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Messification: Why Games Should Be Designed to Be Games First
In 2009, interest in the capacity of games to solve real-world problems spontaneously began to erupt within general culture. This was an idea that a lot of people had been promoting for a some time through initiatives like Serious Games, Games for Health, and Games for Change, but their message had mostly flown under the public's radar.
As a UX practitioner, I had long been fascinated with exploring how games could effect positive change in people and achieve things that would otherwise be difficult through conventional design. It was clear to me that the UX community could benefit from expanding its toolkit of competencies to include game design, and by gaining greater exposure to the innovative work being done in video games. So at first I was thrilled when a lot of people started to talk games—not moment too soon, I thought.
Then it started getting scary.
The current problem
All of a sudden, products labeled as being "games" have started to appear everywhere. Unfortunately, many of these products have shown an insufficient regard for the quality of the player experience. They're too often designed first and foremost to serve their designers' objectives, and not to be enjoyed for their gameplay. They contain none of the joy, fascination, and complexity that make games the beautiful interactions they are. In the worst cases, they demonstrate an impoverished, cynical, and exploitative view of games and of the innate human drive to play.
Take, for example, the McNuggets Saucy Challenge, a Flash game on McDonald's public website. The challenge in question is to dip your McNugget into six different sauces mirroring a pattern that increments by one sauce for every successful cycle (like Simon). When your memory inevitably falters, you're invited to post your score—with McAdvertising—to Facebook as a prerequisite to being ranked on a leaderboard. This design is impoverished because it doesn't offer meaningful play, only a simplistic retread of a game we've all seen before. It is cynical because it shows no regard for the legitimacy of play as a human endeavor. It is exploitative because it pursues self-serving ends that are disproportionate to the value of the gameplay experience it offers in return. I wish I could say that this example is an exception, but today it's much closer to being the norm. It reflects a broader cultural bias that regards games as inherently trite and frivolous.
Then a graceless and overly memorable buzzword crashed into the culture: gamification. The name itself betrays the conceptual flaw of this fad, implying that experiences that are by their natures something other than games should just be dressed up to resemble them. And indeed, many implementations that fall under the gamification banner amount to little more than tacking points and leaderboards onto an underlying system that remains otherwise unchanged. These kinds of approaches will not survive because they do not value gameplay, so players will not value them.
Making matters worse, gamification also has a troublingly imprecise definition that seems to vary by the person using it. It has been applied to any game that attempts to achieve something—anything at all—beyond the boundaries of its own play space. It is terribly misleading to use the same word to characterize the successful work being done by designers like Ian Bogost, Scot Osterweil, and Jane McGonigal as well as the McNuggets game and similar follies. As the reach of the inevitable backlash grows, a mounting cultural skepticism of gamification threatens to stifle other, innovative applications of game design.
It's all turned into a big mess.
Change is on the way
This ballooning enthusiasm around games closely mirrors Gartner's hype cycle, which describes the typical pattern of adoption for a new technology. After initially arriving on the scene, its visibility increases quickly until it reaches a peak of inflated expectations, where people rush to the technology without a realistic strategy for putting it to effective use. Then a preponderance of early adopters discovers that, surprise surprise, the technology doesn't deliver what they thought it would, and the hype collapses into a trough of disillusionment. As of early 2012, I believe that the hype cycle for games has crested and is plunging headlong toward this low point.
The good news is that after bottoming out, the cycle turns upward again. People start to discover and embrace best practices for using the technology, more success stories start to emerge, and it eventually finds productive mainstream adoption. So for games, the best policy at this point is to start moving toward a post-hype discussion of how they can most effectively achieve great things in the real world.
Here's one of the fundamental insights that I believe will come out of that discussion: designers who are creating games must be centrally concerned with the quality of the player experience. That is, after all, the reason why people are drawn to games in the first place. It's important to realize that there's an innate selfishness to gameplay. People don't play games out of loyalty to a brand or because they want to solve world hunger. They play because they value the experience. Trading off enjoyable gameplay in service of external objectives is always self-defeating.
I believe that UX designers are well positioned to play a significant role in developing more successful implementations of games that are designed first to engage and delight people, while also achieving real-world objectives. User-centered design is closely related to the player-centric thinking that's common to all good game experiences. I'd love to see a substantial community of UX designers attending conferences like Games for Health, Games for Change and Games, Learning, and Society to learn, connect, and introduce a UX point of view. You could get started today by checking to see whether the International Game Developer's Association has an active chapter in your area and sitting in on their meetings.
Another insight: to create high-quality player experiences, UX designers must develop a true competency with game design. While we have a lot of other skills that can translate well, game design is a robust practice in its own right, and much of it turns our usual ways of thinking upside down. Operating successfully in the games domain means learning an entirely new set of competencies and gaining experience putting them into practice. My previous article on the elements of player experience can serve as an initial orientation, and I've dedicated the largest portion of my upcoming book to the theory, skills, and practices that UX designers need to adopt to design successful game experiences. Critical books on game design that are not specific to UX practitioners include The Art of Game Design by Jesse Schell, Rules of Play by Katie Salen and Eric Zimmerman, and A Theory of Fun for Game Design by Raph Koster.
Game on
Games present great new opportunities to UX designers, the limits of which are set only by the extent of our own imagination and creativity. We can also bring a unique perspective to games that can give rise to fresh approaches. At the same time, we must take on a new set of responsibilities to support experiences that engage, excite, and entertain. Games have an obligation to their players' sense of active enjoyment that goes beyond what UX designers normally need to deliver. That's also precisely the thing that makes them so interesting.
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I'm with you on the critique of gamification and in particular its co-optation for the purpose of stamping out silly and pointless experiences justified by their use of a shell of a concept. Empty game are empty games. And a leaderboard that divides little into even smaller increments is no better than a ladder leaning on the wrong wall -- no point in climbing either of them.
But I still think there's a vast amount of complexity in games as a topic. And I think it's important to separate games from game play. (Chess from a game of chess.) User experience can focus on each separately. Games, as the organization of experience, in time, with allocation of resources, rights, roles, rewards, etc. And gameplay as design of an experience playing that game.
Games are to me but a more formally organized and more tightly constrained example of organized social interaction. They can be repeated with different players -- this means they're not just events or situations. They are recognizable -- this means they have socially familiar structure and meaning. But their meaning is still unique and particular -- to players of games and to the players of games in particular.
We work on two levels in UX, always. General and specific. Same with games. We design structure but are interested in (particular) experiences also.
When it comes the experience of game play, there are too many ways in which games are meaningful to conflate the experience to the "here and now" event/situation form of game play.
