stuff The festive fix-it: Stocking stuffers for home improvement nuts By www.mnn.com Published On :: Fri, 05 Dec 2014 18:05:21 +0000 'Tis the season to mend, modify, repair, tidy-up and perform (not too strenuous) energy- and water-saving tweaks around the house. Full Article Remodeling & Design
stuff 10 stocking stuffers for home cooks (that will actually get used) By www.mnn.com Published On :: Mon, 18 Dec 2017 17:51:59 +0000 Looking for stocking stuffer ideas for your favorite home cooks? Here are some suggestions for super useful tools that they’ll love. Full Article Healthy Eating
stuff Women don't need stuff made just for them By www.mnn.com Published On :: Sun, 20 Mar 2016 13:11:58 +0000 Most 'gendered' stuff is useless — with a few notable exceptions. Full Article Arts & Culture
stuff This rescued bat can't stuff quite enough banana into those ridiculous cheeks By www.mnn.com Published On :: Tue, 05 Dec 2017 21:21:42 +0000 Before she flew back into the wild, Miss Alicia the bat met a fruit and fell in love. Full Article Animals
stuff Teachers: Submit your Earth Day lesson plan, win cool stuff By www.mnn.com Published On :: Mon, 08 Apr 2013 13:30:49 +0000 Submit your Earth Day lesson plan to this contest and you win could tons of cool prizes for your classroom. Full Article Family Activities
stuff National parks strut their spring stuff for Earth Day By www.mnn.com Published On :: Mon, 21 Apr 2014 16:04:39 +0000 Celebrate National Parks Week and Earth Day with us with this breathtaking visual tour of some of the most beautiful sights in America's national parks. Full Article Wilderness & Resources
stuff Glenn Beck likes stuff By www.mnn.com Published On :: Fri, 02 Oct 2009 13:51:49 +0000 Fox News rodeo clown Glenn Beck thinks "The Story of Stuff" is just downright un-American. Full Article Wilderness & Resources
stuff What to do with the stuff that doesn't spark joy By www.mnn.com Published On :: Tue, 15 Jan 2019 14:11:02 +0000 When you clear your house of clutter and follow Marie Kondo's directive to keep only joyful things, here's how to make sure those items get a second life. Full Article Responsible Living
stuff We're drowning in stuff, and this study proves it's making us miserable By www.mnn.com Published On :: Tue, 11 Sep 2018 17:04:11 +0000 A 2012 study of homes in L.A. shows just how menacing stuff can be: "Many find their accumulated possessions exhausting to contemplate, organize, and clean." Full Article At Home
stuff This mall in Sweden sells only recycled stuff By www.mnn.com Published On :: Mon, 08 Jan 2018 11:42:58 +0000 The ReTuna mall in Eskilstuna provides a shining example of how the buy-use-dispose model can be turned on its head. Full Article Recycling
stuff Hockey fans throw 45,000 stuffed animals on the ice for charity By www.mnn.com Published On :: Wed, 04 Dec 2019 13:23:00 +0000 Fans at a Hershey Bears hockey game threw stuffed animals on the ice so they could be donated to charities. Full Article Family Activities
stuff Why it's so hard to fix stuff that needs repairing By www.mnn.com Published On :: Thu, 17 Jan 2019 17:31:16 +0000 Some companies make DIY repair difficult (or impossible), but new laws in the U.S. and Europe may make fixing things easier. Full Article Recycling
stuff Smart Stuff with Justin and Roman- Founder Effect By beta.prx.org Published On :: Sun, 15 Dec 2019 22:08:25 -0000 The long-awaited return of Smart Stuff with Justin and Roman, featuring Justin McElroy and Roman Mars. Make your mark. Go to radiotopia.fm to donate today. Everyone should listen to My Brother, My Brother, and Me on the Max Fun Network. Full Article adfree
stuff Finish with the Right Stuff Report 2014-2019 By www.health.nsw.gov.au Published On :: Wed, 01 Apr 2020 00:11:46 GMT Full Article
stuff Why's it so hard to get the cool stuff approved? By feedproxy.google.com Published On :: Thu, 27 Feb 2020 00:00:00 -0500 The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right? Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design. So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all. There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned. But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:The fear of change. Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all. The fear of the unknown. Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand. The fear of losing control. We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas. What are low-fidelity prototypes?Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes: A rough animation created in Principle illustrating less programatic animation: And even creating an animated storyboard in Photoshop: They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on. That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback. Lo-fi prototypes: client-tested, internal team-approvedThere are a lot of reasons to love lo-fi prototypes internally, too! They’re quick and easy. We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.They’re great to share with developers. Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible. Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes! Full Article Design & Content
stuff Why's it so hard to get the cool stuff approved? By feedproxy.google.com Published On :: Thu, 27 Feb 2020 00:00:00 -0500 The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right? Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design. So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all. There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned. But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:The fear of change. Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all. The fear of the unknown. Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand. The fear of losing control. We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas. What are low-fidelity prototypes?Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes: A rough animation created in Principle illustrating less programatic animation: And even creating an animated storyboard in Photoshop: They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on. That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback. Lo-fi prototypes: client-tested, internal team-approvedThere are a lot of reasons to love lo-fi prototypes internally, too! They’re quick and easy. We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.They’re great to share with developers. Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible. Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes! Full Article Design & Content
stuff Why's it so hard to get the cool stuff approved? By feedproxy.google.com Published On :: Thu, 27 Feb 2020 00:00:00 -0500 The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right? Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design. So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all. There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned. But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:The fear of change. Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all. The fear of the unknown. Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand. The fear of losing control. We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas. What are low-fidelity prototypes?Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes: A rough animation created in Principle illustrating less programatic animation: And even creating an animated storyboard in Photoshop: They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on. That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback. Lo-fi prototypes: client-tested, internal team-approvedThere are a lot of reasons to love lo-fi prototypes internally, too! They’re quick and easy. We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.They’re great to share with developers. Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible. Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes! Full Article Design & Content
stuff Why's it so hard to get the cool stuff approved? By feedproxy.google.com Published On :: Thu, 27 Feb 2020 00:00:00 -0500 The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right? Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design. So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all. There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned. But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:The fear of change. Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all. The fear of the unknown. Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand. The fear of losing control. We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas. What are low-fidelity prototypes?Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes: A rough animation created in Principle illustrating less programatic animation: And even creating an animated storyboard in Photoshop: They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on. That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback. Lo-fi prototypes: client-tested, internal team-approvedThere are a lot of reasons to love lo-fi prototypes internally, too! They’re quick and easy. We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.They’re great to share with developers. Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible. Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes! Full Article Design & Content
stuff Stuffing tube centering device and method for centering a stuffing tube By www.freepatentsonline.com Published On :: Tue, 30 Dec 2014 08:00:00 EST A stuffing tube centering device for concentric alignment of the stuffing tube to a casing stick and a corresponding method, and where two oppositely disposed centering members movable towards each other between which the stuffing tube can be held and centered. Full Article
stuff Method and an apparatus for determining the residual time until a cooking process of a foodstuff has been finished By www.freepatentsonline.com Published On :: Tue, 28 Apr 2015 08:00:00 EDT The invention relates to a method for determining the residual time until a cooking process of a foodstuff (12) has been finished. At first a set temperature value for a core (14) of the foodstuff (12) is defined. Next the actual temperatures in the core (14) of the foodstuff (12) at predetermined times are measured and the time dependence of the measured temperature in the core (14) of the foodstuff (12) is determined. At last the time dependence of the measured temperature is compared with the set temperature value and “the residual time of the cooking process is estimated. The invention relates further to a corresponding apparatus for determining the residual time until a cooking process of a foodstuff (12) has been finished. Full Article
stuff Device and method to simulate cooking stuffing in a bird By www.freepatentsonline.com Published On :: Tue, 05 May 2015 08:00:00 EDT The present invention provides a device and method for simulating cooking stuffing in a bird, such as a turkey. Stuffing prepared with the device and method of the invention has both the appearance and taste of cooked-in-the-bird stuffing. In addition, the device and method of the invention allows the user to prepare simulated cooked-in-the-bird stuffing at any time, in any quantity and in less time compared to the several hours usually needed to cook stuffing in a bird. The invention, therefore, provides all the benefits of cooked-in-the-bird stuffing without the safety concerns of bacterial contamination when cooked in a bird. Full Article
stuff APPARATUS AND METHOD FOR THE DECORATION OF FOODSTUFFS By www.freepatentsonline.com Published On :: Thu, 29 Jun 2017 08:00:00 EDT The present invention provides a wafer product decorating apparatus comprising a laser, a collimator, at least one galvanometer driven mirror, and an aspheric scan lens, the apparatus being positionable relative to the wafer product to be decorated wherein the apparatus is configured to provide a laser beam having a spot size of from 100 to 750 μm in diameter on the surface of the product to be decorated and a substantially flat focal plane, characterised in that the focal plane has a depth of field of from 5 mm to 20 mm and that the focal plane of the laser beam is from 5 mm to 30 mm above or below the surface of the product to be decorated. The invention also provides a process for decorating a wafer product. Full Article
stuff Device for preventing jamming of a fibrous material subject to a compressive treatment in a stuffing chamber defined by a feed roll and a retard roll By www.freepatentsonline.com Published On :: Tue, 06 Mar 2012 08:00:00 EST A device for preventing jamming of a fibrous material subject to a compressive treatment in a stuffing chamber defined by a feed roll and a retard roll. The device includes an impact blade and a stabilizing apparatus. The impact blade is rigid and interchangeable. The stabilizing apparatus stabilizes the impact blade against moving away from the feed roll to prevent the jamming of the fibrous material between the feed roll and the impact blade during the compressive treatment of the fibrous material. Full Article
stuff Some new stuff 2020 By jazzandbeyond.podbean.com Published On :: Sun, 01 Mar 2020 05:00:00 -0500 We begin this episode with new music; first from our Hartford cats and then from more nationally known jazz artists. Finally the set ends with classic jazz from Hancock and Miles. PlaylistArtist ~ Track ~ Album The New Mosaic ~ Out Of Body ~ singleJen Allen ~ Begin Again ~ Sifting GraceJen Allen ~ Prickly Pear ~ Sifting GraceMike Casey ~ Unforgettable ~ singleChristopher Hollyday ~ Dialogue ~ DialoguePat Metheny ~ Everything Explained ~ From This PlaceKenny Barron, Dave Holland Trio ~ Porto Alegre ~ Without DeceptionHerbie Hancock ~ Maiden Voyage ~ Maiden VoyageHerbie Hancock ~ Tell Me A Bedtime Story ~ Fat Albert RotundaHerbie Hancock ~ Ostinato (Suite for Angela) ~ MandishiMiles Davis ~ Dear Old Stockholm ~ Round About Midnight Full Article
stuff Kicked from Apple Podcasts? What Happens When You Keyword-Stuff Podcast Tags – TAP334 By feedproxy.google.com Published On :: Fri, 09 Nov 2018 23:09:16 +0000 Apple is cracking down on keyword-stuffing in podcast tags. Here's information from testing and experience to help you protect your podcast! Full Article Audio Apple Podcasts itunes podcast feed RSS SEO spam titles
