robertogreco + self-improvement 10
Taming the Wandering Mind | The Moral Sciences Club | Big Think
february 2012 by robertogreco
"Reconciling oneself to the fact that projects "take the time they take" can be a necessary step in finishing projects at all. My mind is not simply prone to distraction, it is prone to rebellion. The wrong kind of pressure makes it resist its own commands, sends it spinning out of its own control. Bearing down, reining in, whipping harder doesn't get "me" back on track so much as set me against myself in a showdown I always lose winning. Better to just glide on the thermal of whim until the destination once again comes into sight and a smooth approach becomes finally possible.
Not to say that one can drift one's way to success. Aims must be fixed and kept in mind, even if one knows it's worse than useless to charge right at them. One must develop a sense of one's attention as one develops a sense of a powerful but skittish horse, calmly riding wide of known dangers…
We need to reconcile ourselves to our own temperaments, stop trying to fight or drug ourselves into submission…"
medicine
drugs
howwework
howwewrite
allsorts
productivity
focus
willpower
self-mastery
self-improvement
self-accommodation
gtd
effort
adhd
2012
hanifkureishi
attention
distraction
willwilkinson
from delicious
Not to say that one can drift one's way to success. Aims must be fixed and kept in mind, even if one knows it's worse than useless to charge right at them. One must develop a sense of one's attention as one develops a sense of a powerful but skittish horse, calmly riding wide of known dangers…
We need to reconcile ourselves to our own temperaments, stop trying to fight or drug ourselves into submission…"
february 2012 by robertogreco
The Dangerous Effects of Reading | Certain Extent
january 2012 by robertogreco
"If the world overwhelms you with its constant production of useless crap which you filter more and more to things that only interest you can I calmly suggest that you just create things that you like & cut out the rest of the world as a middle-man to your happiness?
From where I sit creating things does the following:
Let’s you filter to something you like…Frees you…Makes you happy…Plays to strengths not weaknesses…
I can’t say it better than _why [ http://en.wikipedia.org/wiki/Why_the_lucky_stiff ]: "when you don’t create things, you become defined by your tastes rather than ability. your tastes only narrow & exclude people. so create."
…
If you quiet your mind & allow yourself to stop judging everything you will find that you have more potential for innovation (at work, in the kitchen…with your hobbies…your thoughts) than you thought before. You were using the same brutal quality filter on yourself that you used on viral videos, talk radio, and blog posts. You deserve better."
davidtate
cv
judgemental
stockandflow
reading
quiet
thedarkholeoftheinternet
taste
ability
leisurearts
production
consumption
filters
filtering
happiness
philosophy
self-improvement
creation
creativity
doing
making
glvo
judjemental
judgement
From where I sit creating things does the following:
Let’s you filter to something you like…Frees you…Makes you happy…Plays to strengths not weaknesses…
I can’t say it better than _why [ http://en.wikipedia.org/wiki/Why_the_lucky_stiff ]: "when you don’t create things, you become defined by your tastes rather than ability. your tastes only narrow & exclude people. so create."
…
If you quiet your mind & allow yourself to stop judging everything you will find that you have more potential for innovation (at work, in the kitchen…with your hobbies…your thoughts) than you thought before. You were using the same brutal quality filter on yourself that you used on viral videos, talk radio, and blog posts. You deserve better."
january 2012 by robertogreco
For a long time after I got married, I used to... - AUSTIN KLEON : TUMBLR
august 2011 by robertogreco
"For a long time after I got married, I used to have this vague idea that the purpose of marriage was for each partner to fill in what the other lacked. Lately though, after 25 years of marriage, I’ve come to see it differently, that marriage is perhaps rather an ongoing process of each partner’s exposing of what the other lacks….Finally, only the person himself can fill in what he is missing. It’s not something another person can do for you. And in order to do the filling in, you yourself have to discover the size and location of the hole."
via:lukeneff
harukimurakami
marriage
partnership
missing
self
self-improvement
from delicious
august 2011 by robertogreco
For a long time after I got married, I used to... - AUSTIN KLEON : TUMBLR
august 2011 by robertogreco
"For a long time after I got married, I used to have this vague idea that the purpose of marriage was for each partner to fill in what the other lacked. Lately though, after 25 years of marriage, I’ve come to see it differently, that marriage is perhaps rather an ongoing process of each partner’s exposing of what the other lacks….Finally, only the person himself can fill in what he is missing. It’s not something another person can do for you. And in order to do the filling in, you yourself have to discover the size and location of the hole."
