My "9 to 5"

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I'm extremely lucky to have a life-situation in which no company, boss, manager, or organization ever tells me what to do.  I am free to come and go as I please, take and reject projects as they come up, and in general just do what I like. Yet I still feel at times a sort of social expectation perched on my shoulder like some cruel-beaked bird, and it will at times dig its talons in when it feels I'm straying to far from the norm.

One example is my daily schedule.  Like most people I have been imprinted since childhood with the idea that all "real work" is done at an office between the hours of 9 and 5.  At times I will find myself feeling deep guilt as I take a three hour lunch or goof off an entire afternoon. That expectation to be a good productive member of society starts to hiss in my ear, "you're wasting time, you should be making more money, you should get a real job."

I'm really working on getting this feeling of guilt under control, so I thought I'd actually add up the amount of work I do on a usual day and see how I stacked up against the usual office worker.

This was my schedule for a Monday.  This is my "day off" in that I don't teach any yoga.  But I do my other work mostly on that day.  Let's see what happens on a usual Monday.



6 am - wake up.
6:30-8:00am - work, often responding to emails from the US that have been sent as I slept.
8:00-9:00am - breakfast for myself and whoever else might be needing it in the apartment at that time.  I also make my lunch at this time if I'm on top of things.
9:00-11:00am - meetings, podcast editing, design work, website updating, or whatever is on the agenda for that day.
11:00-1:30 pm - I usually run out of steam around 11 and spend some time watching videos online or reading articles.  Sometimes after lunch I'll play some Xbox.  During training time this is when I'll go through PCP exercises.
1:30-2:30 pm.  Having goofed off but not being ready to work again, I'll usually turn to cleaning the house, washing dishes, or going to the supermarket while it's still sunny.
2:30-4:00 pm - back at the computer for more work.
4:00-5:30 pm - preparing dinner.  I like to make nice dinners.  I have a lot of guests, almost one every night, so this takes time.
5:30-7:00pm - wining and dining
7:00pm-8:00pm - this is usually the entertainment for the night.  I might watch a show downloaded from the net, or play guitar, or stretch, or more Xbox.
8:00-10:00pm - working on projects, sending emails I want North America to read as I sleep, closing any glaring open loops from the day.
10:00-10:30pm - getting ready for bed, toothbrushing, pajama wearing, etc...
10:30- sleep.  Yep, I go to bed at 10:30 or earlier every night.  Make fun of me all you want, but when you wake up at six that's the only way to get 7-8 hours of sleep.  And adequate sleep is the key to health and happiness.

So that's a usual Monday.  Let's assume a nine to fiver has an hour lunch break, he or she would then clock in 7 hours of work in a given day.  How does my day compare?

6:30-8:00am = 1.5 hours
9:00-11:00am = 2 hours
2:30-4:00pm = 1.5 hours
8:00-10:00pm = 2 hours
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total worktime = 7 hours

This really surprised me the first time I calculated it.  I had been thinking of myself as a bit of a slacker compared to my hard-working office friends.  But it turns out we work the same amount on a Monday, my work time is just spread out in smaller chunks.  Plus, my house is always clean and I'm eating wholesome homecooked food most of the time.

Not to mention, Monday is my day off.

The 9 to 5 schedule really is a relic in this day and age or international communication and the internet.  We have the technology to find any piece of information we need directly from our home in a few keystrokes, no matter what time it is.  I regularly vid-chat with clients and contacts all over the globe who don't give a second thought to the fact that it is 7am or 10pm where I am, they just want to get the job done.

For the kind of creative work I do, spacing it out throughout the day is a real godsend.  Often the worst thing I can do is plow through a problem that requires a creative solution.  The results always look forced and unoriginal.  By giving projects some time to breath the answer usually appears from my subconscious without prompting.  So all those hours between work, washing dishes, chopping vegetables, are also a very necessary part of the work.