Commentators of baseball games are part of the game. Commentating is game-like in itself, as narrative, story, tension, and access to meta game content (players, stats, records etc) not to mention inter-personal play (wagers, asides, in jokes made by commentators).
Descriptions of games are game like -- as historic artifacts, tellings, stories, documents, and accounts. They will include quotes, references, observations and other aspects of games that suggest expertise, allegiance and loyalty, investment, hope, and so on.
Fantasy is gaming a game, using media that permit fans to repurpose the role of team manager, loyal fan, statistician, gambler, commentator (using chat etc) and much more. Fantasy games the game by allowing fans to play players, team balance, strategy (trading), negotiation tactics (trading), all more or less anchored in the real NFL season and its teams, or not.
My point being that in each case, any level of access to a game can become the game. That is, to a player.
So as designers of experiences, we should explore the game being played, or the game experience, unless we have tapped into gameplay dimensions and layers of detail and meta.
Anyone designing a game actually designs an experience for the player, the game being the medium, but not the experience itself. And though gaming mechanics can sometimes be applied in an efficient way, without a coherent experience design, it often feels artificial or cheap. Designing a game from reality is not an easy task. My startup has spent the last year gamifying flirting, Flirtatious. There are many way to look at what the experience of flirting is or should be, and how it can be translated and expressed meaningfully in a game, and then comes develompent, playtesting, iteration... At this point, I think we have figured something out, but it's still too early to know. If you want to see what I mean by gamifying flirting, the game is still in private beta, but you can check it out on apps.facebook.com/flirtati - password: cool26
Also, the Art of Game Design is absolutely essential for anyone wanting to design games, and what's more it's practical and well written (the same can't be said about rules of play).
I think this is a thoughtful, but extremely misguided, dismissal of "gamification." The entire purpose of the gamification movement is to allow certain valuable and motivational game MECHANICS (not games themselves) to be utilized in many different systems. Its not (necessarily) about making actual games- and its games that need "active enjoyment" to flourish.
Why on Earth would McDonald's invest in a really serious, expensive, cleverly designed game the whole purpose of which is to make people like nuggets? And why would any self-respecting game fan get obsessed with a McDonald's-sponsored game about chicken nuggets? Its a cheap example and doesn't say anything about gamification done right.
Look at some of the classic examples in the field- the plant on the dashboard of hybrid cars "scoring" the user's green-driving behaviors, the progress bars on Linkedin and other sites allowing users to see their progress, letting users "keep score" on their user-generated content, getting badges and other recognition for various accomplishments, etc. - these are NOT games!
(by the way, has anyone here ever actually found "active enjoyment" playing one of McGonigal's games? Just saying...)
Gotta go with Jonathan Anderson's take rather than Zack Mazinger on this one. Isn't it somewhat standard in the course of academic publishing to write/preview/post bits and pieces of a larger work in order to test/validate/refine? If there is any direct correlation between the author's article and his forthcoming book, I suspect it very much falls into that category. My sympathies to Mr. Mazinger who clearly would rather keep the suspense of forthcoming books locked up until publishing.
What I take away from this article revolves around the final note presented above as "great new opportunities." I completely agree with the author that gamification, in my words, has become the flavor of the month in app/product/marketing circles. And in looking back at similar trends that have popped up over the course of my UX career (vector animation and social engagement come to mind as particularly resonant), the Gartner hype-cycle holds a high degree of relevance. Using the cycle's terminology and the author's POV, we can clearly place ourselves at or near the nadir of the trough in the cycle.
What I truly find inspiring about the author's work here is not that he recognizes the glut of gamification that has gotten us to where we are. But rather, the gauntlet he throws down to the UX community to pull the better aspects of game design out of that trough into the next phases of enlightment and productivity.
This article is a call to arms, and I'm ready to sign up for the fight. Thanks John.
@Zack Mazinger: It's fine if you don't think you learned anything from reading this article, and it's fine if you disagree with what the author has written. But what you said in your comment is an attack on the integrity of the author, and on the integrity of this magazine, and I'm not going to stand for it. Don't try to kid us about not meaning to be overly sharp; that was exactly your intent.
The author of this article worked over a period of weeks in collaboration with the editorial team at UX Magazine to develop this article. He put a lot of work and thought into it, and only one sentence in a 1300 word article mentions his book and previous article. What you apparently see as shameless self-promotion, I see as proof of the author's authority to speak to this topic. He isn't just some guy with an opinion about gamification, he's someone whose credentials and authority have been established both by UX Magazine and by Rosenfeld Media, the publisher of the book.
The reality of the publishing industry is that most people are motivated to contribute by PR interests. Agencies want to build their credibility and name recognition, private practitioners want to establish their resumes, and publishers want to sell books. Part of our job at UX Magazine is to screen and edit articles to ensure we only publish material that is substantive and valuable. I probably write those exact words—substantive and valuable—in twenty emails a week, either rejecting manuscripts that are blatant PR, or in pushing authors to make their articles better. During the editing process, we frequently require authors to remove references to their own companies and work that seem overly self-promoting because we know full well that it undermines the credibility of the piece. But what you see here in this article is well within the realm of appropriateness.
If you don't buy any of that, here's your coup de grâce: the part of the article that mentions the author's previous article and his book didn't appear in this article until the third draft. The only reason he included it was because, during the editing process, I expressed concern that the article was pointing out problems without really offering readers concrete information on what to do about it. This goes back to the whole "substantive and valuable" requirement. Here was my exact comment to him:
"This borders on being one of those articles that describes a problem without offering a solution. I realize that giving solutions to the issues identified in the article would require many more words than we've got room for. But we should try to figure out a way of providing a deeper answer to the reader's question, 'Okay, but now what?' You do talk about moving into the uphill part of the hype cycle and about the need for UX pros to learn a new skill set, but the 'how' is missing. You might add to the existing conclusion, or add a new section about the road ahead. To avoid having to go into depth, you can link to other resources, including your earlier article, 'The Elements of Player Experience.'"
So the parts you object to as being ironically self-promotional were only added to try to make the article more valuable. The author did not set out to use this article to promote his book, otherwise he would have had that in the very first draft.
So criticize the content of the article if you want... there's plenty in here that people might reasonably disagree with. But don't impugn the integrity of the author or UX Magazine's commitment to provide valid, valuable content when your only evidence is that he happens to mention two things that prove his authority to speak on this topic. The McDonalds game has no redeeming value as a game and wasn't built by professional game designers; this article has significant value as a resource for the community and was written by someone who *is* a professional in this domain. The analogy and the irony aren't anywhere to be found here.
You do realize that your article is analogous to the McDonald's dipping game, right? This article seeks to primarily serve as a promotion for your book and previous article, like the McD's dipping game primarily seeks to serve as advertising for the brand.
