Monday, February 26, 2007
Saturday, February 24, 2007
Helpful: The Long View
At this point in the presidential race last time, the leaders in New Hampshire were:
Kerry 23%
Dean 16%
Gephardt 15%
Lieberman 10%
Edwards 3%
Undecided 27%
A lot can change in a year.
Or not.
Kerry 23%
Dean 16%
Gephardt 15%
Lieberman 10%
Edwards 3%
Undecided 27%
A lot can change in a year.
Or not.
Happy Blog Birthday
Three years of this blog. May we all have another year being interesting and helpful. There are far worse things to be.
Labels:
birthday,
helpful,
interesting,
magical computer interwebs
Monday, February 19, 2007
Friday, February 16, 2007
Helpful: Mayor Daley
After meeting Mayor Daley for the first time and hearing him speak last night at a young professionals event, I gotta say that despite the corruption of some of the questionable characters in City Hall, no mayor in America is working as hard for his city as Mayor Daley. The history of our city is one of rapid change and optimism, and Daley's views on building new schools, investing in economic development, and remaking public housing certainly fit with that spirit.
It was a nice event, probably 800 people, most of them shiny and beautiful. One question, though: Who doesn't wear an undershirt under their collared shirt, especially if they have lots of chest hair? I'm talking to you, Mr. Perillo.
It was a nice event, probably 800 people, most of them shiny and beautiful. One question, though: Who doesn't wear an undershirt under their collared shirt, especially if they have lots of chest hair? I'm talking to you, Mr. Perillo.
Thursday, February 15, 2007
Interesting: The Real McCain
I am bad at predictions, but after living in Kansas and Texas, and watching this video, I think Sam Brownback is going to be the Republican presidential nominee. John McCain is finished.
Wednesday, February 14, 2007
Helpful: Get your drink on
Here's a shock: a site about booze named Extratasty found its way onto my blog. Enjoy.
Helpful for Valentines - 10 Things Happy Couples Do
I must say, honestly, that my Valentine and I are 10-for-10. Sweet!
Mark Goulston - 10 Things Happy Couples Do
Mark Goulston - 10 Things Happy Couples Do
Tuesday, February 13, 2007
Monday, February 12, 2007
Obamarama
More than 50 of us made the 5:30AM bus trip from Chicago to Springfield to hear Sen. Obama's speech on Saturday. He had a great message and an electric crowd. There's a long way to go in this campaign, but I know who I'm pulling for...
Tuesday, February 06, 2007
Interesting: Other Foot
The website I got this from is down, so I am blatantly stealing their info.
Other Foot is a card game similar to Apples to Apples, but far more fun. It requires at least three players, and at most the number of players that will fit around your card table. The only other requirement is a large stack of small blank cards. Index cards (cut in half) are perfect for this purpose, however any small pieces of paper which can clearly be written on will suffice (I have been known to use the paper fliers that accumulate at my local cafe).
The game begins with each player grabbing a handful of blank cards and writing words or phrases on them. There are absolutely no rules about what can be written on a card. There is a basic set of guidelines below for what will be more likely to make the game more fun, but feel free to write anything you want. Occasionally people will draw small pictures.
When each player is satisfied with the number of cards he or she has made (No required amount, but typically somewhere between ten and forty cards each) all the cards are shuffled together (this can be annoying since they aren't playing cards) and each player takes five cards.
Players take turns being the judge. At the beginning of the turn, the judge plays a card from his hand, face up, into the center of the table. Typically, the judge will read the card aloud, either for the benefit of players who are far away, or because many people have barely legible handwriting. Every other player then chooses a card from his or her hand which could be understood as some kind of response to the judge's card. The responding cards are played immediately (there is no time limit on deciding which card to play, although players who take too long can be ridiculed).
The judge decides which card "goes best" with his own card. The "best card" may somehow match his card, or perhaps finish a thought, or just sound strange in response to his card. Again, there are no rules for deciding. When the judge decides whose card is best, that player gets a "point", which he scores by taking the judge's card and placing it in his score-pile. All other cards from play are placed in a discard pile, which will be shuffled and returned to the draw pile when the draw pile eventually runs out of cards. If the judge decides that there is no real winner, the round is declared a wash, and all cards from play are placed in the discard pile. All players draw a card to return their hands to five cards (if they have not done so already) and the player seated to the left of the judge becomes the new judge.
The reason quotation marks are employed about the word "point" is that the points in this game are about as meaningless as they are on everything2. When people feel they have played long enough, everyone counts his scorepile, and decides upon the "winner", who gets about ten seconds of glory. The fun of this game is not in the competition, but in the human interaction during play. Points are merely an engine to drive the gameplay.
Additional Rules:
If an onlooker passes by and wants to join in (common in coffeehouses where you know a lot of people), tell them to make ten cards and place them in the discard pile. Then they can join in.
If you think of a good card you want to make in the middle of a game, make the card and put it in the discard pile.
