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How do you speed up slow workers?

Oh, that's a good one, and we're going to talk about that today.

Hi, there.

I'm Angela Brown and this is Ask a House Cleaner.

This is a show where you get to ask a house cleaning question,

and I get to help you find an answer.

Now, today's show is brought to us by SavvyPerks.com

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All right, on to today's show, which is from a house cleaner who has a very slow employee.

Now, the employee, bless her heart, works really hard.

She does a really great job, but she's very slow, and the employer wants to know what

on earth am I supposed to do?

Do I let her go?

Do I work with her?

What do I do?

All right, so the answer is we all don't work at the same speed.

And we're all motivated by different things.

So if you're paying her by the hour, it's probably that she has no

rush, because she's going to work for three hours whether she works on one house or she

works on three houses, so she's going to just stretch it out and take her own sweet time.

Now, there are people who have absolutely no concept of time, and so as the employer

it is your job to reign that in, and say, "Hey, on this job, these are the specific

requirements."

Now, there's a whole entire program that you can look for called Speed Cleaning, and I

will link to it in the show notes so that you can buy that.

That's Debbie Sardone's company, and they do a whole entire training program on speed

cleaning so that you can up your game, and that means get more bang for your buck, or

more cleaning for your dollar, because in the house cleaning business, money is based

on how many houses you get to clean, and that's based on time.

Time is of the essence in the cleaning business.

There are a lot of industries that are regulated by time.

If you're a typist, for example, you get to type so many words per minute, and you are

paid based on how many words you type.

If you're a manufacturer and you work in an assembly line, how many products you can assemble

or how many deals you can pack are what you get paid on.

In the house cleaning business, what you may do with this particular employee, send her

back through training.

Teach her again how to clean, and how to clean properly and fast.

You may want to take her through the speed cleaning training.

Now, another thing that I might mention is people are wired differently.

Some people believe in coffee, and so every day when they wake up they got to have their

cup of coffee.

Maybe this person is lacking the coffee.

Now, if you don't believe in coffee, you may believe in exercise.

Maybe she's lacking the exercise, and so what you might do at the very first of the day

before the day begins, you might add an extra half hour on to her day and include a power

walk in there so she gets her blood flowing before she goes to clean a house.

Now typically, when you go to clean a house, you're moving around, and you're rushing around,

and you wake up, right?

You get going, and your blood is flowing through your body, and you're moving pretty fast,

but if you show up and you're really slow, and you stay slow, and you're not waking up,

something else must need to be done.

Now, I don't know if she's listening to music.

Some people are actually motivated by fast music, and they can work faster because they

have music.

Some people are distracted by music, and so they'll listen to classical music or whatever

and they get in the zone, and then it takes them forever to clean something.

You might look at what she's listening to, and if she's not listening to anything, you

might consider something like Focus@Will, and I will put the links in the show notes

to that as well.

That is my caffeine addiction.

What it is, is it is a series of scientifically proven music and drum beats, and you can choose

to listen to sounds like running water, or beats, or music,

or a variety of different things.

They're not songs.

They are patterns of music that are dynamically designed to make you work slow, fast, or fastest.

Of course, when I'm working, I put it on fastest.

I want to go fastest, but what happens is, I just listen to the drum beat, and it starts

beating really fast.

As it beats really fast, my heart starts matching that beat, and all of a sudden, it starts

getting you really excited and without the caffeine high, it's made me really, really

excited and it just keeps me going like a little wind-up toy.

I will turn that down on low, and I listen to that in the background when I'm doing tasks

that require my speed.

You might consider something like that.

It's called Focus@Will, and it's a monthly subscription that you pay for, and I promise

it is worth every penny.

You'll totally get your money back, because it is, like I said, scientifically proven,

and it's amazing what it does for your brain.

Okay, so another thing that I might consider for somebody that's slow is you may have to

create a time schedule.

A lot of people can look at their watch and say, "Oh, I'm supposed to be at this house

by 9:00 in the morning," but without that constant reminder of time, they don't know

where they're supposed to be.

You might bring it all the way back to in this particular bathroom, you have two minutes

on the toilet.

You have four minutes on the vanity with all of the bottles of makeup and stuff that's

on the counter.

You have five minutes on the bathtub and the shower.

You have two minutes for dusting.

You have three minutes for vacuuming the floor.