You've not offered a new thought or valuable experience for the readers here. I don't mean to be overly sharp but the irony is too great not to point out. Good luck with your book, I'm actually very curious to see a book about playful design as written by an IA. Having a hard time making the connection.
As a veteran of the games industry and now within advertising, I have a unique insight. I agree there is a gross misunderstanding of "gamification" and many clients think it can be retrospectively fitted into any product or campaign regardless of relevance.
However your article, while well thought out, misses a point about games development in it's own right and gaming within advertising. Unfortunately gaming within the context of advertising has to serve a purpose other than just gamer satisfaction, as they are often given free and must achieve certain goals as part of an overall marketing campaign. Commercial games are purchased by consumers, and so the development of the game is effectively being funded by them allowing for scope to cater for the gamers requirements.
Yes of course there are many examples of free games, many of which are web and flash based, but the comparison I make is with hugely successful computer, console and hand-held games. However I do agree that it cost little in considering the users needs as well as the client when designing a good gaming experience.
Great article, John. I agree with you that we're in a messy environment when it comes to implementing game principles into our products and designs. It's complicated by the fact that many clients and business partners hear the term gamification and either a) don't understand it and refuse to explore it as an option or b) think the solution is to add badges and a leaderboard, even if it doesn't make any sense to the product. So not only do UX professionals have to educate themselves on game design, but we also need better ways of introducing the concepts into discussions with clients.
Also, if you haven't seen it yet, check out Dustin DiTommaso's "Beyond Gamification" presentation. Lots of great nuggets in there: http://speakerdeck.com/u/du5tb1n/p/beyond-gamification-ixd12-version
Great editorial, I've been thinking some of these things as well. Inspiring! I would love to read more on the subject here. I've just today discussed the impact of games on UX as a whole with a colleague and I strongly agree with the notion that UX designers and game creators may be able to learn a lot from each other.


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Play on Linux for the first time, plus the inclusion of 'cloud-save' technology which means that managers can now pursue a single career from any computer, anywhere in the world. FM14 also includes integration with Steam Workshop making it easy for managers to create and share customised FM content such as photo/logo packs, new and custom competitions and tailor-made challenges using the new Challenge Editor.
The 3D match engine has seen extensive improvements, including enhanced AI, improved lighting and player animation, individual player character and kit models, more realistic player reaction to on-field incidents and a range of optimisations which combine to make this the best looking and fastest FM Match Engine yet.
There has been a complete redesign of how tactics are created, selected and implemented with player roles and team strategies becoming even more prominent, definable roles for players for multiple positions, new player roles and instructions and improvements to rival managers' AI so that they'll adapt their tactics more readily over time.
FM 2014 features a revamped transfer module where opposing clubs and managers adopt a more realistic approach when making or responding to transfer offers. In addition, a number of new 'real world' transfer clauses have been added, such as the facility to loan a player back to the club he's just been bought from and the option to offer a combination of cash and loan players, as well as new contract clauses such as a sub bench appearance fee. On top of this, the old 'turn-based' system of transfer negotiations can now be done two ways, the tried and tested system and a new 'live' system, similar to that used in FM's contract negotiations.
Contract negotiations are more realistic in FM 2014, as managers and boards can now make demands and lay down their respective visions for the club in both initial job interviews and contract renewal discussions. Managers can also attempt to renegotiate transfer and wage budgets as a reward for staying loyal if they've been offered a job by another club, with the outcome helping aid their decision on whether to move or not.
There is now better interaction between players, managers, their rivals and the media; for example, members of the coaching staff now offer feedback on how reserve and youth team players are performing. Managers can also ask key players to have a word with unhappy squad members, while the introduction of an end-of-season meeting allows the manager to let the squad know how they have performed and set targets for the coming season.
The news system has been overhauled so managers can now deal with many club matters directly from their inbox. In addition, news is now colour-coded, based on category, and contains more detail – for example, scout reports now appear as a single news item with a top-line report on all players scouted and the facility to shortlist or make an offer for each of these players.
Major changes have been made to FM 2014's user interface. Key areas have been redesigned – including the training overview page, the transfer centre and the news homepage – while widespread changes have been made across the game's user interface. The language employed throughout the game has also enjoyed a major overhaul and now corresponds more closely to the language of real world football.
Managers can now choose more than three playable nations in Classic mode for a more immersive experience. In addition, FM's 'fast play' mode now includes Transfer Deadline Day, a Match Plan wizard and new unlockables.
With improved graphics, a much more intuitive menu system and easier controls to give you even more control.
My Club Mode allows you to create your own club from scratch. You choose the club name and kit colours and you assemble your squad. Recreate a classic team or build a squad of family and friends and then enter them into any league or international competition to compete against today's real teams and players. It's the ultimate football fantasy experience.
A more realistic transfer system with more intelligent bids and squad management from AI managers meaning the FMH transfer market reflects the real-world.
Use the new player progression tracking system to monitor the progress of your players' attributes over time. These pages chart the improvement or decline of your players' skills and are the perfect visual aid for making those tough decisions on whether players have a future at the club.
With questions from reporters about your club's successes, failures and the future. Can you keep the media happy without upsetting the board, fans and squad?
Improved post-match analysis gives you better feedback on your team's tactical strengths and weaknesses.
More detailed historic records of previous seasons allow you to look back fondly on past successes.
Cloud Save functionality means you can now continue your career on any Apple (iOS) device via the Apple Cloud. This means that no matter where you are and which device you have to hand you'll be able to load up FMH14 to play that next big match. (iOS Only)
For the first time on Android (this feature is already playable on iOS) you can now choose multiple nations when starting a new game, so your career is no longer limited to one country... you can start managing an English club, but move abroad to manage in another country if you fancy a different challenge or a change in culture.
This feature is not available on all devices. Dependant on device capability.
Designed specifically for faster career progression with the main focus on the key areas of football management such as; tactics, transfers and managing your team on matchdays. Areas such as media handling, training and finance are much more streamline and designed not to slow down progression to those all-important match days
Cross-save compatibility with PC, Mac & Linux (FMC Mode) means that FM fans can carry on a single continuous career, whether they're at home using their computer or out and about with their PS Vita (or vice versa).
The game features an almost identical feature set to FMC Mode on PC, Mac & Linux with some exciting new additions for 2014.
FMC will also be the first ever handheld game to feature the acclaimed 3D Match Engine, adding an extra layer of realism and immersion that's been unavailable in previous Football Manager games for handheld devices.

