What Does it Mean to Work Hard?
ribbonfarm.com
ribbonfarm.com
It is work if it will impact something that will be evaluated by others, and if their reactions will have consequences for you that you care about.
And:
Take 24 hours, subtract sleep time, subtract the time you are focused on doing something where there is no customer. The rest is work.
I believe it is more useful to divide between leisure and occupation, as Seneca (1 BC-65 AD) did in On the Shortness of Life. In this sense, one can be preoccupied entirely with his own thoughts and affairs and still not be at leisure.
The post's author, Venkat, appears to consider that a third party is necessary for an activity to be "work" but, as Seneca argues, would you consider "that man leisured who arranges with anxious precision his Corinthian bronzes"? Indeed, the first commenter on the article - `dybyedx` - similarly argues: We sometimes do not realize how much work we do to satisfy our toughest customers — ourselves. In that sense, it is much easier to define relaxation and not work.
Perhaps more exactly, it impacts someone or something you feel to be outside yourself? That's harder to measure for others, but may be exactly as easy to measure for you, as the worker or leisurer.
On the other hand, if you can draw a line in your hierarchy of instrumental goals and say "goals below this line do not affect pursuits above this line, except in-so-much as I decide it to be so (through a bet or somesuch)", then you partition the stress into the hierarchy above, and create leisure in the hierarchy below. In game design, this line is termed the http://en.wikipedia.org/wiki/Magic_Circle_(synthetic_worlds) .
Of course, something can be both leisureful and stressful: if you take a stressful pursuit and then add the pursuit of mastery within it, you can usually make it feel like (stressful) fun. The pursuit of mastery is simply the push, for its own sake, to work at a higher, and more quickly increasing, level of skill than you would if simply working for consequence; because of this, mastery sometimes overwhelms the need to recognize the consequences of the work at all, at which point the work becomes leisure (i.e., if you practice until you are winning tournaments 100% of the time, the consequences of losing a tournament cease to matter. If you grind levels in a video game, the bosses cease to matter. And so on.)
If you want to get more done without stress, the answer is simply game design. Make the "small matter" of your goals addictive. Guarantee yourself intermittent rewards for your work (entertaining TV episode every 1000SLOC committed, without any displayed statistic for how many SLOC you have to go, only a notification when you reach it), and so forth. Remove "lame duck" periods—times during which what you're doing won't change the outcome of the "game" (won't push you toward success or failure.) Work at the edge of your expertise, such that there is always a chance of failure, but a failure that is insulated from outer failure (your refactoring didn't work out, so you have to throw away your work and start again—but you don't have a deadline, so this is okay. It just stings a bit.)
It is becoming a double edged sword -- I started blogging because I wanted some public accountability and motivation to finish projects or learn new things, but now I find it becoming less and less appealing. I now care what my readers think and how I present myself, especially since some of my readers are coworkers, and that is making it more like work and causing me to start avoiding it.
Anyone have thoughts on striking a good balance?
Only those things, like eating, sleeping, talking with friends, sex, play, that are done for their own sake are not work.
Note also that "effort" is not involved in the definition - I know many people that put more effort into their play than into their jobs.