via:lukeneff
harukimurakami
marriage
partnership
missing
self
self-improvement
august 2011 by robertogreco
Frank Chimero - Velocity
february 2011 by robertogreco
"It is tempting to think there are no beginnings, no rebirths. Every new day we have to live with yesterday. That doesn’t mean we can’t change. Change is slower than we think. It sneaks up on us. We can’t shed our skin like snakes, we replace our cells, one-by-one. We cross-fade into becoming new people. One day you wake up & look in the mirror and say “Who is this person?”…<br />
<br />
But when we travel, we move more rapidly than the rest of the world. We change faster, revise who we are quicker. I think when we travel our cells replace themselves with more rapidity. We may not be able to shed our skin, but through the sheer velocity of movement, we slough off our old selves.<br />
<br />
But that furniture is still in the same spot when we return home. Mostly, it seems that things will be as they were before. And yet, not. Things are different now. I know it. They WILL be different. And better. This time through, I’ll be better. At least that is how it feels…"
frankchimero
change
perspective
travel
newzealand
airports
human
slow
velocity
urgency
improvement
self-improvement
clarity
accidents
serendipity
time
from delicious
<br />
But when we travel, we move more rapidly than the rest of the world. We change faster, revise who we are quicker. I think when we travel our cells replace themselves with more rapidity. We may not be able to shed our skin, but through the sheer velocity of movement, we slough off our old selves.<br />
<br />
But that furniture is still in the same spot when we return home. Mostly, it seems that things will be as they were before. And yet, not. Things are different now. I know it. They WILL be different. And better. This time through, I’ll be better. At least that is how it feels…"
february 2011 by robertogreco
Shigeru Miyamoto, Nintendo’s man behind Mario : The New Yorker
december 2010 by robertogreco
"Miyamoto has told variations on the cave story a few times over the years, in order to emphasize the extent to which he was surrounded by nature, as a child, and also to claim his youthful explorations as a source of his aptitude and enthusiasm for inventing and designing video games."
"The Dutch cultural historian Johan Huizinga, in his classic 1938 study “Homo Ludens” (“Man the Player”), argued that play was one of the essential components of culture—that it in fact predates culture, because even animals play. His definition of play is instructive. One, play is free—it must be voluntary. Prisoners of war forced to play Russian roulette are not at play. Two, it is separate; it takes place outside the realm of ordinary life and is unserious, in terms of its consequences. A game of chess has no bearing on your survival (unless the opponent is Death). Three, it is unproductive; nothing comes of it—nothing of material value, anyway. Plastic trophies, plush stuffed animals, and bragging rights cannot be monetized. Four, it follows an established set of parameters and rules, and requires some artificial boundary of time and space. Tennis requires lines and a net and the agreement of its participants to abide by the conceit that those boundaries matter. Five, it is uncertain; the outcome is unknown, and uncertainty can create opportunities for discretion and improvisation. In Hyrule, you may or may not get past the Deku Babas, and you can slay them with your own particular panache.
The French intellectual Roger Caillois, in a 1958 response to Huizinga entitled “Man, Play and Games,” called play “an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money.” Therein lies its utility, as a simulation that exists outside regular life. Caillois divides play into four categories: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Super Mario has all four. You are competing against the game, trying to predict the seemingly random flurry of impediments it sets in your way, and pretending to be a bouncy Italian plumber in a realm of mushrooms and bricks. As for vertigo, what Caillois has in mind is the surrender of stability and the embrace of panic, such as you might experience while skiing. Mario’s dizzying rate of passage through whatever world he’s in—the onslaught of enemies and options—confers a kind of vertigo on the gaming experience. Like skiing, it requires a certain degree of mastery, a countervailing ability to contend with the panic and reassert a measure of stability. In short, the game requires participation, and so you can call it play.
Caillois also introduces the idea that games range along a continuum between two modes: ludus, “the taste for gratuitous difficulty,” and paidia, “the power of improvisation and joy.” A crossword puzzle is ludus. Kill the Carrier is paidia (unless you’re the carrier). Super Mario and Zelda seem to be perched right between the two."
games
nintendo
miyamoto
shigerumiyamoto
design
art
inspiration
videogames
childhood
exploration
nature
naturedeficitdisorder
wonder
children
play
unstructuredtime
gaming
mario
japan
history
edg
srg
glvo
unschooling
deschooling
topost
toshare
classideas
narratology
ludology
adventure
rogercaillois
johanhuizinga
work
gamification
asobi
funware
music
guitar
self-improvement
kyokan
empathy
collaboration
japanese
jesperjuul
janemcgonigal
animals
focusgroups
gamedesign
experience
from delicious
"The Dutch cultural historian Johan Huizinga, in his classic 1938 study “Homo Ludens” (“Man the Player”), argued that play was one of the essential components of culture—that it in fact predates culture, because even animals play. His definition of play is instructive. One, play is free—it must be voluntary. Prisoners of war forced to play Russian roulette are not at play. Two, it is separate; it takes place outside the realm of ordinary life and is unserious, in terms of its consequences. A game of chess has no bearing on your survival (unless the opponent is Death). Three, it is unproductive; nothing comes of it—nothing of material value, anyway. Plastic trophies, plush stuffed animals, and bragging rights cannot be monetized. Four, it follows an established set of parameters and rules, and requires some artificial boundary of time and space. Tennis requires lines and a net and the agreement of its participants to abide by the conceit that those boundaries matter. Five, it is uncertain; the outcome is unknown, and uncertainty can create opportunities for discretion and improvisation. In Hyrule, you may or may not get past the Deku Babas, and you can slay them with your own particular panache.