subset: commoncrawl


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For the seventh consecutive year, Bentley University is joining MLB.com to sponsor the "Break into the Business of Baseball" program, in which high school students from across America can win a one-month internship at the offices of the Boston Red Sox during summer of 2012. Students will go behind the scenes and learn the ins-and-outs of running a Major League Baseball (MLB) team in areas such as marketing, sales, and corporate relations and partnerships. The program is now accepting submissions for the summer 2012 internship program.
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About Women's Health
By Tori Hudson, ND
If you're like most women in your 40s or 50s, you probably have questions about menopause—especially now that the Women's Health Initiative study has overturned conventional thinking on the value of hormone replacement therapy. What I've learned in 19 years of practice is that there is no uniform prescription; not all women need to take hormones, nor can everyone benefit from nutritional and herbal approaches.
When I meet a patient for the first time, I take a comprehensive history, do a physical exam, and evaluate risks for conditions such as osteoporosis, heart disease, and breast cancer. That way I can be sure to tailor my suggestions to each individual. That said, there's still plenty you can do on your own. I hope my answers to the following questions can help get you started.
Q: I'm having really bad hot flashes; can you recommend something that's safe and has some solid research behind it?
A: Fortunately, you've got several good botanical options. Among the best researched are black cohosh extract, red clover extract, and soy isoflavones. I suggest experimenting to find out which one works best for you.
For black cohosh, make sure the label says it contains a standardized extract and take 40 to 80 milligrams a day; symptoms should improve or go away within two to four weeks. For red clover, also use a standardized extract and take 40 mg twice a day. Take soy isoflavones in amounts of 50 to 150 mg a day—you can get it from capsules, protein powder, or soy food.
Another possible treatment is natural progesterone cream. In one early clinical trial, 83 percent of the women using a cream that contained 20 mg of progesterone per one-quarter teaspoon saw their hot flashes improve or completely disappear. Unfortunately, the most recent study conducted at the Menopause Centre of the Royal Hospital for Women in Sydney, Australia, did not show a significant effect. Still, you may want to try it for yourself—it seems to work for many of my patients.
Q: Ever since I became perimenopausal, my memory is just not as good as it used to be. What supplement can I use to improve it?
A: My favorite nutrient for memory is phosphatidylserine, which has shown very good results in numerous scientific studies. It's a phospholipid that influences the health and fluidity of cell membranes in the brain. Low levels are associated with impaired mental function, especially in the elderly, and studies have shown that in supplement form it can improve mental function, mood, and behavior.
I recommend that patients take 100 milligrams of this lipid, which is derived from soy lecithin, three times a day. You'll probably need two to three months to see any benefit, but if it works, go ahead and take it indefinitely; it appears to have no side effects. My patients generally see the greatest improvement within the first three months, and then again after six months. I suggest reducing the dose to once or twice daily over the long te...
Author: Tori Hudson
Copyright 1999-2009 Natural Solutions: Vibrant Health, Balanced Living/Alternative Medicine/InnoVisi...


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Don, that sounds more like the type of neighbors I have. It sounds like you have an attractive neighborhood otherwise and it's a shame to have people not respect the work others have done to keep the area so nice.
I live in a mobile home park. I have some really nice neighbors who keep their yards in good shape, don't cause any problems, etc. Then there are the kids that are all over with no parents to be seen, the pets who run loose, the beat up, noisy vehicles. The little preschool girl next to me is out playing in the street all the time by herself. Interesting situation over there. As far as I can tell her parents aren't currently working. The mom was allowed to move in only if her mom moved in so she could pay the rent. The dad was allowed to visit there, but not to live there. Well, it sure looks like he's living there now. For a couple of months the parents and child were gone and it was just the grandma there - this wasn't long after the mom was arrested one evening, came back for a time, then they all disappeared. Now they're back, but don't have a vehicle and different people come and pick them up for a few days and bring them back. Of course, there is no car seat for the little girl. A lot of people who come to see them park in front of my place instead of theirs so they all tramp across my front yard to get in and out of vehicles. The little girl leaves her toys in my yard. She's too little to know the difference, but her parents aren't. But they aren't out with her, and they don't seem to care whose yard they're in themselves so it's over their heads. It seems that whoever lives on that side of me is boundary challenged.


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So far 2014 has been a rather pleasant surprise for dairy producers. Granted...most would like to have more hay in the barn and nobody enjoyed the Polar Vortex, but dairy prices have been much higher than what had been foretasted as part of the USDA November Production Report. Currently we are looking at Block Cheese at $2.20 a pound and Barrels at $2.16..even Butter is at a $1.65. Class 3 prices are just as encouraging with March contracts flirting with $20.00 per hundredweight and Feb and Jan contracts well above $20.00.
According to UW Dairy Economist Mark Stephenson we can thank strong demand for this rally..both on the domestic and export front... although exports are the most encouraging factor, now accounting for 15% of total dairy sales. However we all know how fragile markets can be and that volatility has become a common factor in our marketing year. That is why Stephenson shared with me that now may be a good time for producers to at least look at their risk management strategy.


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Orlando Best Bets 2013
Orlando's best in dining, shopping, entertainment and more as voted by Orlando Sentinel readers. Click here for a more detailed list
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'The Walking Dead,' 'Silent Hill,' Alice Cooper, Penn & Teller and more.
Tampa Bay's take on scaring the living daylights out of you.


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Warning Signs of Suicide in Adults
Topic Overview
The following warning signs may be present in adults who have a high risk for suicide:
Factors that may increase the risk of suicide include having:
FDA Advisory. The U.S. Food and Drug Administration (FDA) has issued an advisory on antidepressant medicines and the risk of suicide. The FDA does not recommend that people stop using these medicines. Instead, a person taking antidepressants should be watched for warning signs of suicide. This is especially important at the beginning of treatment or when doses are changed.
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Bake up some sweets for your sweet this Valentine's Day with these tasty love-themed cake and cupcake decorating ideas. Whether you're serving to a whole classroom or just that special someone, you'll find the perfect treat for the occasion.