You have five minutes for mopping, whatever, and you may have to break it down by room

and by house so that this particular house cleaner can stay on task.

Then put them with a team member or a mentor that can keep them on task until they finally

get the hang of it.

Once they get the hang of it, you may be able to remove that to-do list.

I still have employees to this day that have a to-do list, and every day part of my responsibility

as the business owner is to make sure that they have a to-do list, and a time attached

to that so that they will stay on task, because you might find best and the most loyal employees

are the slowest, and we don't want to let somebody go just because they're slow.

They still have families to feed.

They have food they need to put on the table, and so because their skills don't match other

people's skills, that doesn't make them useless for your company, and so there may be tasks

that you have that are not time sensitive, that if you could switch them over to another

task, that would also be to their advantage.

If you need them on the task they're paid to do, then you have to come to an agreement

of their payment is associated with the job that they do, and you may have to take them

off being paid by the hour, because they're stretching that hour that normally you would

have them do three or four or five different tasks, now they're only doing one or two.

You might pay them based on their performance instead of paying them by the hour.

That might be a different incentive for you, but yes, it is really important to speed up

slow workers, because unfortunately, our business depends on it.

There's some really great people out there.

I hate that you have this problem.

Every house cleaner at some point as you expand and grow, you're going to run into this problem,

and I'm thinking back through my life of the employees that I've had that were really nice

people, and they were really good workers, and they were so slow.

It just drove me bonkers, so you might consider something like Focus@Will, and if it's like

two people in the same house, and the homeowners are gone, you may want to crank it up so that

everybody hears it and everybody's like working to the speed.

All righty, that's my two cents for today, and until we meet again,

leave the world a cleaner place than when you found it.

For more infomation >> How to Speed Up Slow Maids - House Cleaning Survival Guide - Duration: 8:25.

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Dauntless Tips, Tricks and New Player Advice - Duration: 14:04.

What's Good, It's Fevir.

As expected there are a ton of new players running around in Dauntless and as someone

who has clocked in an amount of hours in the game -that I don't even want to know..

I figured I'd rustle up some tips for people maybe trying to get their bearings, struggling..

or just like learning stuff.

These tips won't make you an expert out the gate - as these types of games really require

you learn the encounters and let muscle memory take over.. but I do hope you get something

here and am going to try my best to avoid the non-tips of like.. you kill a behemoth

by reducing it's health to zero.. stuff.

We'll start with quite possibly the most basic tip.

Roll into attacks to more easily avoid them.

In Dauntless your roll or dash is loaded up with an iframe or invulnerability frame..

where when you time it correctly, you'll avoid the damage of an attack.

The thing is though that our normal reaction is to try to dodge away.

This can still work.. however you can use the movement of the attack or behemoth to

give you a more forgiving timing.

As if you and whatever attack are moving against each other.. you'll create much more space

before the iframe ends than rolling away and make the timing much, more forgiving.

Aside from the obvious learning curve stuff.. where those deaths are out of your control

anyways.. the downsides to dying is a few second channel from a teammate and a slight

increase to your danger meter BUT.. the upside is a morbid type of heal.

Look at the Danger Meter as another resource to be utilized and if you only have 5% health

left.. it's not worth using 3 potions to get back in fighting shape..

I'm not saying to die on purpose - and if your group is already struggling and the Danger

Meter is going to pose a problem.. well then don't strain that resource.. but aside from

some slight embarrassment you can really get a lot of healing out it.. especially if someone

gears into medic.

Whether this is bug or feature .. is anyones guess but it goes with our last tip.

You only NEED one person to channel a revive on a teammate.. but if two people do it and

channel it to completion - both revives will reduce the Danger Meter..

3 people.. reduce it even further.

This also works for Aether Vents.. on that last pull of sweet, sweet healing.. the whole

party could channel and get a boost of healing.

This is just an item but it's also probably the best tip in this video.

This item is bananas.

The next 3 hits you take deal 45% reduced damage.. with no duration.. you can carry

3.

So up to 9 hits in a fight will deal about half damage.

Now when you're a seasoned player you probably don't even get hit 9 times in a fight and

when you're a new player.. you really need to stretch your life bar out and this mitigation

is very welcome.

Because of this you want to keep an eye out for Ironthistle - these white flowers are

generally found in snow environments and are worth their weight in... notes?

