LibraryThing

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There a lot of ways to catalog a personal book collection, but I’ve settled on LibraryThing because I have more books than other media (we don’t buy movies, aren’t gamers, etc). I use LT to keep track of my own books, books I wish I owned, or want to read (using a wishlist tag) and also to keep track of books I’ve loaned out to others (tag plus a note with the date loaned).

LibraryThing is a place where you can catalog books mainly, but also media. You can sort, share, explore, import, and export data pertaining to your personal—or institutional—library. You can track who has borrowed which book. You can see other users who have similar libraries to yours, and browse books they have that you might be interested in. And, of course, there are basic reviews of books on the system.

I work at the office of a religious denomination, and we use LT to catalog our small book collection as well. We’ve cobbled together LT plus a web form to create a workable lending library for our 70-plus churches.

Finally, LT will sell you one of those old CueCat barcode scanners, so you can scan your books instead of typing them in. This is actually how we cataloged the vast majority of the books at our office. We just bought the scanner and had a volunteer slam it out.

LibraryThing gets data from Library of Congress by default, and whenever possible. However, when users set up accounts and begin to add books, they’ll be prompted to select a data source. LoC is the primary and preferred source, but other sources are also available, such as Amazon.com, and simply typing in data from the book itself (helpful for really old books).

The folks at LT seem to have left the import options as wide open as possible with their Universal Import tool. It allows import from formatted spreadsheets, Delicious Library, BookCollector, Amazon wishlists, and pretty much whatever data you’ve got as long as it can get into a formatted spreadsheet.

The export options are CSV, or tab delimited files. It pumps out lotsa data, including ISBN, which ought to be sufficient for imports into other tools like Delicious Library. I’m not too familiar with academic citation tools, though, so I can’t comment on how well it works on the other end.

Back when I settled on LT, I played around with Delicious Library, and Goodreads.com. I didn’t mess around with Amazon’s Shelfari.com at all, though I did have quite a wishlist on Amazon. Delicious Library was/is a pretty sweet application (Mac only). It’s very visually appealing, but limited to the user’s own computer, though you can export webpages. I wanted something more shareable, and LibraryThing fits the bill.

A close runner-up was GoodReads. My experience with GoodReads is dated now, though as far as I can tell, the core difference is that GR was designed to be more of a social network around books, and has the neat data-geek stuff sort of bolted on. LibraryThing was built around the data, and has the social stuff sort of bolted on. I care more about the data stuff and don’t really need yet another social network around my books. So LT for me.

LibraryThing
Free to $25



The 100 Best Business Books of All Time

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There are ten thousand business books published each year and way over a hundred thousand in print. Most business books are worthless drivel, some are a good article fluffed out into a thin book, and maybe 100 out of those hundred thousand are worth reading. Out of those 100 best, only 10 might have something to say to you.

But how to find those few? Jack Covert and Todd Sattersten, two guys who sell biz books, seem to have read all of the ones in print, and they have done the world a favor by selecting the 100 best business books ever, and then packing summaries of them all into one meta-book. If all you want is their list, you can go to their website and check it out.

But their book is much better than a simple list, and their list is better than most. The two have reviewed, abstracted, and compared all the best 100 in the context of thousands of similar books, unlike say your average Amazon reviewer who may have only read one other business book in his or her life. You get context instead of content. Reading Covert and Sattersten’s summaries of these classics is often better than reading the book itself, and the review is always useful in pointing you to the few books or authors you might actually want to read in full.

In addition to including the expected gems like Good to Great, The Effective Executive, and Purple Cow, the 100 Best list also includes many lesser-known titles, some of them oldies-but-goodies, like Up the Organization, The Innovator’s Dilemma, and Flow. Not everything is new in business; the wisdom of the past is often surprisingly relevant.

Finally, this book itself is one of the best business books, and can be read alone as a pretty good education in business in its broadest sense, even if you don’t read any of the references.

