they do; if I was working on their project, I'd probably go lie down on my bed for a few hours with the lights off and not move for a while.

Early on in announcing MediaGoblin, a friend of mine told me that it was mentioned on a podcast, and that the comments on this podcast said that it'd never work because the name was stupid and it was a GNU project and GNU projects never happen, or some sort of thing like that. My friend said I should really listen to it so I could hear what they were saying. Well, I was never able to listen to the podcast. I probably will some day, but I am afraid to open the file. When my friend told me that, I felt so terrible that I wondered whether or not I should even bother working on anything anymore, especially not MediaGoblin. I'll tell you an embarrassing truth: someone made fun of my project name and I cried about it. Isn't that the dumbest thing you've ever heard? It's like the kind of thing some dumb, dorky kid would do that everyone would make fun of them for on the playground. Except oh wait, I did it, and I'm an adult. (And I guess I was that dumb, dorky kid on the playground anyway.)

But what am I saying? We should never criticize each others' projects? We should just be really fucking, eggshell-steppingly nice all the time? Well, that kind of level of niceness sounds kind of exhausting. And of course, criticism isn't just good, it's critical. We need it to improve things. But I guess, just realize that it's real human beings who are running those projects. They're probably more vulnerable than you know. Would you say the same things you're saying about this project to the face of someone you know? Sometimes we say things on the internet that we would never say in real life. That sometimes makes it a bit easier to shake things off... but not always, and often not really. The person who's reading your comments might be the person who runs that project, and they probably run it because they care and believe in it. And they have feelings.

At PyCon a few years ago my friend Ian Bicking gave a wonderful and whimsical talk called simply Topics of Interest (or maybe it was his DjangoCon keynote, I don't really remember, it was at one of those talks; I'm intentionally not watching so I can rephrase it in the way that it struck me, even if that's wrong). At the time, everyone seemed to be bitching about the state of Python's packaging, and picking on the people who were working on it (I am guilty of this). I remember something that Ian said really hit me, which was something along the lines of: "When people work on hard problems, that's really difficult to do right, and it's easy to pick on those people for doing things wrong. But if you make fun of people who work on hard problems, then they go away. And then nobody works on those problems." I was really struck by that.

It's also true that in the optimal world, where everything is going well, chronic depression doesn't just go away anyway. It's always there, though a life that is going well is one where dealing depression is much easier. Even when it doesn't make sense though, even when you've carved out the ideal world for yourself, once you've burned the paths in your mind where depression and suicide can become their own escapes, it's very easy to fall back on them. Sometimes little things can trigger them. Sometimes a general buildup of anxiety. Sometimes it's hard to know why. But it's easy to fall back on those paths. It's hard not to.

That said, having chronic depression as something that doesn't go away isn't the same as "well, you have depression, it doesn't go away, so there's not really anything to do." I think people really are affected by what's happening in their life. I think that Aaron Swartz's suicide wasn't just "he had depression, so ultimately he'd eventually take his life anyway". If I had been bullied to the extent that Aaron had I think that I would not have been able to take it either. That could drive anyone to depression... and even worse, anyone with depression, I think it would throw them over the edge. So it's not just a simple thing of "it's depression's fault" or "it's the situation's fault". Depression might not go away, but there are things we can do about it.

But what? I've talked a lot about my own depression here. I hope nobody misreads this as a "feel bad for me" post. I don't want you to feel bad for me, I'm actually doing pretty well right now. But now you know a bit more also. And I've talked about depression, or I've tried to, in the sense of causes. As for solutions, or even action items... that's a much, much harder thing to talk about. I don't know if there are solutions; that sounds too much like a problem that can be wrapped up cleanly. There are things that we can do, I think, and but it's a lot harder to identify them. But here's a short list of things that I think are actionable:

  • Be welcoming of people. If there's someone trying to get involved in a project, that's an intimidating thing. If you're in some sort of position of leadership, remember that it's up to you to set the stage for a welcoming, friendly community. Support people who are being kind, try to help along people who are new, and try to help people who are acting inappropriately to improve the way they communicate to be considerate.
  • Don't participate in a culture of bullying. It's okay, even good, to share criticisms. But try your best to be constructive. It's easy and fun to be a snarky douchebag, but remember, there's someone on the other end of the internet, and they have a face, and they have feelings. Be nice to them. Be considerate. Give criticism, but give it constructively. And don't give bullying or antagonism your support, either.
  • Remember that activism is important, but hard and emotionally draining. We absolutely, positively need people to act ethically, even when the ethical solution isn't the "better" solution. But remember also that when we're asking people to try to stand up for what's right, that often means going against the grain of society, and that can be very wearing and require a lot of patience. So be patient to people also.
  • Be supportive of each other, and seek support when you need it. Remember: if you're depressed, you aren't alone. There are plenty of hackers out there who are depressed, just like you. And that means don't be afraid to find other people who are like you can be a support structure, and help other people when they need their support. A lot of what is really needed for people who are depressed is to have a friend to talk to about their problems. But of course, there's also only so much that people can do as friends: sometimes professional help is really needed. (And as Evan said in his forementioned post, making suicide prevention resources widely available is I think an important step in helping reduce risk.)
  • Remember that you're doing something important, and feel good about that. One problem I've discovered about myself is that I tend to not evaluate myself based on the things I do, but on the things I don't do. I think that's a common pattern, and both a source of drive for people to do better, but also the source of a lot of burnout. Remember that you're trying to do good, and feel good about what you've done and are doing. It's okay to feel good about yourself and what you do! And that means something else too: don't give up on yourself. The world isn't better off without you in it. It wasn't better off without Aaron in it either. If you need help, get help. The world is hard, and that means partly that it needs people in it to do important things to make it better. Do good, and value yourself for it.

Beyond that, I don't know. It's a hard situation to figure out how to improve, but I think it's important that we recognize and talk about this. I'm certainly interested in what others have to say.

I also work for the Internet now.

written by Christopher Allan Webber, on Mon, 12 Nov 2012 10:30.

MediaGoblin campaign wrapup image

You may have read it on the MediaGoblin blog already, but the MediaGoblin crowdfunding campaign was a huge success!

I have more I want to say on this subject, but for now I just wanted to echo Joey Hess's blogpost of similar name. And it's a solid fact now: from now till the end of 2013 I've basically been hired by people who believe in all of the ideas we were selling in the MediaGoblin campaign: that the internet needs decentralized and federated media publishing, that MediaGoblin is the platform to do it, and that we're a really fun project that can make this all happen.

The campaign has been an interesting experience, and I certainly intend to write more about it. I've never done everything else that used all of my skills so thoroughly... but I guess what I mean by that is coming up in another post very shortly. For now, I'm just basking in the awesome that we sold the world on a dream and I've essentially been hired by that same world to build it. How often do people get to spec out their dreams and live them?

Now I'd better get back to working on things! Got quite a lot to get done so we can bring this dream we're promising to life! Not to mention shipping out... and making!... all those rewards we promised. :)