False Work and False Leisure

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

I was reading this depressingly brilliant Cracked article on BS inspirational stories. Short form many of them are about people in horrible circumstances managing to survive (ignoring many who dont), or they’re people of means who we’ll never be. Somewhere in the article it also mentioned how we’ve idealized work and working ourselves to death.

I write on careers and jobs and all that. I am a careerist in that I like what I do and its part of me. But I don’t believe in idealizing work.

Why? Work is a neutral thing. Amount of work, hours put in, and so on – is no measure of value.

Why? People need to relax. You can’t work all the time.

Why? Because we have to goddamn stop expecting people to work all the time in America.

At the same time all this workaholism in America is paired with a weird kind of hedonism. We’re supposed to have the right clothes, eat the right food, take vacations, and keep up with the Kardashians. We’re supposed to work all the time and also relax, we’re supposed to be Inspirational Poor People pulling themselves up and also Beautiful Rich People.

This hedonism thing bullshit as well.

Why? Buying something doesn’t mean its good for you or what you want; sometimes someone is selling you something.

Why? A lot of what gets sold to us is to make up for a void in our life or show other people – we’re not really enjoining it.

Why? Because a lot of this is not about what we really want – which is probably to work goddamn less.

We’re Calvinist Hedonists. Sounds like an oxymoron? That’s the point.

Work, leisure, and everything else is highly messed up in our culture. But down deep I think they come from the same problem; a lack of meaning and larger context.

We don’t build a sustainable society, but a stratified one of haves and have-nots (read Twilight Of The Elites). It’s a society that’s meaningless, grubbing for money, trying to tweak that next tax bracket. It’s one where work means nothing except trying to scrape by or trying to show up the next person with a bunch of money.

We build a society on selling people B.S., things they don’t need. Ask yourself how much of our economy is really just a bunch of bullshit anyway. how many things don’t mean anything, aren’t practical or aren’t fun. But if we slow down our hedonism, we might realize how pointless our work is and how much our society abandons its members.

Look I write on work. I love doing it. I also write on cool stuff. But I write on what has meaning to me and to people.

Maybe we need to slow down and ask what’s important. Or maybe we’re scared because we’ll realize how much we’ve done wrong.

– Steve

My Agile Life: Breaking It Down So It Works Together

(This column is posted at www.StevenSavage.com, Steve’s LinkedIn, and Steve’s Tumblr)

(My continuing “Agile Life” column, where I use Scrum for a more life).

One of the challenges of doing any work is that things we want to get done can conflict with each other, are hard to schedule, can only be done at certain times, etc. That makes anything, from delivering software to my own attempts to organize my life a bit more challenging.

What I found is that when you figure out the things you want to do – the stories and tasks – don’t just design them or break them down in a vacuum. Design them so they’re as easy to do as possible, hard to block or disrupt, and of a size where you can have a good chance to complete them in a reasonable time. This way you can maximize value, deliver quicker, and be disrupted less – and even when you are disrupted, you can switch priorities easier.

Here’s a few examples:

  • You’ve got to buy gifts for Christmas. You could have a simple Story “buy gifts” and “order for everyone on the list” but there’s a lot that could go wrong – lack of gifts, delays, a need for research, and that’s one big block-of-work. If you make a task for each person you can do them in order in one go – but if there’s any delays or unavailable items, you can take care of some of the orders a different way. This lets you timeshift or adapt (and is good policy).
  • You’ve got a massive art project to do. You prefer to do it in one 8 hour go, and you really can’t subdivide it without losing your mojo. You make sure your other tasks are broken down so you can easily fit them around the needed 8 hour block, and get the important stuff done early. (By the way, in my experience the Big Block does not always work, so be careful)
  • You plan to deliver a book chapter for a technical manual to an editor. It’s going to be a hefty chapter and require some research. You decide to make each section its own story.  This allows you to adapt (by doing them out of order), get them to the editor quicker (thus avoiding lots of WIP), and gives you a good sense of organization.

A rule I found helps is this: break down stories so that they don’t just deliver value, but require as few tasks as possible, and those tasks are as small as you can reasonably make them.

This will mean more stories, but stick with me here.

Stories deliver value. If you can break down stories into the smallest chunk of actual value, then you can deliver (and evaluate) that value faster. In turn because you are working on smaller pieces, you can shift them around, scheduled them, deal with interruptions by working on something else, etc. This also lets you focus better – and change focus if needed.

So if you’ve got lots of small stories, it’s probably a good sign. Sure there may be some big ones, but if a lot are small then you can move them around while you deal with the big ones.
– Steve

Curb My Enthusiasm: TF2, Overwatch, PokemonGo, and Work

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

I should be really enthused about games right now.

TF2, which I adore, has added ranking and competition along with smooth new interfaces. Games feel they’re taken a bit more seriously now, as opposed to SwagBag420 dancing around his sentry.

Overwatch, which is amazing, is here. It’s got competitive mode and casual mode and great gameplay.  It’s got a new character coming.

PokemonGo realizes many of my ideas of augmented reality and socialized gaming.  Also it’s Pokemon and it’s highly social.

Except . . . I’m not feeling that enthusiastic about any of them. This is probably a phase, but I realized it said something about me, games, and recreation.

All of these games, for lack of a better word, involve resource and people management. TF2 may require teamwork, but Overwatch’s whole rock-paper-scissors type mechanic means teamwork is overwhelmingly important. PokemonGo is social and can involve various rival gyms and factions – and management.

And lately, busy at work, where I’d probably want to game, I find myself less enthused about two beloved games and one interesting take on the franchise. I should be interested and I’m not.  Then, I realized why.

Because these games are about what I do in real life.

I manage people. I direct resources. I’m used to charging forwad, goal-driven, with a team behind me (or me behind them). Work’s been pretty busy lately, and that in turn means the games that I like to escape with . . . seem a bit to much like what I do for a living.

This is weirder to me as I love games that play to my strengths – especially resource management and planning things. I love games with people. But when I have enough of that at work . . . I don’t want it as much in my games.

Moreso, a lot of these games feel “workish” anyway. PokemonGo has things constantly happening in the real world. Game wiht a team of friends in TF2 or Overwatch and people will inevitably want to play competitive – and TF2’s casual mode still has its leveling. The games are a bit too close to my job right now, and then a bit too workish anyway.

It’s a strange thing to feel and I’m curious to what happens to my interests anyway. I feel a bit bad as I haven’t gamed with various friends online from anywhere from a month to a week and there’s a strange sense of guilt about it. But really fun things that happen to be like my job – and like work – in all the wrong ways is a new one on me.

I assume as work calms down my mind will change.  Heck I sort of want to force myself to play. But for now I feel like I peered around a corner into some demographic issues that could be explored more.

When are fun thngs too much like other things to be fun? What does tht mean for the audience?

– Steve