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  • Producing vs Consuming: Form Draft 02

    June 4, 2014

    Yesterday I wrote about tracking time spent producing versus consuming, and found that my first-pass form wasn’t so easy to use. Primarily, I found filling in the bubbles tedious, and I wanted a little more space to take notes. My schedule is also really wacky, so I need to track all 24 hours. I also found it remarkably difficult to draw a good smiley face.

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    DSri Seah
  • Tracking Producing vs Consuming: Form Draft 01

    June 3, 2014

    Earlier I wrote about making June into a month of producing, with a corresponding commitment to track where the time is going. Instead of tracking time by task, though, I just want to know if I’m CONSUMING (that is, just taking in stuff) or PRODUCING (actually making or synthesizing something new).

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    DSri Seah
  • Balancing Consuming with Producing

    June 2, 2014

    I’ve been thinking a lot lately about the huge amount of time I spend ingesting information versus the amount of time spent actually synthesizing it into new things. That’s the point, isn’t it, of having the freedom to create? And yet, I don’t seem to be making very much, or not making as much as I could be.

    Normally, I am one to ignore the “you should do more” voice in my head, determined to take my time and enjoy the process as much as possible. It’s really hitting me, though, that I’m not really enjoying the process; this quote from Jeffrey Gaffney, the executive producer of an online video game I’m playing called Wildstar, made for a good reminder (emphasis mine):

    If there is a fun thing to do that is inefficient and a horribly boring thing like smacking yourself in the face with a shovel next to it that gives more XP, players will do more XP. They’ll try the fun thing once or twice but then go, ‘No, I can’t help it. I need to hit level 50. I want my end goal more than I want my journey.’ So it’s very easy to have the journey trivialized.

    Achievement is the love of watching bars grow — that’s our industry. I don’t think there’s a more fundamental human need that gets tapped into by these games than watching your bars advance, and that feeling of progression — of being able to say, ‘I am tougher than I was before.’

    Progression. Accomplishment. Bars growing. Such is the power of video games, and it’s a good example of the false sense of accomplishment that comes from consuming someone else’s content. Games, with their immediate feedback to our simplified inputs to a system of challenge and progression for enjoyment, are right at the top of the chain. I just spent the weekend playing WildStar, and now I am playing a blue cat wearing a trucker hat riding a giant bird around a floating plot of land in the sky next to my rocket house and garden:

    WildStar Character I had a good time, I think, but not a lot else got done other than completely relaxing into the flow of the game. Today, I am ready for something else. So for June, I’m going to make this a month of balancing consumption with production; that is, I’m going to try to make something new every day.

    This challenge is similar to my New Product Every Day challenge last February, but I’m going to make some changes.

    • Instead of tracking my time using the 15-minute ritual, I want to track how much time is spent either producing, consuming, learning, and maintaining. I’ll probably adapt my Emergent Task Timer for this purpose.
    • The reason I want to track time in this way is to just see where it’s all going, and discover how this correlates with how I feel.
    • I’d also like to try to make incremental progress and learn to be OK with it.
    • I’m not going to worry about goal tracking for now. It’s tempting to want to tie every bit of effort toward a long-term goal, but frankly this is kind of exhausting, and I’d like to spend less time doing that. My personal goal is not to be super-efficient with my tasks, but to savor them as I produce works that have great utility and value to me, with the emphasis on producing.

    I just want to see where the time goes for a while, and see if by being mindful of shifting the balance from consumption into production makes a different. I suspect the practice of daily review will lead to naturally lead to (possibly fleeting) productive change, because practicing ANY system creates mindful engagement. I don’t think it really matters what that system is—GTD, Zen To Done, 7 Habits, 12 Step, Four Agreements…they are all creating focus and mindfulness. Some have built-in support systems, while others have built-in tools and procedures to follow, but none of them work unless you’re on the ball.

    Here goes!

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    DSri Seah
  • Braindump: Managing Documents II

    May 28, 2014

    It’s a dreary Wednesday morning, but my spirit is lighter because my backlog of immediate to-do items is very short. As a result, I’m feeling like tackling one of the back-burnered projects on my Trello board! However, as I ticked through the list of candidate projects, I felt a gnawing discontent at the required effort to gather and organize the source materials just so I was ready to start the real creative work.

    This has always been a sore point with me, and when I was in grad school I had stumbled upon a paper as part of my research on user interface design that echoed my feeling of discontent: most of my time was spent doing dumb stuff before I could do the actual work. I’d forgotten which paper it was, mistakenly thinking it had been something Douglas Englebart had written; it was actually J.C.R. “Lick” Licklider and his 1960 paper Man Machine Symbiosis that had struck me. It is a fabulous paper, and it was incredibly inspiring to me back when I was defining my philosophy of software design.

