Valve: How I Got Here, What It’s Like, and What I’m Doing | Valve
6 weeks ago by sunpig
If I hadn’t read it and fallen in love with the idea of the Metaverse, if it hadn’t made me realize how close networked 3D was to being a reality, if I hadn’t thought I can do that, and more importantly I want to do that, I’d never have embarked on the path that eventually wound up at Valve.
michaelabrash
valce
ideas
computer
wearable
business
management
programming
metaverse
future
work
project
6 weeks ago by sunpig
Bring back the 40-hour work week - Salon.com
10 weeks ago by sunpig
It’s a heresy now (good luck convincing your boss of what I’m about to say), but every hour you work over 40 hours a week is making you less effective and productive over both the short and the long haul. And it may sound weird, but it’s true: the single easiest, fastest thing your company can do to boost its output and profits — starting right now, today — is to get everybody off the 55-hour-a-week treadmill, and back onto a 40-hour footing.
salon
health
job
life
politics
work
productivity
time
energy
sleep
fatigue
10 weeks ago by sunpig
Why Crunch Modes Doesn't Work: Six Lessons | IGDA
10 weeks ago by sunpig
When used long-term, Crunch Mode slows development and creates more bugs when compared with 40-hour weeks.
More than a century of studies show that long-term useful worker output is maximized near a five-day, 40-hour workweek. Productivity drops immediately upon starting overtime and continues to drop until, at approximately eight 60-hour weeks, the total work done is the same as what would have been done in eight 40-hour weeks.
In the short term, working over 21 hours continuously is equivalent to being legally drunk. Longer periods of continuous work drastically reduce cognitive function and increase the chance of catastrophic error. In both the short- and long-term, reducing sleep hours as little as one hour nightly can result in a severe decrease in cognitive ability, sometimes without workers perceiving the decrease.
crunch
jobs
productivity
work
sleep
fatigue
game
ea
concentration
More than a century of studies show that long-term useful worker output is maximized near a five-day, 40-hour workweek. Productivity drops immediately upon starting overtime and continues to drop until, at approximately eight 60-hour weeks, the total work done is the same as what would have been done in eight 40-hour weeks.
In the short term, working over 21 hours continuously is equivalent to being legally drunk. Longer periods of continuous work drastically reduce cognitive function and increase the chance of catastrophic error. In both the short- and long-term, reducing sleep hours as little as one hour nightly can result in a severe decrease in cognitive ability, sometimes without workers perceiving the decrease.
10 weeks ago by sunpig
Lessons from Valve – How to build a designer’s paradise » m. garrett amini
august 2011 by sunpig
Lessons from Valve – How to build a designer’s paradise
valve
business
design
culture
leadership
work
play
august 2011 by sunpig
On working remotely and efficiency | Christian Heilmann's blog – Wait till I come!
may 2011 by sunpig
Also: "Messaging evolves from a distraction into a lifeline."
chrisheilmann
codepo8
remote
working
collaboration
communication
work
mentality
may 2011 by sunpig
Good Will Hunting Got It Right - Home - The Daily Bail
may 2011 by sunpig
RT @iamFinch: Awesome: Good Will Hunting had it right 14yrs ago via @ghubacek @boriana
goodwillhunting
script
scene
nsa
work
movie
quote
may 2011 by sunpig
Mule Design Studio’s Blog: The Chokehold of Calendars
october 2010 by sunpig
RT @rands: Meetings may be toxic, but calendars are the superfund sites that allow that toxicity to thrive:
calendar
scheduling
time
busy
work
psychology
october 2010 by sunpig
Goodbye Google | stopdesign
march 2009 by sunpig
<blockquote cite="http://stopdesign.com/archive/2009/03/20/goodbye-google.html">Yes, it’s true that a team at Google couldn’t decide between two blues, so they’re testing 41 shades between each blue to see which one performs better. I had a recent debate over whether a border should be 3, 4 or 5 pixels wide, and was asked to prove my case. I can’t operate in an environment like that. I’ve grown tired of debating such minuscule design decisions. There are more exciting design problems in this world to tackle.
design
google
engineering
work
dougbowman
takeheart
march 2009 by sunpig
related tags
21century ⊕ advertising ⊕ ala ⊕ alistapart ⊕ amsterdam ⊕ app ⊕ application ⊕ automation ⊕ bored ⊕ boredom ⊕ burnout ⊕ business ⊕ businessmodel ⊕ busy ⊕ calendar ⊕ career ⊕ change ⊕ charliestross ⊕ chat ⊕ chrisheilmann ⊕ code ⊕ codepo8 ⊕ collaborate ⊕ collaboration ⊕ communication ⊕ computer ⊕ concentration ⊕ crunch ⊕ culture ⊕ cv ⊕ database ⊕ db ⊕ dba ⊕ depression ⊕ design ⊕ developer ⊕ developers ⊕ development ⊕ doc ⊕ document ⊕ dougbowman ⊕ ea ⊕ economics ⊕ effort ⊕ email ⊕ energy ⊕ engineering ⊕ fatigue ⊕ fiction ⊕ freelance ⊕ fun ⊕ funny ⊕ future ⊕ futurology ⊕ game ⊕ garann ⊕ geek ⊕ goodwillhunting ⊕ google ⊕ googlewave ⊕ grab ⊕ health ⊕ hiding ⊕ hiring ⊕ hunt ⊕ ideas ⊕ im ⊕ immigration ⊕ industry ⊕ interview ⊕ it ⊕ job ⊕ jobs ⊕ jobsatisfaction ⊕ joseantoniovargas ⊕ kathysierra ⊕ keyboard ⊕ knowledgeworkers ⊕ law ⊕ leadership ⊕ learn ⊕ learning ⊕ legal ⊕ lie ⊕ life ⊕ lying ⊕ management ⊕ mentality ⊕ messaging ⊕ metaverse ⊕ michaelabrash ⊕ monetization ⊕ movie ⊕ networking ⊕ newyorktimes ⊕ nicholaszakas ⊕ nsa ⊕ nytimes ⊕ office ⊕ paulgraham ⊕ people ⊕ play ⊕ politics ⊕ pond ⊕ problem ⊕ productivity ⊕ profit ⊕ programming ⊕ project ⊕ projectmanagement ⊕ psychology ⊕ publishing ⊕ questions ⊕ quote ⊕ rails ⊕ rands ⊕ recession ⊕ relax ⊕ remote ⊕ resume ⊕ revolution ⊕ ruby ⊕ ryancarson ⊕ salon ⊕ scene ⊕ scheduling ⊕ school ⊕ script ⊕ search ⊕ sethgodin ⊕ sharing ⊕ sleep ⊕ social ⊕ software ⊕ spreadsheet ⊕ sql ⊕ sqlserver ⊕ startup ⊕ steveblank ⊕ stress ⊕ success ⊕ takeheart ⊕ talk ⊕ teaching ⊕ tech ⊕ time ⊕ times ⊕ tool ⊕ training ⊕ trust ⊕ usa ⊕ valce ⊕ valve ⊕ wave ⊕ wearable ⊕ web ⊕ work ⊖ working ⊕ worklifebalance ⊕ writing ⊕Copy this bookmark: