stuff

The festive fix-it: Stocking stuffers for home improvement nuts

'Tis the season to mend, modify, repair, tidy-up and perform (not too strenuous) energy- and water-saving tweaks around the house.



  • Remodeling & Design

stuff

10 stocking stuffers for home cooks (that will actually get used)

Looking for stocking stuffer ideas for your favorite home cooks? Here are some suggestions for super useful tools that they’ll love.




stuff

Women don't need stuff made just for them

Most 'gendered' stuff is useless — with a few notable exceptions.



  • Arts & Culture

stuff

This rescued bat can't stuff quite enough banana into those ridiculous cheeks

Before she flew back into the wild, Miss Alicia the bat met a fruit and fell in love.




stuff

Teachers: Submit your Earth Day lesson plan, win cool stuff

Submit your Earth Day lesson plan to this contest and you win could tons of cool prizes for your classroom.




stuff

National parks strut their spring stuff for Earth Day

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.



  • Wilderness & Resources

stuff

Glenn Beck likes stuff

Fox News rodeo clown Glenn Beck thinks "The Story of Stuff" is just downright un-American.



  • Wilderness & Resources

stuff

What to do with the stuff that doesn't spark joy

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.




stuff

We're drowning in stuff, and this study proves it's making us miserable

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."




stuff

This mall in Sweden sells only recycled stuff

The ReTuna mall in Eskilstuna provides a shining example of how the buy-use-dispose model can be turned on its head.




stuff

Hockey fans throw 45,000 stuffed animals on the ice for charity

Fans at a Hershey Bears hockey game threw stuffed animals on the ice so they could be donated to charities.




stuff

Why it's so hard to fix stuff that needs repairing

Some companies make DIY repair difficult (or impossible), but new laws in the U.S. and Europe may make fixing things easier.




stuff

Smart Stuff with Justin and Roman- Founder Effect

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.




stuff

Finish with the Right Stuff Report 2014-2019




stuff

Why's it so hard to get the cool stuff approved?

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-approved

    There 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!



      • Design & Content

      stuff

      Why's it so hard to get the cool stuff approved?

      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-approved

        There 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!



          • Design & Content

          stuff

          Why's it so hard to get the cool stuff approved?

          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-approved

            There 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!



              • Design & Content

              stuff

              Why's it so hard to get the cool stuff approved?

              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-approved

                There 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!



                  • Design & Content

                  stuff

                  Stuffing tube centering device and method for centering a stuffing tube

                  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.




                  stuff

                  Method and an apparatus for determining the residual time until a cooking process of a foodstuff has been finished

                  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.




                  stuff

                  Device and method to simulate cooking stuffing in a bird

                  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.




                  stuff

                  APPARATUS AND METHOD FOR THE DECORATION OF FOODSTUFFS

                  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.




                  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

                  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.




                  stuff

                  Some new stuff 2020

                  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.

                  Playlist
                  Artist ~ Track ~ Album
                  The New Mosaic ~ Out Of Body ~ single
                  Jen Allen ~ Begin Again ~ Sifting Grace
                  Jen Allen ~ Prickly Pear ~ Sifting Grace
                  Mike Casey ~ Unforgettable ~ single
                  Christopher Hollyday ~ Dialogue ~ Dialogue
                  Pat Metheny ~ Everything Explained ~ From This Place
                  Kenny Barron, Dave Holland Trio ~ Porto Alegre ~ Without Deception
                  Herbie Hancock ~ Maiden Voyage ~ Maiden Voyage
                  Herbie Hancock ~ Tell Me A Bedtime Story ~ Fat Albert Rotunda
                  Herbie Hancock ~ Ostinato (Suite for Angela) ~ Mandishi
                  Miles Davis ~ Dear Old Stockholm ~ Round About Midnight




                  stuff

                  Kicked from Apple Podcasts? What Happens When You Keyword-Stuff Podcast Tags – TAP334

                  Apple is cracking down on keyword-stuffing in podcast tags. Here's information from testing and experience to help you protect your podcast!




                  stuff

                  Worrying About Stuff


                  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.




                  stuff

                  How do I get rid of stuff during COVID?

                  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.




                  stuff

                  How to get rid of stuff after 45 years in the same house? This couple threw a ‘downsizing party’


                  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.




                  stuff

                  'Everybody needs to use this stuff': Why Billy tells Darwin patrons to lather up

                  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.




                  stuff

                  Kiszla: Is it a curse? Coronavirus, boycott, war and stuff that shatters Olympic dreams every 40 years.

                  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?




                  stuff

                  Equinix says Zoom bought plenty more stuff in Q1. Which is just what Oracle said, too

                  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.…





                  stuff

                  Good stuff

                  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




                  stuff

                  Work stuff

                  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!

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                  • working for myself

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