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Modern Fit Terra Roll-Up Pants 7 7
Great pants but they run super small. Ordered these for a 2 week trip to India in November. Yep, these run Small! I have an athletic build, I am 5'9'' and I usually wear a size 8, but ordered a size 10 to accommodate my butt, hips and muscular thighs...too small. So I re-ordered a size 12, and they fit perfectly! Definitely worth upgrading to 2 sizes. The fabric is amazing, the color is great, I ordered the taupe and I will be ordering the sand, in a 12. Recommended this to my coworker, and she had to upgrade 1 size (slim legs), she ordered both colors. I love these pants. September 5, 2013
I wanted to like them I purchased these pants because they were advertised to have the "classic" fit and sit just below the waist. On me, they were much more like the "modern" fit and there wasn't enough room in the crotch to pull them up to the waist. Even sitting lower, there was way too much room in the back waistband. A size up or down would not have resolved the problem. I loved the style, the quality, and the color but there was no way to make them work for me. With regret, they had to be sent back. September 19, 2013
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Great outdoor pants I love these pants so much, I ordered the Sand color, after receiving the Taupe. Just what I was looking for - something to wear camping. Washable, fast drying, comfortable and nice looking (not huge and baggy). They fit nicely, plus the stretch makes them even more comfortable. Nice enough looking I can wear them on the golf course, as well as practical enough to wear at a camp site. My only wish is that they came in several darker colors. While they're spendy, my last pair of supplex type pants lasted for years, and I'm hoping these will also. May 7, 2013
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Sources: Gearbox Shelves Aliens Title Amid Layoffs (Updated)By Nick Breckon, Nov 21, 2008 7:27pm PST Update 2: Pitchford has reiterated to Shacknews that production on Aliens is still ongoing, though he did not go into further detail on the status of the project, only stating that to say it has "halted" is an "inaccurate characterization."
Update: Gearbox president Randy Pitchford has responded to the rumors in a comment post, saying that Aliens: Colonial Marines has not been cancelled.
"Aliens isn't canned," said Pitchford. "We've made some transformative changes and yes, that's meant some talent changes, but that's not the real story. The true relevance of the story will actually be irrelevant until we release our next game, at which time I hope there will be a lot of interest in what we've done that can produce such results."
Original story: Production on Gearbox Software's shooter Aliens: Colonial Marines (PC, 360, PS3), a four player co-op shooter based on the classic film franchise, has been halted, according to multiple sources.
Several sources have also told Shacknews that Gearbox today laid off between 15 and 25 employees, with one putting the number at 26. These sources independently claimed that the poor performance of Brothers in Arms: Hell's Highway and the stoppage of work on the Aliens title were contributing factors to the layoffs.weekly PC sales chart at ninth position, before quickly falling off the following week. Hell's Highway did not place on the US console sales chart for either September or October--the console versions of Hell's Highway were released on September 23--though publisher Ubisoft partly attributed its strong second quarter sales to the game.
Aliens: Colonial Marines was announced in February. Billed as an authentic Aliens shooter, Colonial Marines was backed by a strong pre-production team, including writers from the hit TV show Battlestar Galactica. The Sega-published title was previously scheduled for release in 2009.
Gearbox has expanded to develop a wide range of projects recently, shipping Brothers in Arms: Hell's Highway (PC, 360, PS3) and Samba de Amigo (Wii) earlier this year while simultaneously working on its original shooter Borderlands (PC, 360, PS3).
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By: kpxkrnjc x Show Full PostPoor performance in BiA:HH is damn right. Good to see the incompetent being culled.Nov 22, 2008 12:22pm PSTPoor performance in BiA:HH is damn right. Good to see the incompetent being culled. : kpxkrnjc
Thread Truncated. Click to see all 17 replies.
Jackass. PPL lost their jobs a month before christmas. They lost their ability to support their familie... : STURM Mr Grey
Um, so? they made a game that didn't sell. That happens and you lose your job. I'm sorry it has happened ... : thewindcriesmary
I got the boot and I had nothing to do whatsoever with BiA, but thanks for the gross generalization. : TickHeadDog
BIA: HH was a great game that was rushed out without a good multiplayer element. The gameplay is great th... : Excacheon
By: STURM Mr Grey x Show Full PostI hate it when jaded gamers posts how glad they are to see layoffs, delays, or a developer suffering like this. Fuck you guys. Seriously, I hope you die a painful death.Nov 22, 2008 2:50pm PSTI hate it when jaded gamers posts how glad they are to see layoffs, delays, or a developer suffering like... : STURM Mr Grey
Thread Truncated. Click to see all 15 replies.
Most people outside the industry don't seem to realize that game developers are people with jobs (that, q... : jfugly
It doesn't matter if you have no knowledge of game design and other shit like that. What we do judge is ... : kpxkrnjc
Because not everyone involved in creating the game has input into its design or direction? There are peo... : walker270
You sir, are cold-hearted. But I still hope people are considerate of you if you are laid off. You sh... : STURM Mr Grey
The internet. : ZombieAcademy
oh wow 25 employees layed off. such a tragedy. I guess i get the curse of STURM because i dont give a shi... : gyokuro
By: DuvalMagic x Show Full PostUnfortunately, there's some fiction in this news story and the parts that aren't fiction are misleading and are actually missing the bigger story.
But, relax, guys - Aliens isn't canned. Also, Borderlands is shaping up to be sick and I think it's going to turn out to be really fresh and great. But, the proof is in the pudding, so to speak. So we're just going to have to keep our heads down and deliver.
The new mantra around Gearbox is: Quality, Focus, Performance.
Which means that until we ship our next game, none of this really matters. What needs to happen is that we need to just bring it and offer you guys a kick ass Borderlands game and a kick ass Aliens game.
If we kick ass, you'll check it out and hopefully give us some respect. If we suck, you'll tell us as you love to do.
We've done some sucking and we've done some kicking ass. We always get involved with things that have the potential to kick ass. I think that's why people get so pissed off at us when we suck, because the promise was so strong.
But we reach far and try hard and when you swing for the fences, sometimes you hit foul balls. The good news is that when we suck, we've gotten better. It's like tuition or something. We pay for our education.
I know you guys will enjoy ripping into us when you smell blood, but if you care about Aliens turning out good or Borderlands turning out good, you should consider egging us on. You don't have to cheer lead - that's lame. But you can egg us on. It actually does have an impact.Nov 21, 2008 9:41pm PSTUnfortunately, there's some fiction in this news story and the parts that aren't fiction are misleading a... : DuvalMagic
Thread Truncated. Click to see all 47 replies.
