When I have an overwhelming number of things to do, and insufficient native urge to do them, I often arrange them into a kind of game for myself. The nature and appeal of this game has been relatively stable for about a year, after many years of evolution, so this seems like a reasonable time to share it. I also play it when I just want to structure my day and am in the mood for it. I currently play something like two or three times a week.
> dot next to item = task done but item stuck in the past (can be collected immediately if rescued)
What does it mean for it to be 'done, but stuck in the past'? (Assuming task is the same thing as item). What's the point of rescuing it if it is done?
But, confusion/question: when I'm doing work, usually there's a lot of dependencies between past tasks and future tasks such that I can't really skip tasks if I don't get to them in a given hour, I still have to do them in order to move forward. Is your work less full of dependencies like this, or do you use this structure only on days when you want to focus on getting a lot of independent bits of work done, or do you have a way to make this work well even when there are dependencies?
(I guess looking back at your example gameboards it looks like part of the answer is "define the tasks broadly enough to make some of them interchangeable", which I guess I could also do. Curious if you have any other ways of dealing with this.)
Excited to try this. Have one question:
> dot next to item = task done but item stuck in the past (can be collected immediately if rescued)
What does it mean for it to be 'done, but stuck in the past'? (Assuming task is the same thing as item). What's the point of rescuing it if it is done?
This is really cool and I want to try it!
But, confusion/question: when I'm doing work, usually there's a lot of dependencies between past tasks and future tasks such that I can't really skip tasks if I don't get to them in a given hour, I still have to do them in order to move forward. Is your work less full of dependencies like this, or do you use this structure only on days when you want to focus on getting a lot of independent bits of work done, or do you have a way to make this work well even when there are dependencies?
(I guess looking back at your example gameboards it looks like part of the answer is "define the tasks broadly enough to make some of them interchangeable", which I guess I could also do. Curious if you have any other ways of dealing with this.)