stuff Worrying About Stuff By feedproxy.google.com Published On :: Thu, 01 Feb 2018 00:00:00 GMT Are you overwhelmed with worry? There is no limit to the things we can fret over—kids, health, finances, material possessions, and even our salvation. Wouldn’t it be nice to be free from all that anxiety? Pastor Doug explores how to find lasting freedom from worry. Full Article
stuff How do I get rid of stuff during COVID? By ask.metafilter.com Published On :: Sat, 09 May 2020 13:45:23 GMT I'm going to be moving from a 1 bedroom on Long Island to a studio in Manhattan sometime in June. This will necessarily involve a certain amount of downsizing of stuff and furniture. Normally I'd donate items. What are my options to get rid of stuff now?Why am I moving in the middle of a pandemic? To start residency now that I've graduated medical school, of course. Full Article donating downsizing junk moving
stuff How to get rid of stuff after 45 years in the same house? This couple threw a ‘downsizing party’ By www.seattletimes.com Published On :: Fri, 15 Nov 2019 06:00:24 -0800 Who needs a yard sale? In an effort to get rid of stuff before moving to a smaller house, this couple came up with a novel way to purge: let people in and tell them to take whatever they want. Full Article Home & Decor Life Lifestyle
stuff 'Everybody needs to use this stuff': Why Billy tells Darwin patrons to lather up By www.abc.net.au Published On :: Thu, 20 Feb 2020 20:22:01 +1100 He's worn many hats in his days, including that of world barefoot mud crab tying champion and Top End buffalo shooter. But Billy Lowery really just wishes he'd worn more hats more often. Full Article Skin Cancer Men's Health Women's Health Travel Health and Safety Gambling Offbeat Fishing Aquaculture Clubs and Associations Sports injuries Accidents - Other Marine Biology Food and Cooking Food Safety Food and Beverage
stuff Kiszla: Is it a curse? Coronavirus, boycott, war and stuff that shatters Olympic dreams every 40 years. By www.denverpost.com Published On :: Sun, 12 Apr 2020 00:21:32 +0000 If the planet's biggest sporting event isn't immune to worldwide strife, why should we be shocked COVID-19 could also wipe out the NBA playoffs or the entire major-league baseball season in 2020? Full Article Latest News Olympics Sports Sports Columnists coronavirus coronavirus in sports Mark Kiszla Tokyo Olympics 2020
stuff Equinix says Zoom bought plenty more stuff in Q1. Which is just what Oracle said, too By go.theregister.co.uk Published On :: Fri, 08 May 2020 02:59:12 GMT Despite you know what, little evidence of a rush to new racks Equinix has posted its Q1 FY2020 results for the period ending March 31st, along with some interesting insights into how the COVID-19 pandemic has impacted data centre consumption.… Full Article
stuff How to Do Map Stuff: Links to Videos By www.maproomblog.com Published On :: Mon, 04 May 2020 16:15:25 +0000 Full Article Cartography livestream
stuff Good stuff By serene.dreamwidth.org Published On :: Sat, 29 Jun 2019 17:15:38 GMT Good stuff: * 3-day weekends all summer, yay!* If the zebras stay away today, I get to stop taking the icky meds.* Other than a couple days of some weakness, mom's doing really, really well after her valve replacement.* Feeling almost well enough to start writing again. Planning to start tomorrow if the zebras stay away.* House is almost clean.* I'm just generally feeling fine and in a good mood. And I originally typed that "good moof" and thought it was really cute and funny, so maybe I'm a little dopey today. Which is also a good thing. So there you have it. comments Full Article alt.fan.me.me.me updates zebras
stuff Work stuff By serene.dreamwidth.org Published On :: Tue, 03 Sep 2019 15:31:00 GMT Today, I will be interviewing for a half-time job: the hourly wage is a fair bit higher than what I'm currently making at my day job, but the hours are 20 a week versus 40. It has benefits, though, and it would free up my time to write, and to take more editing gigs. I enjoy the editing, I'm good at it, and it pays well, so this could be the best of both worlds. I have to give a presentation as part of the interview, and I'm just printing out handouts for that in case their projector doesn't work. I don't have any fear of public speaking, but I confess I'd rather have an interview without this component, or hey, no interview at all.Into the breach! comments Full Article working for myself