A couple of caveats. One, the authors has included one of my books (Out of Control) in their list, which tickles me greatly but might have warped my perspective. Two, they sell business books (at 800CeoRead) and so their book can be seen as a sales tool. On the other hand, the authors have great incentive to sell and include only the best, and so their list is pretty persuasive. Three, in a slip of bad design each of the 100 books featured on their website does not appear with the review as found in their book, but is featured with the standard publisher verbiage; the author’s fantastic summaries and analysis are only found in their printed book. (They sell books, see?)

All in all, this is a great business resource at a modest price. If you took their list and read all 100 books you’d get a better MBA than any university would give you, at a fraction of the cost.

-- KK  

The 100 Best Business Books of All Time
Jack Covert, Todd Sattersten
2009, 352 pages
$18

Available from Amazon

Sample Excerpts:

New ideas and opportunities, evaluated on the ability to serve existing customers and earn the necessary margins to support the company, are called sustaining innovations and are always successful ventures for existing (and dominant) firms.

But sometimes, innovation creates a new technology or reveals a new way to organize a firm’s resources. This disruptive innovation does not offer the performance needed in the existing market, and entrant companies are forced to find a new set of customers who value innovation on a different set of metrics than those of the traditional market. Existing companies disregard the disruptive innovation because of its lower margins, and the newcomers find a small beachhead outside the existing market, using that market space to develop further. As the performance of disruptive innovations outpaces the sustaining innovations, entrants move into established markets and their lower cost structure forces incumbents further up-market, forfeiting existing profitable markets.

-from the summary of Clayton M. Christensen’s The Innovator’s Dilemma

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Researchers at Marquette University studied over two thousand companies and found that 94 percent of “hyper-growth” companies were started by two or more people. Individual owners made up only 6 percent of the hypergrowth segment and almost one-half of the slow-growth companies.

Despite the evidence that a partnership can lead to success, the thought of taking on a partner makes most budding entrepreneurs cringe.

-sfrom the summary of David Gage’s The Partnership Charter

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In the past, access to water or other natural resources determined the economic potential of a region. But Florida believes that the Creative Class is the new resource for economic growth. When choosing where to live, the Creative Class looks for “thick labor markets” that allow for easy horizontal moves from one company to another. Some choose cities with easy access to outdoor recreation, allowing daily engagement to match unpredictable work schedules. As a result of Florida’s conclusions and with the publication of The Rise of the Creative Class, regional economic development has been turned on its ear. Spending by state and city governments to attract corporations or finance professional sports arenas was proved useless by Florida’s research. Instead, his 3T’s–technology, talent, and tolerance–are the new blueprint many areas are using to grow creative capital.

-from the summary of Richard Florida’s The Rise of the Creative Class

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Titles Are Handy Tools: There is a trade-off here. In one way, titles are a form of psychic compensation, and if too many titles are distributed, the currency is depreciated. But a title is also a tool. If our salesman is a vice president and yours is a sales rep, and both are in a waiting room, guess who goes in first and gets the most attention…If you find you can’t get applicants for menial jobs, maybe your titles are obsolete. A restaurant cured a chronic busboy shortage by changing the title to ‘logistics engineer.’

-from Robert Townsend’s Up the Organization




The Art of Game Design

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This is by far the best guide ever written for designing games. All kinds of games, simple and traditional, but of course video games too. This fat book is packed with practical, comprehensive, imaginative, deep, and broad lessons. Every page contained amazing insights for me. The more I read and re-read, the more important I ranked this work. I now view it as not just about designing games, but one of the best guides for designing anything that demands complex interaction. My 13-year-old son, who, like most 13-year-olds, dreams of designing games, has been devouring its 470 pages, telling me, “You’ve got to read this, Dad!” It’s that kind of book: You begin to imagine your life as a game, and how you might tweak its design. Author Jesse Schell offers 100 “lenses” through which you can view your game, and each one is a useful maxim for any assignment.

-- KK  

The Art of Game Design: A book of lenses
Jesse Schell
2008, 512 pages

$41 for the paperback from Amazon

Sample Excerpts:

We must be absolutely clear on this point before we can proceed. The game is not the experience. The game enables the experience, but it is not the experience. This is a hard concept for some people to grasp.