Notes.. is the low key currency used in Dauntless.

I feel as if it's going to have a bigger role in the future - but currently is used for

extracting cells from gear and a bit of crafting.

I've never run into a problem with them but this may be good to know for the future that

through the inventory window - you can select particular items.. basically any item.. and

salvage it for notes.

All those old, extra, Shrike Parts you got while going for a beak.. easy money.

So you're fighting a behemoth .. and each time you attack - numbers of different color

fly up.

For our purposes- we care only about the yellow number now.

This is slashing.. or part damage.

What it tells you is your are dealing damage to a PART on a behemoth that can be broken..

say a leg.

If you deal enough yellow damage to it.. it breaks - it also gets some graphical indicators

that it's been roughed up, you get a chance at some loot.. and

continued PART damage to that leg will no longer be yellow.

This guides the savy slayer.. as a behemoth can be killed before each part is broke..

so you want to try to only attack sections of the behemoth that will result in PART damage,

and therefore more loot.

Quick addition to playing around parts.. now in the early sections of the game.. there

really isn't a worry about what parts or if the parts will break.. but later on - making

sure you cut the tail.. making sure you get the beak.. trying to only kill them during

an aether rage.. can be important.. and all it takes usually to get everyone on the same

page as you..

especially if they haven't clicked in to playing around optimizing part breaks is a .. hey

guys, let's focus the tail first, in chat.

But what about this blue number I'm seeing - the light blue number is stagger.. or blunt

damage.. and is just as important.

As continued dealing of this type of damage to a behemoths head - will knock them out

for a few seconds.. sending them to a staggered state on the ground where your team can descend

on them un-interrupted.

You'll know you're almost about to stagger a behemoth by a visual queue above their head.

More iconic to Dauntless however is the infamous - boop the snoot gameplay .. or rather interrupting

a behemoth during a moment that it is unstable.

This can be when a Shrike swoops in at you.. it can be when a Skarn stands up on it's hind

legs.. or an Embermane Charges.

Now.. while I'm lumping this in with blue damage.. this isn't an exact science.

Very often - the slower, heavier weapons and attacks that deal stagger damage are also

the ones that if timed well can interrupt a behemoth.. but it's not always the case..

a lot of it comes down to trial and error.. and timing.

Most behemoths can be booped at some point and also require you putting yourself in harms

way to attempt it.. it's a fun risk vs reward minigame.. like a version of playing chicken.

Well then what about my red damage.. red damage is piercing.. or wound damage.

This is a type of damage that after enough of it is dealt to a specific part.. applies

a wound debuff.. that part will start oozing Aether to show it's been applied.. and anyone

who attacks that part will deal bonus damage.

So these three types of damage..

Part, Stagger and Wound Damage.. are important to recognize.

Now a lot of times they are tied to a weapon.. a War Pike dealsmainly piercing wound damage..

and a hammer mainly deals stagger blunt damage.. but you'll see, especially with skills and

cells, that you'll be able to deal damage types outside of weapon types.

The important thing I feel.. is to just.. play to your damage type.

If you're dealing wound damage.. your job I guess, is to debuff as many parts as possible..

that haven't been broken.

So hella focus on a part until it's debuffed.. then move to the next.. if you deal stagger

damage.. you should be on that head.. knock them out as much as possible.. if you are

dealing straight part damage.. cut off those parts.. cut off that tail as that dude ying

the hammer cannot cut it off.

Explaining this in great detail could be it's own video - but

a behemoth, technically, as a health bar that's hidden.

You'll notice this green, turqoise damage number pop up.

This is your raw or normal damage.. so when you swing with a hammer you see the blue stagger

damage AND the turqoise damage.

Only the normal damage is applied to the behemoths health.

Stagger.. and wound.. are in effect, status ailments.

They always come WITH normal damage.

This is important to know because there are so many ways to increase damage types.. and

yes, the number gets higher.. but you're not dealing any additional damage directly.. obviously..

debuffing faster or causing more knock outs is going to help in the long run...

Part damage.. yellow damage.. is slightly different.. but the same.

When you deal this damage you will not see the turqoise number - it's still there.. but

because it would usually be the exact same number.. it's hidden.

However.. same rule applies.. if you equipped a bunch of things that increases part damage..

you're going to see a higher damage number.. then what you're actually doing to

the behemoth.

