@proceedings {1917, title = {Understanding the Impressions, Motivations, and Barriers of One Time Code Contributors to FLOSS Projects: A Survey}, year = {2017}, month = {05/2017}, pages = {187-197}, abstract = {Successful Free/Libre Open Source Software (FLOSS) projects must attract and retain high-quality talent. Researchers have invested considerable effort in the study of core and peripheral FLOSS developers. To this point, one critical subset of developers that have not been studied are One-Time code Contributors (OTC) {\textendash} those that have had exactly one patch accepted. To understand why OTCs have not contributed another patch and provide guidance to FLOSS projects on retaining OTCs, this study seeks to understand the impressions, motivations, and barriers experienced by OTCs. We conducted an online survey of OTCs from 23 popular FLOSS projects. Based on the 184 responses received, we observed that OTCs generally have positive impressions of their FLOSS project and are driven by a variety of motivations. Most OTCs primarily made contributions to fix bugs that impeded their work and did not plan on becoming long term contributors. Furthermore, OTCs encounter a number of barriers that prevent them from continuing to contribute to the project. Based on our findings, there are some concrete actions FLOSS projects can take to increase the chances of converting OTCs into long-term contributors.}, keywords = {newcomers, One Time Contributors, Qualitative Research, Survey}, author = {Amanda Lee and Carver, Jeffrey C. and Bosu, Amiangshu} } @proceedings {1918, title = {Using Gamification to Orient and Motivate Students to Contribute to OSS Projects}, year = {2017}, month = {05/2017}, pages = {36-42}, abstract = {Students can benefit from contributing to Open Source Software (OSS), since they can enrich their portfolio and learn with real world projects. However, sometimes students are demotivated to contribute due to entrance barriers. On the other hand, gamification is widely used to engage and motivate people to accomplish tasks and improve their performance. The goal of this work is to analyze the use of gamification to orient and motivate undergraduate students to overcome onboarding barriers and engage to OSS projects. To achieve this goal, we implemented four gaming elements (Quests, Points, Ranking, and Levels) in GitLab and assessed the environment by means of a study conducted with 17 students within a real OSS project (JabRed). At the end of the study, the students evaluated their experience through a questionnaire. We found that the Quest element helped to guide participants and keep them motivated and points helped by providing feedback on students{\textquoteright} performed tasks. We conclude that the gamified environment oriented the students in an attempt to make a contribution and that gamification can motivate and orient newcomers{\textquoteright} to engage to OSS projects. }, keywords = {engagement, gamification, MOTIVATION, newcomers, students}, author = {Guilherme C. Diniz and Marco A. Graciotto Silva and Marco Gerosa and Steinmacher, Igor} } @booklet {1709, title = {Understanding and Supporting the Choice of an Appropriate Task to Start With In Open Source Software Communities }, howpublished = {Hawaii International Conference on System Sciences 48}, year = {2015}, pages = {5299-5308}, publisher = {IEEE}, abstract = {Open Source Software (OSS) projects leverage the contribution of outsiders. In fact, the sustainability of many projects relies on retaining some of these newcomers. Usually these communities do not coordinate the work of the newcomers, who go to the issue trackers and self-select a task to start with. We found that {\textquotedblleft}finding a way to start{\textquotedblright} was reported as an important issue by practitioners. To further investigate this specific barrier, we conducted a qualitative analysis with data obtained from semi-structured interviews with 36 subjects from 14 different projects, including newcomers and experienced members. We used procedures of Grounded Theory {\textendash} open and axial coding {\textendash} to analyze the data. We found that newcomers are not confident enough to choose their initial task and they need information about the tasks or direction from the community to support choosing a task more suitable for them. We also present a set of strategies identified in the literature, interviews, and state-of-the practice that can provide newcomers with such information, enabling them to be more confident when choosing their first tasks and collaborate with the community. }, keywords = {coordination, joining process, new developer, newcomers, onboarding, open source software, task selection}, attachments = {https://flosshub.org/sites/flosshub.org/files/HICSS-48_present.pdf}, author = {Steinmacher, Igor and Conte, Tayana and Gerosa, MarcoAur{\'e}lio} }