I've definitely been excited about Borderlands, and if this means you guys are gonna take the time to mak... : Xevo
I want Borderlands real, real bad. Good luck on your future work, you guys have a fantastic portfolio of ... : mittense
NEVER tout or try to hype up an unreleased game in this environment with broad sweeping generalities like... : Dr_Cube
It's nice to see someone in the gaming industy actually gives a damn about customer criticism. It almost... : TANSTAAFL420
___________________________^ Industry ^ oops :-) : TANSTAAFL420
I just really want a good Aliens game more than anything. There hasn't been one since AvP2, and that was ... : freakynipples69
I won't "egg on" any company that is as small as yours that can't plan ahead so that hard working people ... : FunkytownP
You must run a lot of successful businesses that never have to let people go in hard economic times. Your... : ArB
I think you are missing the point. : STURM Mr Grey
That was addressed to ArB : STURM Mr Grey
Dude, in case you haven't been paying attention there are a ton of companies that are having to lay peopl... : mrwolf710
Very good points. : STURM Mr Grey
By: Dragonhill x Show Full PostAs a Natural selection fan I was really looking forward to this game
Maybe things have changed but I always thought of gearbox as quality work
~DNov 22, 2008 7:36pm PSTAs a Natural selection fan I was really looking forward to this game Maybe things have changed but I alw... : Dragonhill
By: BorenKets123 x Show Full PostThank god this will still make it. I'm really looking forward to this and the Alien RPG Obsidian is doing.Nov 23, 2008 1:01pm PST
By: DuvalMagic x Show Full PostI received a question from Kotaku senior editor Michael McWhertor. Here's the question and my response:
Those "recent tactical decisions" you wrote about -- is that related to some comings and goings? Shifting people around?
That's an aspect of it, but it's bigger than that. We've changed our company ethos recently to prioritize Quality, Focus and Performance. That is a world of difference from Opportunity and Ambition driving Growth. We've made some transformative changes and yes, that's meant some talent changes, but that's not the real story.
The true relevance of the story will actually be irrelevant until we release our next game, at which time I hope there will be a lot of interest in what we've done that can produce such results. The proof is in the pudding, as they say, and we've got our heads down in the kitchen.Nov 21, 2008 9:55pm PSTI received a question from Kotaku senior editor Michael McWhertor. Here's the question and my response: ... : DuvalMagic
Thread Truncated. Click to see all 15 replies.
Hmmm ... this sounds like a round-a-bout way of saying, "Since the release of 'Left 4 Dead' we have looke... : TrickSh0t
I hate pr buzzwords like 'Quality, Focus and Performance'...does that mean the people you laid off weren'... : deathofrats
As far as a company ethos, changing from Opportunity and Ambition driving Growth to Quality, Focus, an : IHATEDUST
By: abjectblitz x Show Full PostHH was a good game, but this day and age without a decent multiplayer what do they expect . I mean no dedicated servers, rushed design no after release support at all. Word spread like wildfire and it tanked.Nov 21, 2008 8:03pm PSTHH was a good game, but this day and age without a decent multiplayer what do they expect . I mean no ded... : abjectblitz
By: dauvin x Show Full PostI love the fucking marketing geniuses they must employ.
lets spend a hojillion dollars making and promoting yet ANOTHER WWII game, and ignore a game/IP that many fans would buy sight and review unseen (I'M ONE).
Of course HH underperformed, the markets saturated (and probably with better titles).
Aliens CM was the ONE title I was looking forward to from gearbox and they axe it.
GGNov 21, 2008 8:03pm PSTI love the fucking marketing geniuses they must employ. lets spend a hojillion dollars making and prom... : dauvin
Thread Truncated. Click to see all 8 replies.
Agreed. : Hakujin
The sad thing is CoD:World at War has sold well, so WWII games aren't dead by a long shot. : dangerdoggie
Erm, the game isn't axed mate. : niceguynick
By: melkore x Show Full PostI've always liked what the Gearbox guys do but the Brothers in Arms games weren't my kind of game. I am still pumped to see more on Borderlands and the Aliens game though. Good luck to those that lost their jobs!Nov 22, 2008 11:31am PST
By: ease one x Show Full PostFor those of you who are in the position to be looking for new work I believe THQ Kaos Studios in New York is hiring programmers, artists, and level designers.Nov 22, 2008 10:03am PST
By: niceguynick x Show Full PostIf the game "isn't canned" then why doesn't the Shack change the story's headline?Nov 22, 2008 7:41am PSTIf the game "isn't canned" then why doesn't the Shack change the story's headline? : niceguynick
By: GodZilly x Show Full PostWouldn't this be the perfect Left4Dead mod?Nov 22, 2008 6:44am PST
Thread Truncated. Click to see all 2 replies.
yes : niceguynick
By: Ghillie x Show Full PostI told everyone that this game would get delayed. All games get delayed nowadays! For them to announce it late February and say it will be released the same year was a joke. I should have take that friendly wager with wieder.Nov 22, 2008 7:08am PST
By: scarfox x Show Full PostHopefully someone else will pick it up, at least. Maybe Sega would like a decent property for a change? Like everyone else, I was really -really- looking forward to this one. It's almost like a little redemption for Alien 3 which should have been retconned out of the Alien timeline after the game showed us a more promising story.
Has anyone read the original Alien 3 script? From the bit I read, it sounds like the game could have drawn from it. From the bit I read, it sounded a lot better than the eventual film...Nov 21, 2008 8:30pm PSTHopefully someone else will pick it up, at least. Maybe Sega would like a decent property for a change? ... : scarfox
By: deadlycookie x Show Full PostJust make the game. It'll be a hit for sure.Nov 22, 2008 6:06am PSTJust make the game. It'll be a hit for sure. : deadlycookie
By: Bamtan x Show Full PostThat's it man, game over man, game over!Nov 21, 2008 8:02pm PST
Thread Truncated. Click to see all 4 replies.
lol. this was funny. : hirez
By: gibolas1234 x Show Full PostIsn't there a shacker that was working on this game?Nov 21, 2008 8:12pm PST
Thread Truncated. Click to see all 8 replies.
Atleast one, Charlie Wiederhold. Hope he is not impacted by this. : Kristian Joensen
That is sad, have you got a link for that ? : Kristian Joensen
It's dopefish over the in the morning chatty. : LoioshDwaggie
Dopefish -- http://www.shacknews.com/laryn.x?id=18519324#itemanchor_18519324 This shit really sucks, I w... : Xevo
By: cannelbrae x Show Full PostSorry to anyone impacted. Hopefully everyone lands on their feet.
If you are looking for a change of scenery, Monolith is hiring. A partial list of openings is at:
I don't think we have all openings listed on the website yet - if you don't see a great fit, it may be worth submitting a resume anyway.
If you are thinking about submitting a resume, message me and I can make sure it gets rapid attention.Nov 21, 2008 10:47pm PST
By: Cashh x Show Full PostGEARBOX'DNov 21, 2008 8:25pm PSTGEARBOX'D : Cashh
Thread Truncated. Click to see all 6 replies.