Certain abilities or moves are tied to parts on a behemoth.. the most apparent way to see

the changes.. are the tail however others exist.

Because in most cases.. if you cut the tail off..

some of the tail focused abilities stop showing up.

Panger stops flicking ice projectiles..

Gnasher stops his tail smash.. however - this usualyl comes with them now using new abilities.

The Drask without his tail has this leap attack.. the Quillshot gets a hind kick.

Sometimes breaking a specific part can make the fight easier.. or harder depending on

the attack and your comfort level with it.. so especially in solo hunts.. you can prioritize

or ignore parts to make things easier for you.

Interacting with behemoths is always fun.. but so is watching people get wrecked.

So I'm going to leave you with a partial tip here.. there are quite a few projectiles that

exists that can be hit back towards the behemoth that through them for some unknown amount

of damage.

Consider this some sort of parity with faster weapons.. it's much easier or possible to

interrupt behemoths with slow weapons.. but much, much easier and safer to send a projectile

back with a fast weapon.

When your weapon is sheathed.. you don't spend stamina to run.

There are certain times in fights where you know you're going to need to dodge.. or run

away.. and you cannot realistically attack.

So sheath up.

Make it easier for yourself.. save some stamina.

This one is pretty straight forward - but is a change from last few testing phases.

All the gatherables on the islands or parts you break off and loot.. only are committed

to your inventory on a successful hunt.

So no more joining a hunt, gathering and then leaving.

Scattered around all the islands.. you'll see these floating.. whitish.. blueish.. wisps.

These are Aether Wisps and can provide a boost of energy.

The final tip.. really.. is you can disregard 90% of this stuff.

These types of games.. they can be fun to optimize they can be fun to play well.. but

it's not needed.

As long as the behemoth goes down.. as long as you had fun.. you're golden and you can

make most thing works.

You don't need to spend time getting the timings right to interrupt every behemoth with everyone

weapon.. you don't need to force your friends for the perfect group make-up and shot call

parts to attack.

You could.. some do.

You don't need to and will have just as rich an experience.

That's going to do it for me though.. until next time, this is Fevir, peace.

For more infomation >> Dauntless Tips, Tricks and New Player Advice - Duration: 14:04.

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Heavy Class Guide - Blasters, Cards - Star Wars Battlefront 2 Guide - Duration: 10:06.

Hook The Heavy class In Star Wars Battlefront 2,

while not my favorite, alot of people seem to love them, and they've grown on me a

little bit since the release.

Granted, they seem alot more fun in first person.

Bumper

Intro The heavy class is probably my least favorite

in Star Wars battlefront 2.

That's not to say they're bad, they're just not my play style.

I find their weapons a little bland, their abilities a little lacking, but they're

battlepoints gain is pretty amazing.

I do find the heavy class a lot more fun to play in first person, since if I can see it

I can shoot it, and don't need to worry about a box blocking my rounds when I thought

I was clear of it, and they also seem to be a little bit easier to land shots at range.

Maybe it's just a mental thing, but I tend to do better with them in first person.

In this video we'll take a look at a brief summary of the weapons, their abilities, the

best cards to run and those to stay away from.

Stay tuned till the end and I'll go into detail why I don't really like the heavy

class, yep i got a graph for that.

Community is the most important part of any game, so head over to Star Wars Gaming .Net,

sign up on their forums and post your user name and system under the Greenie Weenie Master

List on the general forums.

That way you can find some cool people to play with that just want to have fun.

Then check out the news and the weekly newsletter Front Lines, so you don't miss anything

throughout the week.

Let's start with weapons.

If you're looking for more information for each individual weapon there's a link in

the corner of your screen now for the blaster break down playlist, so be sure to check that

out, here we're just going to compare the damages so you know what you're going up

against and running.

The chart that will be coming up just has the base weapons, I didn't add on the attachments

that effect damage sine that's alot of information to put on a slide and if you want that information

it's in each weapons individual video.

If your looking for the highest damage per round weapon, we have the DC-15LE with explosive

shot at 25 damage per round, but that attachment drops the rounds per minute to 450 and the

number of rounds available down to 25.

Since the negatives out weight the positives for the explosive shot, the highest damage

per round and having the weapon be viable (oh i'ma hear about that in the comments),

we have the FWMB-10K which at close range deals 24 damage per round and drops to 15

damage at long.