When people find out I work seven days a week they are mildly appalled, but I'd much rather work at a leisurely pace 7 days a week than have the manic highs and lows of the 5 day workweek.  That kind of scheduling really does a number on people's minds, as life is so sharply divided between work and play, people spend most of their time looking forward to or dreading the next bend in the rollercoaster.

So join me in putting the final nails in the idea that the only real work happens between the hours set by factory owners in Victorian England 200 years ago.

And let's all work a little less and live a little more while we're at it.




A Kingdom for Keflings and Ecology

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When I was a kid, finding myself with few friends and no father, brothers or sisters, I naturally had a lot of time to pursue whatever interested me in a distraction free manner on pretty much my own schedule.

One of these solitary activities that I could sink hours into was video games. Most kids play video games, but I mastered video games. I dove deep. If there were 99 secret stars to collect I would methodically get them all over the course of a weekend. I could beat Contra on one life. I could win Mega Man without using any of the boss weapons. Don't even get me started on Street Fighter 2. I was and still am pretty damn good at video games. Gwen always gets mad when I beat a game on Friday that I bought on Tuesday.

After 20 years of beating games, there's not a ton of excitement when you see those final credits roll. I think there must be hidden legions of veteran gamers like me because now that we're actually old enough to be producing our own games, a whole new vibe is emerging.

These are games that can't be beaten. They exist simply to be played. The first big move in this direction was The Sims. For the first time a big mainstream game had no pressure, no time limit, and was focused on creation and sustaining rather than conquering. A few other notable games around this time included Animal Crossing, in which your objective was to make friends, keep your town clean, and decorate your house, Harvest Moon, in which you literally spent the whole game watering and harvesting vegetables to be sold at market.

With the advent of the current-gen systems, this unbeatable game genre has really come into its own. There are the music games such as Rock Band, which is basically full ensemble karaoke, Little Big Planet, which takes you from being the little guy running around the level to the actual level designer. Even games that can be "beaten" such as GTA4, Fallout 3 and Fable 2 have switched the focus from completing the game to experiencing the game world. No one plays these games to win them. They play to have an experience in the game's world. This is called "emergent gameplay" in the video games industry.

Recently I've really been loving a little Xbox Arcade game called "A Kingdom for Keflings." The outline of the game is that you are a giant trying to help a community of little people called Keflings to build their kingdom. You can direct the Keflings to do things around town, or do things yourself. How you divide the labor and lay out the town is entirely up to you. There is no time limit, and there's no dying. There's no way even to make a mistake. You follow the building blueprints, which require different combinations of stone, wood, wool, and crystal, which are mined from the surrounded environment. The gameplay only involves one button, which is used to pick up and put down materials or the Keflings themselves. The only goal is to get to the final blueprint of the Castle.

What seems like a shallow and boring game mechanic is incredibly compelling. Absent the constraints of a job and hygeine, I could play this game for days at a time. And like most of these emergent games there is so much to be learned about the real world from these brief forays into a crafted reality.

What has struck me most about A Kingdom for Keflings is its perhaps inadvertent environmental message. You start the game surrounded by trees, rocks, sheep, and crystals. As you send Keflings out to harvest raw materials, you see very little environmental impact at first. An individual Kefling isn't capable of doing much by himself, so the treelines stay intact, the rocky outcroppings remain contoured, and the sheep numbers stay constant.

But soon a funny thing happens. You get involved in making your city. You let the Keflings do the grunt work while you spend time around the Town Square crafting the Mayor's house and other little buildings that offer you some small rewards. And of course the more successful you are in your city building the more Keflings you can create. (In a too-cute touch, to add more Keflings you must first build a house and then add a giant heart to it. Quite literally, no house is complete until you add love)

Things get complicated quickly. No longer do you need plain old rock to build. You need cut stones. So the rock goes through a special building before it can be used. Later you must use brick to build, which requires a further step past the cut stone. Which is all to say that after a few minutes you're spending the bulk of your time creating systems in which the Keflings are carrying things from place to place so that you can get enough of the right materials to build the next thing on your march to the castle. The fun of the game is figuring out how to manage your building location and Kefling workforce to get to the next building as smoothly as possible.