The French intellectual Roger Caillois, in a 1958 response to Huizinga entitled “Man, Play and Games,” called play “an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money.” Therein lies its utility, as a simulation that exists outside regular life. Caillois divides play into four categories: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Super Mario has all four. You are competing against the game, trying to predict the seemingly random flurry of impediments it sets in your way, and pretending to be a bouncy Italian plumber in a realm of mushrooms and bricks. As for vertigo, what Caillois has in mind is the surrender of stability and the embrace of panic, such as you might experience while skiing. Mario’s dizzying rate of passage through whatever world he’s in—the onslaught of enemies and options—confers a kind of vertigo on the gaming experience. Like skiing, it requires a certain degree of mastery, a countervailing ability to contend with the panic and reassert a measure of stability. In short, the game requires participation, and so you can call it play.
Caillois also introduces the idea that games range along a continuum between two modes: ludus, “the taste for gratuitous difficulty,” and paidia, “the power of improvisation and joy.” A crossword puzzle is ludus. Kill the Carrier is paidia (unless you’re the carrier). Super Mario and Zelda seem to be perched right between the two."
december 2010 by robertogreco
Why Intelligent People Fail
july 2010 by robertogreco
Via: http://kottke.org/10/07/why-intelligent-people-fail who says "Pretty much why everyone else fails (minus a lack of intelligence)."
philosophy
procrastination
self-improvement
self
success
failure
growth
intelligence
motivation
lifehacks
business
advice
productivity
july 2010 by robertogreco
Why setting goals can backfire - The Boston Globe [via:http://www.kottke.org/09/04/setting-goals-can-backfire]
april 2009 by robertogreco
"a few management scholars are now looking deeper into the effects of goals, and finding that goals have a dangerous side. Individuals, governments, and companies like GM show ample ability to hurt themselves by setting and blindly following goals, even those that seem to make sense at the time...Goals, they feared, might actually be taking the place of independent thinking and personal initiative...Although simple numerical goals can lead to bursts of intense effort in the short term, they can also subvert the longer-term interests of a person or a company...goals need to be flexible when circumstances change...the best goal you can have is to reevaluate your goals, semi-annually or annually, to make sure they remain rational." "Rather than reflexively relying on goals, argues Max Bazerman, a Harvard Business School professor and the fourth coauthor of "Goals Gone Wild," we might also be better off creating workplaces and schools that foster our own inherent interest in the work."
goals
gtd
incentives
business
psychology
attention
decisionmaking
management
self-improvement
motivation
policy
administration
tcsnmy
productivity
entrepreneurship
failure
work
april 2009 by robertogreco
STANFORD Magazine: March/April 2007 > Mind-set Research
november 2008 by robertogreco
"Students for whom performance is paramount want to look smart even if it means not learning a thing in the process. For them, each task is a challenge to their self-image, and each setback becomes a personal threat. So they pursue only activities at which they’re sure to shine—and avoid the sorts of experiences necessary to grow and flourish in any endeavor. Students with learning goals, on the other hand, take necessary risks and don’t worry about failure because each mistake becomes a chance to learn. Dweck’s insight launched a new field of educational psychology—achievement goal theory." via: http://www.boingboing.net/2008/11/25/why-does-failure-ins.html
learning
education
productivity
creativity
teaching
tcsnmy
leadership
parenting
advice
motivation
self-improvement
perseverance
goals
psychology
management
intelligence
development
brain
success
failure
research
mindset
lifehacks
caroldweck
assessment
grades
grading
november 2008 by robertogreco
Half an Hour: Things You Really Need to Learn [also here: http://www.masternewmedia.org/news/2006/09/11/how_to_be_successful_stephen.htm]
january 2008 by robertogreco
"How to predict consequences; read; distinguish truth from fiction; empathize; be creative; communicate clearly; learn; stay healthy; value yourself; live meaningfully" - resonse to Guy Kawasaki's 'ten things you should learn this school year'
stephendownes
advice
learning
lessons
life
philosophy
perspective
skills
pedagogy
teaching
education
psychology
creativity
happiness
lifehacks
self
schools
survival
success
strategy
howto
productivity
management
gtd
self-improvement
homeschool
unschooling
deschooling
january 2008 by robertogreco
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