Even with the Ion Shot attachment, it still beats the other weapons at 22 damage at close

range an 13 at long.

This weapon also has 450 round per minute fire rate, similar to the DC-15LE Explosive

round, but it has 64 rouds available with the cooling modification, which is far more

than 25 the explosive shot gives.

The second highest damage per round goes to the TL-50.

The TL-50 does 20 damage at close range and drops down to a painful 10 damage per round

at long.

This weapon is probably the best close range weapon in class.

It will drops troopers quick had has a the fastest cooling time in class, matching the

assault class instead of the heavies.

This weapon also has a very fast rate of fire, at 700 rounds per minute, which is second

fastest in class, and an attachment for a secondary fire, which will replace your ability

to aim down sites.

If you land it right on top of the enemy it does around 100 damage and then drops off

quick since the blast radius is rather small.

With this weapon, I tend to run the improved spread and cooling since cooling is always

a go to, and the reduced spread makes hitting targets that are at medium range a little

easier.

Third in damage we have a tie between the default weapon and the DC-15LE.

Both weapons have identical damage profiles.

Both the inital weapon and the DC-15LE do 16 damage at close range and drop down to

10 at long.

The big difference between them is the rate of fire.

The DC-15LE has a rate of fire of 720 rounds per minute, making it the fastest round per

minute in the class and the inital weapon is at the 450 rounds per minute.

This makes the DC-15LE better than the starte weapon, not to mention that the DC-15LE is

the most accurate at range out of all the weapons in the heavy class as well.

Going into the best close range weapon, it obviously is the TL-50.

With it's fast rate of fire, higher damage than the DC-15LE and large magazine size with

improved cooling, this weapon is a beast up close.

Anything further than close range though and it goes over to the best all around weapon,

the FWMB-10K.

With it's high damage per round, it can drop enemies faster than any other weapon

in class if you land your shots at any distance.

You might as well run the ion shot as well since it doesn't really effect the time

to kill until you start pushing long range as well and can make quick work of other heavies

shields.

However, the slower rate of fire makes this weapon a little tedious at times.

Base Ability Description

For the abilities of the heavy class, they're alright, i guess, they are each useful when

used properly, however they're just not anyhting to write home about.

The left default ability, which is always the gernade is an impact gernade.

The impact gernade has neted probably the highest number of kills for me than any other

since if a target is low and dips behind cover you can pretty easily finish them off with

this one.

As for the right ability, its a personal shield.

It's simialar to a riot shield in other shooters, and will block incoming fire for

a short period of time, well long if you don't take to many hits since it's health based

not time based.

This will drop your speed down to a snails pace, and it doesn't rotate up if you are

looking upwards, so its only good for a head on engagement.

If you crouch it will cover your feet, however since most people don't you can easily just

get shot in the shins and die if you're playing someone who's thinking.

The Utltimate or middle ability is sentry.

Now sentry is a saving grace for the heavy class, it use to be better before supercharge

was nerfed, but we'll get into that, but it's still really good.

THis will basiclly replace you weapon with a mini gun for a short period of time and

is super accurate.

It has a very high rate of fire and can make qucik work of anyone in your path.

Again, like the shield it will bring your movement to a grinding halt, so don't move

to far into the open with this or you will get metled pretty quickly.

This abilitiy is especially strong on heroes, not as strong as it use to be, but still will

do a nubmer on them.

Cards

If you want to change out the default abilities, the heavy gives you a wide varitey of options.

Like the officer class, there are only a few I wouldn't recommend using, but thats mainly

due to better options for those slots.

You can make the worse versions work for you, just not as easily.

First we'll start with the ones you should use, or at least try out if you haven't

already.

We'll start with obviously the best card for the heavy class, the Ion Turret.

Now I hate using turrets in this game.

I truely dispise anything that doesn't require an action by the player to get a kill, and

the turrets in this game are drop and forget.

Unlike trip mines, or traps, turrets in this game lock on, fire, and kill for you no matter

where they are placed and don't die themselves unless you choose to detonate it, the enemy

focus fires it, which takes them out of the fight for a bit, or you die and it despawns.

Mines and traps are 1 kill and they're gone, but not turrets they last forever, and the

Ion turret has an unlimited range on it and will target enemy troopers first it seems.

THe ion turret is a must in any map that isn't a choke point map and even then, its a hard

toss up between it and the personal shield.