If a card comes up multiple times and is consistently boring, and never works with anything, you can either ask for a vote to get rid of it, or you can just get rid of it. This is typically done by either crumpling the card into a ball, or tearing it into very small pieces.
If, between games, you want to go through and get rid of lame cards, you can.
There are no ultimate rules which make a "good" card or a "bad" card. Actually, even the distinction between "good" cards and "bad" cards is somewhat flawed. How "good" a card is can depend entirely on its interactions with other cards. A card may seem incredibly boring, but this fact can make it all the more enjoyable when it sounds really bizarre in the context of another card (For example, Diversify your investments with Fast Zombies vs. Slow Zombies).
That said, here are some basic guidelines for what works well, and what doesn't.
Good Cards:
* Anything open-ended; if your card sounds too specific, perhaps try removing a word, preferably a word essential to the meaning of the card (Instead of Maggot-Ridden Corpses, try Maggot-Ridden).
* People, places, or things, but not specific ones (Instead of Pope John Paul II try Every pope whoever lived, or instead of Willie Nelson try This one dude I met at Hempfest).
* Anything incredibly violent, graphic, or sexual (The baby eater, Vaginal discharge, Booty Call).
* Anything overly benign (Not as unusual as you would think, Actually quite futuristic).
* By far, the best phrases sound like snippets of conversation you overheard but don't know the context for (I bet I'd do really well on an I.Q. test, needs a man, etc.)
Bad Cards:
* Band Names.
* Self-Contained phrases. Don't try to make a joke on the card itself. The weirdness is supposed to come out in context.
* Specific People, places, or things. This rule can be completely wrong sometimes. I find The Queen of England to be an incredibly enjoyable card. However, specific people, places, and things in your everyday experience generally don't work.
The reason for the name "Other Foot" is just as unknown as perhaps the reason for the name Egyptian Ratscrew. Legend tells us that that was simply the phrase on the card that came up when they were deciding what to name the game.
Other Foot is extremely fun to play with a group of incredibly creative friends, preferably a really large group. However, be wary, as it can be extremely boring if played with a group of incredibly uncreative friends. If you have a bad experience playing Other Foot, perhaps you should reconsider what sort of people you surround yourself with.
Other Foot is a card game similar to Apples to Apples, but far more fun. It requires at least three players, and at most the number of players that will fit around your card table. The only other requirement is a large stack of small blank cards. Index cards (cut in half) are perfect for this purpose, however any small pieces of paper which can clearly be written on will suffice (I have been known to use the paper fliers that accumulate at my local cafe).
The game begins with each player grabbing a handful of blank cards and writing words or phrases on them. There are absolutely no rules about what can be written on a card. There is a basic set of guidelines below for what will be more likely to make the game more fun, but feel free to write anything you want. Occasionally people will draw small pictures.
When each player is satisfied with the number of cards he or she has made (No required amount, but typically somewhere between ten and forty cards each) all the cards are shuffled together (this can be annoying since they aren't playing cards) and each player takes five cards.
Players take turns being the judge. At the beginning of the turn, the judge plays a card from his hand, face up, into the center of the table. Typically, the judge will read the card aloud, either for the benefit of players who are far away, or because many people have barely legible handwriting. Every other player then chooses a card from his or her hand which could be understood as some kind of response to the judge's card. The responding cards are played immediately (there is no time limit on deciding which card to play, although players who take too long can be ridiculed).
The judge decides which card "goes best" with his own card. The "best card" may somehow match his card, or perhaps finish a thought, or just sound strange in response to his card. Again, there are no rules for deciding. When the judge decides whose card is best, that player gets a "point", which he scores by taking the judge's card and placing it in his score-pile. All other cards from play are placed in a discard pile, which will be shuffled and returned to the draw pile when the draw pile eventually runs out of cards. If the judge decides that there is no real winner, the round is declared a wash, and all cards from play are placed in the discard pile. All players draw a card to return their hands to five cards (if they have not done so already) and the player seated to the left of the judge becomes the new judge.
The reason quotation marks are employed about the word "point" is that the points in this game are about as meaningless as they are on everything2. When people feel they have played long enough, everyone counts his scorepile, and decides upon the "winner", who gets about ten seconds of glory. The fun of this game is not in the competition, but in the human interaction during play. Points are merely an engine to drive the gameplay.
Additional Rules:
If an onlooker passes by and wants to join in (common in coffeehouses where you know a lot of people), tell them to make ten cards and place them in the discard pile. Then they can join in.
If you think of a good card you want to make in the middle of a game, make the card and put it in the discard pile.
If a card comes up multiple times and is consistently boring, and never works with anything, you can either ask for a vote to get rid of it, or you can just get rid of it. This is typically done by either crumpling the card into a ball, or tearing it into very small pieces.
If, between games, you want to go through and get rid of lame cards, you can.
There are no ultimate rules which make a "good" card or a "bad" card. Actually, even the distinction between "good" cards and "bad" cards is somewhat flawed. How "good" a card is can depend entirely on its interactions with other cards. A card may seem incredibly boring, but this fact can make it all the more enjoyable when it sounds really bizarre in the context of another card (For example, Diversify your investments with Fast Zombies vs. Slow Zombies).