What do you mean by that ? : Kristian Joensen
I think not. :| : CrustaR
By: megarust32 x Show Full PostMOTHER FUCKERNov 21, 2008 9:48pm PSTMOTHER FUCKER : megarust32
By: noleh8r x Show Full PostUpdate: Pitchford admits to layoffs, but denies that the game has been cancelled:
http://kotaku.com/5096520/rumor-gearbox-lays-off-26-drops-aliens-colonial-marines-+-update-gearbox-president-respondsNov 21, 2008 9:33pm PSTUpdate: Pitchford admits to layoffs, but denies that the game has been cancelled: http://kotaku.com/50... : noleh8r
By: hirez x Show Full PostDOH. that was one game I was really looking forward to in 2009. sons of bitches.Nov 21, 2008 7:56pm PST
By: JasonReece x Show Full PostAnother for this makes no f'ing sense. Just because that tired, bored franchise didn't sell in no way translates that an Aliens first-person shooter wouldn't work. They need to get the cash to finish this.Nov 21, 2008 9:21pm PST
By: redwood x Show Full PostWow, this is REALLY disappointing news. I have to say, this was one of if not the game I was most looking forward to playing.Nov 21, 2008 9:12pm PST
By: wakesidevision x Show Full Postthe one game I really wantedNov 21, 2008 9:06pm PSTthe one game I really wanted : wakesidevision
By: baron calamity x Show Full PostI wonder if the Aliens RPG is in danger?Nov 21, 2008 8:25pm PSTI wonder if the Aliens RPG is in danger? : baron calamity
By: rosselt x Show Full PostSo all because no one bought another lame bia game we miss
Out on a awesome aliens game. great.
I thought via died ages ago...,
How many of them were there?Nov 21, 2008 7:57pm PSTSo all because no one bought another lame bia game we miss Out on a awesome aliens game. great. I t... : rosselt
By: coyoterys x Show Full PostGAME OVER MAN. >:(
Seriously this pisses me off. I was just saying to a friend the other day while playing L4D that I hope Colonial Marines will be just as awesome.
Guess we'll never know.Nov 21, 2008 8:54pm PST
By: nutcrackr x Show Full PostI'm pleased to know that Brothers in Arms sold poorly. But I'm not pleased that this game gets canned because of it. Would I had purchased it just to save aliens? The answer would still be no, lesser of two evils for me is no more BiA.Nov 21, 2008 8:32pm PSTI'm pleased to know that Brothers in Arms sold poorly. But I'm not pleased that this game gets canned bec... : nutcrackr
By: thewindcriesmary x Show Full PostNS2 auto wins.Nov 21, 2008 8:41pm PSTNS2 auto wins. : thewindcriesmary
By: CapnBiggles x Show Full PostOh HELL no.
Fuck.Nov 21, 2008 8:29pm PSTOh HELL no. Fuck. : CapnBiggles
By: qwpeoriu x Show Full PostNever heard of this game, and I wish I hadn't. Because now I want it.Nov 21, 2008 8:25pm PST
By: gmd x Show Full PostMaybe they can have Aliens vs Predator take place in WW2 and make a game of it.Nov 21, 2008 8:08pm PST
By: Marauder IIC x Show Full Postgod fucking damn itNov 21, 2008 8:16pm PSTgod fucking damn it : Marauder IIC
By: happynoodle x Show Full Postwhhaaat!?!?! son of a bitch.. they should of canned BIA:HW rahter than this :(Nov 21, 2008 8:14pm PST
By: crunkfunk x Show Full PostNOOOO! damn damnNov 21, 2008 7:59pm PSTNOOOO! damn damn : crunkfunk
By: razlebol x Show Full PostAt least, there is still Borderlands which I REAALLY am looking forward to.Nov 21, 2008 7:58pm PST
By: razlebol x Show Full PostnooooooooooooooooooooooooooooooooooooooooooooooooooNov 21, 2008 7:56pm PST
By: leadgold x Show Full Postyeah this is lame :( I was really looking forward to this. I'm hosting a LAN tomorrow and we will be playing a ton of AvP2.... we need a NEW awesome Aliens game!!!Nov 21, 2008 7:54pm PST
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Treatment of Paediatric Atopic Eczema with Acupuncture and Western Herbs
Eczema is notoriously unpredictable in its response to treatment. There are herbalists who claim that only herbs (usually Chinese herbs) are the only way to treat eczema, but in reality the response to herbs is also unpredictable.
The skin is fine as long as the patient iis taking herbs, but when they stop, all too often the eczema comes back.
The secret to treating eczema is to understand the emotional component. When the child's emotional stae matches the energetic imbalance, then treatment is easy, whether by acupuncture or herbs. When the emotional state differs, then treatment will be long and slow.
We can look at two examples. If a toddler has the big belly and red cheeks of the accumulation disorder, and they also show the restlessness and irritability that should go with this pattern, then treatment is easy.
On the other hand, children who show the poor appetite and frequent infections characteristic of Spleen qi xu may show behaviour quite contrary to this energetic pattern. They may be shy with people they do not know (such as the practitioner) but quite rough and violent within the family. With this paradoxical behaviour, one will only get slow results.
This talk will describe commonly seen patterns, what acupuncture and herbs are helpful, what results one can hope for, and what problems and pitfalls are likely.
Julian Scott
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These guidelines provide details about referring to the Microsoft .NET brand.
Microsoft .NET is a brand associated with Microsoft technology. It is not a platform, an application, or a service. Rather, .NET is a set of capabilities in products that enables people, information, systems, and devices to connect and exchange information seamlessly through the use of Web services.
The Microsoft .NET Connected logo program was developed to highlight specific products that exhibit Web service connectivity through the use of the .NET Framework, an integral component of the Windows operating system. Products or services that meet the criteria to use the logo but have chosen not to license the logo should use the phrase "Microsoft .NET-connected" (but not the Microsoft .NET or Microsoft .NET Connected logos) according to the guidelines on this Web page.
Use either the short descriptor or single-sentence descriptor set forth here when Microsoft .NET is first introduced in a piece-such as in a headline or the first mention in body text.
Short descriptor:
Microsoft .NET connection software
Single-sentence descriptor:
Microsoft .NET is software for connecting people, information, systems, and devices.
Introduce the technology by using this descriptor. You do not have to join Microsoft with .NET at every mention thereafter; however, you should intermittently use the official name Microsoft .NET in your materials.
Place a registered trademark symbol (®) after the name Microsoft upon first mention of the name Microsoft® .NET in text.
The .NET Framework provides the basis for Web service-based connectivity for Microsoft Windows-based applications. Use the phrase "Microsoft .NET-connected" for applications or services that are based on the .NET Framework and use Web services to connect to other applications or services.
Do not use the phrase "Microsoft .NET-connected" for applications or services that are not based on the .NET Framework. Instead, use the phrase "Web service-based" solutions for applications and services that connect through Web services but do not take advantage of the .NET Framework.
Do not use the phrase ".NET application/service" for applications that utilize the .NET Framework but do not connect through Web services.
