• "What did The Hustle™ accomplish? I gained weight. I wasn’t spending enough time with my (now) wife. I felt like shit. I began to resent my work, and the work I was producing clearly wasn’t my best. I started cutting corners. I went from a mindset of shipping with quality and integrity to “when is this going to be over?”" I've almost never worked like this – but every time I have, it's always been as terrible as I've suggested it will be beforehand. Mainly on the software end of things, but not always. And the hustle is short-term thinking: the long-term damage is usually so much worse, including, but not limited to: technical debt, RSI, ill health, weight gains, emotional exhaustion, damage to relationships, friendships, and family. I am not only convinced that nothing is worth that; I know it.
  • Really excellent technical article on the development of Novation's Launchpad S. It's not that remarkable a product in many ways, but this is a super-detailed post about some of the thought and improvements that have gone into what looks, on the surface, like a most incremental upgrade – but is in fact surprisingly comprehensive and affects many things at low levels. Really clear, well explained – as is the rest of Focusrite's engineering blog.

Benjamin Franklin’s daily schedule, as reproduced on Flickr by Nick Bilton. There are worse ways to structure your time than this, that’s for sure.

I should spend more time addressing Powerful Goodness. That’s where I’m going wrong, I think

  • "Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, ‘Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!" Brett Sperry, of Westwood, on the making of Dune II. Via Offworld.
  • "Changing the Game (order via Amazon or B&N) is a fast-paced tour of the many ways in which games, already an influential part of millions of people’s lives, have become a profoundly important part of the business world. From connecting with customers, to attracting and training employees, to developing new products and spurring innovation, games have introduced a new level of fun and engagement to the workplace.

    Changing the Game introduces you to the ways in which games are being used to enhance productivity at Microsoft, increase profits at Burger King, and raise employee loyalty at Sun Microsystems, among other remarkable examples. It is proof that work not only can be fun–it should be." I shall have to check this out.

  • "As a result, vendors here are more likely to decline to sell you something than to cough up any of their increasingly precious coins in change. I've tried to buy a 2-peso candy bar with a 5-peso note only to be refused, suggesting that the 2-peso sale is worth less to the vendor than the 1-peso coin he would be forced to give me in change." They're running out of coins in Argentina, and it makes for a seriously odd situation – and a reminder of the differences between value and worth.
  • "The artist Keith Tyson is offering 5,000 Guardian readers the opportunity to own a free downloadable artwork by him. The costs you'll have to bear are those of printing out the work on A3 photographic paper – and framing, if you so choose… You will be asked to enter your geographical location – which forms part of the unique title of each print."
  • "The media would have us believe that those with the best ability in Parkour require and condition to bodies of hypermasculine levels, and the first notions of this concept seem quite logical. However, it is known to any traceur that the spectacle of the masculinized body is not in necessary relation to one’s ability of movement. Mass media tries to paint another picture with a careful selection of handsome, muscular men as traceurs… At its simplest, the hypermasculine spectacle is an easier sell to masses. However, our problem does not end at the body. It is not only the body that is masculinized, though, as we see the same pattern occurring to the discipline itself." Interesting article on Parkour and gender; specifically, the hyper-masculinisation of the art by the media.
  • "Over three years ago I set a goal for myself. That goal was to have a max level character for every class in the game… Tonight, at long last, I’ve finally achieved my goal." Blimey.

Productivity and work tips are big with geeks. No idea why; probably some inadequacy complex we have about the fact we still haven’t finished our novel and we’re already in our late twenties.

Ahem.

Anyhow, one tidbit that I’ve been trying this week to surprising effect comes from a sentence fragment in Dan Hill’s review of his time at Monocle magazine, namely:

“coats in the cloakroom not on the back of chair”

And so, this week, I’ve been putting my coat or jacket on a coatstand in the corner of the office, as a very deliberate action, to see what difference it makes.

I’ve rather enjoyed it, to be honest. There’s something nice about not feeling like you’re in some transition state between indoors and outdoors – feeling like you’re about to be called away somewhere. There’s also something nice about the ritual of having to pick up your coat if you want to go outside. There’s probably a noticeable social effect from everyone doing it, but still, I’ve been surprised by how much I’ve been getting from it. Yes, it’s nice to not have anything resting on the back of one’s chair… but it turns out the net effect is more than that. So I think I’m going to try to stick with this habit. It does, somehow, feel more civilized, and has helped me shift from “outside mode” to “work mode” a little bit more smoothly.