    Anyway, in section 3.1 of Man Machine Symbiosis, Licklider writes about logging just what he did as “work”, and was dismayed at what he found. He summarizes his findings as follows (emphasis mine):

    About 85 per cent of my “thinking” time was spent getting into a position to think, to make a decision, to learn something I needed to know. […] Throughout the period I examined, in short, my “thinking” time was devoted mainly to activities that were essentially clerical or mechanical: searching, calculating, plotting, transforming, determining the logical or dynamic consequences of a set of assumptions or hypotheses, preparing the way for a decision or an insight. Moreover, my choices of what to attempt and what not to attempt were determined to an embarrassingly great extent by considerations of clerical feasibility, not intellectual capability.

    The reason I bring it up is because I’m facing this issue from a slightly different direction: document management. In April I wrote about the pain of managing documents that were numerous in both type and location, and I’d found it irritating that I had to spend so much energy re-establishing my “working context”. This is very much related to what Licklider was talking about with regards to “85 percent of ‘thinking’ time” going into clerical/mechanical work before he could do the actual thinking. There’s got to be a better way, right?

    I know, I know…how long does it really take to open a few directories and launch some applications? It’s probably about 30 seconds, tops, going by the clock. For me, though, those 30 seconds are like running through a minefield, distractions waiting to detonate whenever I open a new window, every step of the way. I have a terrible memory, probably because I don’t like having to remember things in the first place, so my initial few seconds are spent overcoming that resistance. I try to recall exactly where the files are, and where I left off. Then, I have to somehow load those files without having ANOTHER thought while I’m waiting. For me, that is quite difficult; although my short-term memory is terrible, my associative memory is really good. EVERYTHING I see immediately reminds me of SOMETHING ELSE, often with considerable detail. So, every step I take to load all files, applications, and web pages is fraught with the potential for distraction. I’d like to reduce that as much as possible by reducing time and mental effort to “load the context” so I can work. I’d love to be able to quickly switch between projects at the speed of thought.

    How might this work? It might be like git checkout <branch> for the brain, to use a software development analogy. A real-world analogy might be having dedicated rooms for each project, with every tool and resource exactly where you left it next to the giant project on the main table. To switch projects, you just walk to its room, and everything is there waiting for you.

    That’s what I would like my document management solution to do.

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    DSri Seah
  • Video Games I’m Playing: WildStar

    May 27, 2014

    I’ve been playing in the open beta of WildStar, an upcoming SciFi-themed Massively Multiplayer Online Role-Playing Game (MMORPG) from Carbine Studios. I’ve had an eye on it for a couple of years, as the artwork I’ve seen is beautiful and the tone of the game seems irreverent and fun:

    WildStar is one of the last AAA subscription-based MMORPGs we’re likely to see for a while. From a professional perspective, it’s of interest to me to see how online social play has evolved to create a compelling virtual environment that people actually want to visit. WildStar has followed in the footsteps of recent World of Warcraft expansions, enhancing the game mechanics with greater layering of content to create a refined but packaged experience. In its pursuit to be the ultimate destination MMORPG, WildStar even applies the Bartle gamer psychology test to appeal to one of four base types: the explorer, the lore hound, the combat seeker, and the social supporter.

    WildStar CharactersDuring Open Beta I got a chance to play the various character classes up to about level 10. Starting May 31st, I’ll be able to start anew with a new character when the game officially launches.

    WildStar CharactersI rather like the cat-like character because she reminds me of an actual cat that I boarded for a while named Jenny, who would get the most mischievous look on her face. But really, there are a number of fun characters I could make. Dark haired pirate women with flashing eyes! Angry Scots packing giant laser canons! Whatever the character ends up being, I’ll roll-up on whatever the Role Playing (RP) server because the people are less likely to be jerks, though I doubt I’ll actually join. The RP scene, in my limited experience, is comprised of improv that doesn’t catch my interest, but I do think it’s great that they’re trying to elevate the experience in a way that the game does not directly support. Online collaborative storytelling is still an area where video games has fallen short; for all the graphical advancements that have been made with MMORPGs, they are essentially bad text adventure games with fancy 3D graphics on the back-end, not very “immersive”, from the storytelling presentation perspective.

    Still, I must play! If I get back into video game development, I’d like to work on this social play challenge.

    UPDATES

    The server list is out! I’m rolling up characters on EVINORA, the RP-PVE server, as the community on RP servers are usually more chatty. The out-of-character (OOC) channel to find out what’s going on is called “WSRP”, so /chjoin wsrp to add it to your chat window. The WildStar chat window is kind of bad; hopefully they’ll fix it.

    I’ve started with a blue cat-like Aurin named Sri, of the Spellslinger/Settler persuasion. I couldn’t help it…I like her inscrutable cat smile that implies everything in the world is going to be OK.

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    DSri Seah