stuff Ken and Robin Talk About Stuff: Good Government and Dry Socks By robin-d-laws.blogspot.com Published On :: Fri, 01 Nov 2019 12:52:00 +0000 In the latest episode of their double-double podcast, Ken and Robin talk regional word magic, Eco vs. Superman, the bane of werewolf movies, and the Dyatlov Pass Incident. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Lotta Garlic There Though By robin-d-laws.blogspot.com Published On :: Fri, 08 Nov 2019 14:23:00 +0000 In the latest episode of their improvisatory, highly customizable podcast, Ken and Robin talk Armitage Files and Dracula Dossier for Fall of Delta Green, Chicago film fest, James Damato, and Cornelius Agrippa. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Dire, Satanic Chili By robin-d-laws.blogspot.com Published On :: Fri, 15 Nov 2019 13:50:00 +0000 In the latest episode of their hot and tangy podcast, Ken and Robin talk handling player absence, video game money laundering, chili, and the Chapel of Sacred Mirrors. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Werewolf Adjacent By robin-d-laws.blogspot.com Published On :: Fri, 22 Nov 2019 14:24:00 +0000 In the latest episode of their podcast of many things, Ken and Robin talk magical artifacts, the Shakespeare riots, Dr. Jekyll, and Dick Nixon, FBI. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Nutty Crab Soup By robin-d-laws.blogspot.com Published On :: Fri, 06 Dec 2019 15:50:00 +0000 An epic arc reaches its pulse-pounding conclusion as Ken and Robin confront the wonder and terror of the Sno-Voyageurs Cookbook! (And also talk the system matters debate, Profumo Affair and 1911 Ark of the Covenant expedition) Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: All Books are Tax Deductible By robin-d-laws.blogspot.com Published On :: Fri, 13 Dec 2019 14:27:00 +0000 In the latest episode of their visionary, extravagantly muscled podcast, Ken and Robin talk Blake at the Tate, Colby Elliott, and Ken's latest London book raid—complete with record-scratching twist! Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Live from Dragonmeet 2019 By robin-d-laws.blogspot.com Published On :: Fri, 20 Dec 2019 14:58:00 +0000 Live at Dragonmeet, Ken and Robin talk Hindu mythology's secret role in the Norman Invasion, crisis on infinite podcasts, drinks to write by, and the real reason Ken had to make Trump president. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Landlord Reform By robin-d-laws.blogspot.com Published On :: Fri, 03 Jan 2020 14:54:00 +0000 In the latest installment of their well-rounded and informative podcast, Ken and Robin talk resource refreshing, the espionage career of the inventor of the pie chart, Earthdawn, and Gustavus Aldophus. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Everyone Believes in Horse Theft By robin-d-laws.blogspot.com Published On :: Fri, 10 Jan 2020 14:32:00 +0000 In the latest episode of their scrappy but determined podcast, Ken and Robin talk underdog opponents, the Sandby Borg massacre, All Rolled Up's Fil Baldowski, and lunar metal. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Killer Pupples By robin-d-laws.blogspot.com Published On :: Fri, 17 Jan 2020 14:08:00 +0000 In the latest episode of their chainsaw-handed podcast, Ken and Robin talk comedic horror games, OSS graphic design, Guy Maddin, and sky amoeba UFOs. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Stealth Out and Touch the Egg Wrong By robin-d-laws.blogspot.com Published On :: Fri, 24 Jan 2020 14:20:00 +0000 In the latest episode of their mephitic podcast, Ken and Robin talk playing the secret assassin, sand pirate GPS spoofing, Clark Ashton Smith, and the terrible name megalosaurus almost had. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: He Said, Foreshadowingly By robin-d-laws.blogspot.com Published On :: Fri, 31 Jan 2020 14:23:00 +0000 In the latest episode of their always activated podcast, Ken and Robin talk sandbox encounters, our top 2019 movies, and the tomb of Christian Rosenkreutz. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Anthropodermic Wallet By robin-d-laws.blogspot.com Published On :: Fri, 07 Feb 2020 14:32:00 +0000 In a very special episode dedicated to The Yellow King Roleplaying Game, Ken and Robin talk time as a game mechanic, the Skin Affair, strange machinery in the Belle Epoque, and the Martinist magician Papus. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Health and Safety By robin-d-laws.blogspot.com Published On :: Fri, 14 Feb 2020 11:40:00 +0000 In the latest episode of their delicious yet impeccably organized podcast, Ken and Robin talk GUMSHOE with more die rolling, Auguste Escoffier, Hellenism at the British Museum, and Belle Epoque bookhound Edmond Bailly. Full Article
stuff Ken and Robin Talk About Stuff: Not Quite Doctor Cowboy By robin-d-laws.blogspot.com Published On :: Fri, 21 Feb 2020 13:56:00 +0000 In the latest episode of their pageant-like podcast, Ken and Robin talk where to start with Earth, your conspiracy bookshelf, Moina and Samuel Mathers, and The Rise of Skywalker. Full Article Ken and Robin Talk About Stuff
stuff Ken and Robin Talk About Stuff: Number One Nightmare By robin-d-laws.blogspot.com Published On :: Fri, 28 Feb 2020 16:03:00 +0000 In the latest episode of their starry starry podcast, Ken and Robin talk alternate reality tech levels, Sarah Saltiel, emergent continuity and Belle Epoque astrologer Ely Star. Full Article