If you decide not to run the ion turret, the improved shield is great since it will buff

the health of your personal shield.

This will make it last longer and usualy help you win a gun fight.

It's a great option, but you could also use Barrage.

It's not as good, and is very situational, but if its a choke point map, you can usauly

net a kill or 2 with each use of it.

For the left ability, I would recommend the detonite charge.

Its great for setting traps or lobbing into a large group of troopers.

It blows up on commend so even if it doesn't go where you want it to, you can just wait

till someone is on top of it to blow it.

Its a great tool for choke poitns since you can preset it right inside the door and take

out the first wave with out firing a single shot.

When we look at the utltimate abilitiy, the only one worth using now is the Explosive

Senrty.

You can't move while you fire it, unlike the other versions, but it can do a ton of

damage and pretty much 1 shot most troopers if you land it right on top of them.

It's also great at taking out heroes or doing damage to objectives like AT-AT's

or the reactors on crait.

While i personally don't run it, I know alot of people do.

For non-ability cards, I run the defender card, which grants points on damage taken.

The reason i run this is i run the personal shield for the most part.

Since the shield can take a ton of damage, i get points each time it's hit.

It's just a way to maxamize my battle point gain, with that I also generally run bounty

hunter with it, since again, I'ma get that hero quick.

The only card I would say not to use anymore is the supercharge sentry.

This card was nerfed into oblivion awhile ago and just doesn't last long enoguh to

do any major damage.

It basicly requires you to be 100% on target if you are planning on getting a kill, and

thats rarely going to happen.

Thoughts on class

Again for the heavy class, they're just not my cup of tea.

THe main problem I have with them is thier low damage and slow rate of fire weapons compared

to the other classes in the game.

The slower rate of fire wouldn't be to bad if they actually did more damage per round,

but as of recording, every class has higher damaage weapons with faster rate of fire and

far better accuracy.

The cart on your screen now is the highest damage heavy, FWMB-10K, blue line, compared

to the lowest damage in every other class.

Yes, it beats out the CR-2, which is red, but the CR-2 has such a fast rate of fire,

that the FWMB-10k still falls behind in time to kill.

And the next closes would be the A280 for the assault class which runs the same damage

profile as the CFE, which is purple on the chart.

The biggest problem with the heavies is the weapons.

They're just so much weaker in comparision to the other classes and thier cooling time

is rediculously long for needing more rounds in order to get kills.

The only great thing about the heavy is the sentry in my opinion.

That ability is amazing.

The TL-50 is pretty good and what i'm mostly using in the game play for this video, but

it runs like the CR-2 from the assault class, but the assualt class has a better card and

abiltiy kit.

Outro

If you enjoyed this video or found it helpful, give that like button a click and then subscribe

if you haven't already.

I really love your guys support, I hope you have a great day, and I'll see you in game!

For more infomation >> Heavy Class Guide - Blasters, Cards - Star Wars Battlefront 2 Guide - Duration: 10:06.

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Nicole and Eric's Guide to a Meaningful Life - Chairs - Live at Carver Branch Library - Duration: 4:15.

[Midtempo music]

I- [Loud keyboard note]

I think about all the chairs in my life.

I think about the dining room chair where I write my poems.

The easy chair where I binge watch TV and devour ice cream.

I even think of my toilet as a chair, where I get rid of all the crap in my life.

From the back patio chair I watch my corgi run around, and around, and around, until

he gets tired, and gets rid of the crap in his life.

Sometimes, I look at a chair and I wonder "how many people have sat in that seat?"

And sometimes I wonder if I'm sitting where someone important has once sat.

There are chairs I've never s- I've never sat in, and there are chairs I'd never sit

in again.

There are chairs that pass on pain like a dentist's chair and there are chairs that

pass on physical heat, like a chair at a packed Christmas party.

I think about people who would never give up their chair or who pay a lot of money for

a certain kind of chair.

And I think about the saddle on a horse's back and how that chair isn't really offered

but taken.

Some chairs seem lonely, like that old kitchen chair I saw in the middle of a field

among broken washers and dryers.

Mostly though, I think about my boyfriend's wheelchair.

This chair seems to be worse than death for some people.

It represents a barrier, but the real barriers lie outside it.

Those barriers are in other people's minds.

You can learn a lot from chairs.

[Music stops]

[Applause]

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