Every once in a while you might take a walk outside of the main area to look for special items that further your progress. These walks are often surprising. Where are all the trees? Didn't there used to be a big pile of stones here? What happened to the sheep? Those Keflings you set to work at the start of the game have been harvesting natural resources the whole time, and while any one of them has no discernable impact on the world, the collective group quickly strips the landscape clean. As a result, the Keflings must go further and further afield in order to get the stones and trees that started out right on your doorstep. But you don't notice it much, because your city is also expanding into the empty space left by the harvested resources.

I found this a very humbling experience when I played through A Kingdom for Keflings the first time. I had no intention of stripping the land clean when I started building my kingdom. But by getting so wrapped up in the evolution of the city I became disconnected from the original resources, and thus didn't notice that they were steadily dissapearing.

In the real world, we tend to think of the environment being despoiled by at worst evil corporate interests and at best ignorant native peoples. We seem to think that the destruction of rainforests, overfishing of oceans, and damming of rivers is done by bad people with shortsighted and greedy intentions.

In truth there are no environment boogeymen. The loggers and strip-miners are as innocent as the Keflings I dispatched to chop wood for my city hall and cottage. They are just cutting the one tree in front of them, because there is a need for it. And this pressure comes from the giants like me, living in the city, worrying over how to build the new Stone Cutter so I can make the Brick Masonry so I can build the Factory so I can finally build the Castle.

I saw in Morocco how the Berbers would cut down the precious few trees left because there was no other source of firewood. Why did they need so much firewood? To keep their new enlarged houses warm. Why were they living in larger houses? Because they had bigger families. Why did they want bigger families? Because that's just what you DO.

In a Kingdom for Keflings, no one ever asks why exactly these little people want a castle so badly. What will they do with it once it's complete? Have a party? Live out the remainder of their days Maypole dancing? The game ends at the castle, but I have a feeling that if it kept going the Keflings would start to eye the valley over with all its trees and primitive Keflings and start asking you to construct catapults and armories with which to invade it with.

And how about us modern types? Why do we insist that a healthy economy must grow 5% every year without fail? What does having an economy that's 5% bigger do for anyone? So we can have 5% more stuff? What 5% of new stuff is going to change our lives in any way? So our kids can be happier and wealthier? Why? Are we not wealthy enough? Does anyone seriously think that having even more stuff surrounding them will make our kids happier? Perhaps we seek to endlessly grow because that's just what you DO.

Last year China completed it's controversial Three Gorges Dam to supply its population with hydroelectricity. Whole ecosystems were destroyed as the course of the Yangtze river was forever altered. All the blame fell on the sinister Chinese government which carelessly "raped the land" in its thirst for progress.

But step back, and ask why China had the resources and motivation to take on such a massive civil works project. Because China is awash in more money than it knows what to do with. And where did that money come from? Manufacturing all those Xboxes, Ipods and Macbooks on which environmentalists rail against China on. Why do we need a new Ipod model every year? Why do we need to carry around 8 gigs of music everywhere? Why do we need even more cutting edge graphics on the next Playstation? Why do we think it's perfectly natural to only pay 15 dollars for a coffee-maker at Walmart? Why do we expect continuing technological and lifestyle improvement year after year after year? Because that's just what we DO.

I can think of only one other system that insists on endless growth no matter what the consequences for the environment it lives in. And that is the cancer cell.

We're not bad people. Almost everyone I know wants to protect our planet. But it's those million unaware decisions we make everyday that will do us in. Responsibilty starts with you. None of our hands are clean. Join me this year in affirming what to any outside observer is completely obvious;

"I have plenty. I am happy."