Developers of applications, services, or devices that meet the criteria set forth in the technical specification of the Microsoft .NET Connected logo program are encouraged to sign up to use the Microsoft .NET Connected logo. Developers of applications, services, or devices that do not meet the criteria for licensing the Microsoft .NET Connected Logo should not use any of the previous phrases because their product or service will not interoperate with those that do.
Distinguish product names from the Microsoft .NET brand.
Do not use "Microsoft .NET" or ".NET" in the name of your products, services, or devices.
Proseware .NET Spreadsheet
Proseware .NET Firewall Server
Proseware .NET
Contoso .NET
Make sure you communicate "interoperability" correctly.
Proseware, Inc.'s Stock Quote is a Microsoft .NET-connected application.
Contoso is a Microsoft .NET-connected application.
Proseware, Inc.'s Stock Quote Service is a Microsoft .NET-connected Web service.
Contoso is a Microsoft .NET-connected Web service.
Proseware, Inc.'s Stock Quote Service qualified for the Microsoft .NET Connected logo.
This Web site delivers .NET technology.
We've created a .NET product.
Proseware, Inc.'s spreadsheet program is a .NET application.
Contoso is a .NET application.
Proseware, Inc.'s Stock Quote Service offers .NET XML Web services.
Contoso is a .NET Web service.
Third parties may not imply any sponsorship or endorsement by Microsoft.
Do not use any language that implies that Microsoft or any of its products or services certifies or verifies your company, product, or service, or the way in which your product or service is distributed.
Do not use the Microsoft trademark in a manner that suggests that Microsoft has tested or certified your product or service.
The Microsoft .NET Framework is an integral component of the Microsoft Windows operating system. Use the following phrases to refer to applications built on the .NET Framework:
Proseware is a Windows-based application
Proseware for Windows
When it is important to specify that an application was developed by using the Microsoft .NET Framework, use wording such as:
Proseware built on the Microsoft .NET Framework
Proseware is a Microsoft .NET Framework-based application
After first mention, you may shorten this to:
Proseware is a .NET Framework-based application
If your product is a software development tool designed for building applications on the Microsoft .NET Framework, you can convey on the packaging or marketing materials that the tool works with the Microsoft .NET Framework. You should use the phrase in small lettering that is subordinate in size and placement to the product name:
Contoso for the Microsoft .NET Framework
Third parties may not include the Microsoft .NET logo on their product packaging, Web sites, or any other marketing material. The .NET logo is reserved for Microsoft products and services only. The Microsoft .NET Connected logo can be used to identify applications, XML Web services, and hardware devices that meet a set of technical specifications as defined by the logo program criteria and that are licensed pursuant to a valid Microsoft .NET Connected logo license agreement with Microsoft.


text:
Pickup with 4 flat tires targeted by Mich. thieves
WHITE PIGEON, Mich. (AP) -- Authorities say a pickup truck with four flat tires that hadn't run... More
WHITE PIGEON, Mich. (AP) -- Authorities say a pickup truck with four flat tires that hadn't run... More
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SANTA FE, N.M. (AP) -- A New Mexico inmate on his way out of jail was quickly thrown back in... More
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CARLETON, Mich. (AP) -- A Michigan bride and groom dressed as zombies to mark a scary day of... More
SHELBY, N.C. (AP) -- A small herd of goats caused plenty of problems for a North Carolina high... More
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PORTERSVILLE, Pa. (AP) -- A western Pennsylvania highway has reopened after a tractor-trailer... More
PHILADELPHIA (AP) -- It was a very unusual delivery on a Philadelphia subway line. Police say a... More
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MIAMI (AP) -- Word that a giant eyeball washed up on a South Florida has created a buzz on the... More
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LONDON (AP) -- A restaurant chain has apologized for accidentally serving alcohol to a toddler in... More
NORTHERN CAMBRIA, Pa. (AP) -- A man tried to rob a Pennsylvania bank of $1 because he hoped to be... More
HALF MOON BAY, Calif. (AP) -- A grower from Oregon is the winner of this year's Half Moon Bay... More
NEWRY, Maine (AP) -- A Finnish couple has added to their victories by taking first place in the... More
ST. PETERSBURG, Fla. (AP) -- Authorities in Florida say a man flashed a fake gun and badge and... More
PETOSKEY, Mich. (AP) -- Police in northern Michigan say a man dressed as Batman got in the way of... More
EAST PROVIDENCE, R.I. (AP) -- A dog who survived an 11-mile ride from Massachusetts to Rhode... More
TAUNTON, Mass. (AP) -- Authorities say a dog survived an 11-mile ride from Massachusetts to Rhode... More
PAGO PAGO, American Samoa (AP) -- Two corrections officers at American Samoa's only jail are... More
TAUNTON, Mass. (AP) -- Animal welfare authorities say a dog survived an 11-mile ride from... More
TONOPAH, Nev. (AP) -- Several emergency responders have been stung after a flatbed truck carrying... More


text:
All courses required for Career Development
SIAST is Saskatchewan's primary public institution for post-secondary technical education and skills training. A member of Polytechnics Canada, SIAST's programs range from certificates to degrees. The institution serves 26,000 distinct students through campuses in Moose Jaw, Prince Albert, Regina and Saskatoon, and through extensive distance education opportunities.


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M.B.A., Boston University
Nicholas J. Amdur has over forty years of line, staff and executive policy experience in engineering, manufacturing, computer systems and education settings. Associated with Hult since 2005, Nick teaches MBA courses in Operations Management. In 2011, he was appointed Discipline Lead for the Operations/IT/Project Management arena. and previously served as Chair of the Faculty Operating Committee. In 2012, Nick was appointed Global Dean of Faculty, responsible for the direction of 170 faculty across five worldwide locations.
He has been a faculty member at Northeastern University, Bentley College, Boston University, and Simmons College, teaching graduate and executive courses in Operations Management and served as Director, Executive Programs at Boston University's School of Management.
His industrial career includes Vice‑President, Operations at Jet Spray Corporation, Director of Materials and Logistics at Parker Brothers, Director of Corporate Manufacturing and Manager, Business and Operations Planning at The Foxboro Company. In 1989, Nick established Amdur Associates, an operations consulting firm that focuses on enterprise and supply-chain solutions in operations, logistics, materials and information systems.
(Full Time)


text:
NPRMonday, January 21, 2013
King Fire Sunday Update: Containment Grows, 10 Homes Destroyed
King Fire Monday Update: 87,592 Acres Burned, 18 Percent Contained
California Property Taxes Could Skyrocket
King Fire Update: Latest Evacuation Orders, Road Closures
Smoke From King Fire Brings Air Pollution Advisories, Travel Warnings
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