That said, here are some basic guidelines for what works well, and what doesn't.
Good Cards:
* Anything open-ended; if your card sounds too specific, perhaps try removing a word, preferably a word essential to the meaning of the card (Instead of Maggot-Ridden Corpses, try Maggot-Ridden).
* People, places, or things, but not specific ones (Instead of Pope John Paul II try Every pope whoever lived, or instead of Willie Nelson try This one dude I met at Hempfest).
* Anything incredibly violent, graphic, or sexual (The baby eater, Vaginal discharge, Booty Call).
* Anything overly benign (Not as unusual as you would think, Actually quite futuristic).
* By far, the best phrases sound like snippets of conversation you overheard but don't know the context for (I bet I'd do really well on an I.Q. test, needs a man, etc.)
Bad Cards:
* Band Names.
* Self-Contained phrases. Don't try to make a joke on the card itself. The weirdness is supposed to come out in context.
* Specific People, places, or things. This rule can be completely wrong sometimes. I find The Queen of England to be an incredibly enjoyable card. However, specific people, places, and things in your everyday experience generally don't work.
The reason for the name "Other Foot" is just as unknown as perhaps the reason for the name Egyptian Ratscrew. Legend tells us that that was simply the phrase on the card that came up when they were deciding what to name the game.
Other Foot is extremely fun to play with a group of incredibly creative friends, preferably a really large group. However, be wary, as it can be extremely boring if played with a group of incredibly uncreative friends. If you have a bad experience playing Other Foot, perhaps you should reconsider what sort of people you surround yourself with.
Monday, February 05, 2007
Saturday, February 03, 2007
Friday, February 02, 2007
Broke: NCBG
Finally, an urban planning post! One of the best resources for my class last semester in Development Finance was the Neighborhood Capital Budget Group. NCBG, which ran out of grant money and closed up shop today, was an independent watchdog of the city of Chicago's increasingly "creative" financing schemes for neighborhood development. If you want to understand how a TIF District works, better get on the NCBG website soon--it'll come down sometime this year.
from Chicago Reader Blogs: Clout City
from Chicago Reader Blogs: Clout City
Helpful: Review of Never Eat Alone
As promised, a quick review of Never Eat Alone. I first heard about Keith Ferrazzi in The Tipping Point by Malcolm Gladwell. Ferrazzi is the epitome of what Gladwell calls a connector--someone with a very wide social network who can introduce friends and acquaintances to a very different group of friends and ideas. Connectors are critical in helping to spread ideas, fads, rumors, and innovations, but in Ferrazzi's book, he describes the theory and practical steps one can take to use the power of connectivity to improve one's quality of life, career, and personal fulfillment.
The most meaningful thing I grasped from the book was that someone like me who is in grad school and still discerning my next career move can still be a success purely by helping to make my friends and acquaintances successful.
I really recommend this book to you, dear reader, even if you are shy and hate "networking." Your career and friendships will be better for it.
If I may be so bold, I would like to summarize the book in two points that help validate the title of this blog as a life strategy:
1) Be interesting. Read interesting things and have interesting questions and stories in hand in case you happen to meet someone you've always wanted to meet, or just so people will want to invite you to things and want to have you around. Even someone who isn't naturally funny can be interesting.
2) Be helpful. Make connections with people before you need to ask them for a favor. Volunteer. Put friends in touch with other friends who might benefit from sharing ideas. It's fun to do, and it is one of the best ways to show your friends that you care about them.
One more thing:
3) Remember people's birthdays. This is the other way to show you care about someone. Call, text, send a card, sing them a song. Birthdays matter.
The most meaningful thing I grasped from the book was that someone like me who is in grad school and still discerning my next career move can still be a success purely by helping to make my friends and acquaintances successful.
I really recommend this book to you, dear reader, even if you are shy and hate "networking." Your career and friendships will be better for it.
If I may be so bold, I would like to summarize the book in two points that help validate the title of this blog as a life strategy:
1) Be interesting. Read interesting things and have interesting questions and stories in hand in case you happen to meet someone you've always wanted to meet, or just so people will want to invite you to things and want to have you around. Even someone who isn't naturally funny can be interesting.
2) Be helpful. Make connections with people before you need to ask them for a favor. Volunteer. Put friends in touch with other friends who might benefit from sharing ideas. It's fun to do, and it is one of the best ways to show your friends that you care about them.
One more thing:
3) Remember people's birthdays. This is the other way to show you care about someone. Call, text, send a card, sing them a song. Birthdays matter.
Thursday, February 01, 2007
Interesting: Book Report '08
The wife and I have decided to read the books written by all of the 2008 presidential candidates. Bring it on Vilsack!
Here's where I started:
Amazon.com: Barack Obama: Books
Reviews to come this spring!
Here's where I started:
Amazon.com: Barack Obama: Books
Reviews to come this spring!
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