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Lens #1: The Lens of Essential Experience

To use this lens, you stop thinking about your game and start thinking about the experience of the player. Ask yourself these questions:

  • What experience do I want the player to have?
  • What is essential to that experience?
  • How can my game capture that essence?

If there is a big difference between the experience you want to create and the one you are actually creating, your game needs to change: You need to clearly state the essential experience you desire, and find as many ways as possible to instill this essence into your game.

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Let’s review the list of game qualities we have picked out of these various definitions:

Q1. Games are entered willfully.
Q2. Games have goals.
Q3. Games have conflict.
Q4. Games have rules.
Q5. Games can be won and lost.
Q6. Games are interactive.
Q7. Games have challenge.
Q8. Games can create their own internal value.
Q9. Games engage players.
Q10. Games are closed, formal systems.

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The thing that really seems to bother people about calling puzzles games is that they are not replayable. Once you figure out the best strategy, you can solve the puzzle every time, and it is no longer fun. Games are not usually this way. Most games have enough dynamic elements that each time you play you are confronted again with a new set of problems to solve. Sometimes this is because you have an intelligent human opponent (checkers, chess, backgammon, etc.), and sometimes it is because the game is able to generate lots of different challenges for you, either through ever-advancing goals (setting a new high score record) or through some kind of rich challenge-generation mechanism (solitaire, Rubik’s Cube, Tetris, etc.)

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Specifically, that the player puts their mind inside the game world, but that game world really only exists in the mind of the player? This magical situation, which is at the heart of all we care about, is made possible by the game interface, which is where player and game come together. Interface is the infinitely thin membrane that separates white/yang/player and black/yin/game. When the interface fails, the delicate flame of experience that rises from the player/game interaction is suddenly snuffed out. For this reason, it is crucial for us to understand how our game interface works, and to make it as robust, as powerful, and as invisible as we can.

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Experiences without feedback are frustrating and confusing. At many crosswalks in the United States, pedestrians can push a button that will make the DON’T WALK sign change to a WALK sign so they can cross the street safely. But it can’t change right away, since that would cause traffic accidents. So the poor pedestrian often has to wait up to a minute to see whether pressing the button had any effect. As a result, you see all kinds of strange button-pressing behavior: some people push the button and hold it for several seconds, others push it several times in a row, just to be safe. And the whole experience is accompanied by a sense of uncertainty — pedestrians can often be seen nervously studying the lights and DON’T WALK sign to see if it is going to change, because they might not have pushed the button correctly.

What a delight it was to visit the United Kingdom, and find that in some areas the crosswalk buttons give immediate feedback in the form of an illuminated WAIT sign that comes on when the button has been pushed, and turns off when the WALK period has ended! The addition of some simple feedback turned an experience where a pedestrian feels frustrated into one where they can feel confident and in control.

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For all the grand dreams of interactive storytelling, there are two methods that dominate the world of game design. The first and most dominant in videogames is commonly called the “string of pearls ” or sometimes the “rivers and lakes ” method. It is called this because it can be visually represented like this:

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The idea is that a completely non-interactive story (the string) is presented in the form of text, a slideshow, or an animated sequence and then the player is given a period of free movement and control (the pearl) with a fixed goal in mind. When the goal is achieved, the player travels down the string via another non-interactive sequence, to the next pearl, etc. In other words, cut scene, game level, cut scene, game level…

Many people criticize this method as “not really being interactive, ” but players sure do enjoy it.

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If 10 choices sounds kind of short, and you want to have 20 opportunities for three choices from the beginning to the end of the story, that means you’ll need to write 5,230,176,601 outcomes. These large numbers make any kind of meaningful branching storytelling impossible in our short life spans. And sadly, the main way that most interactive storytellers deal with this perplexing plethora of plotlines is to start fusing outcomes together — something like:

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Problem #3: Multiple Endings Disappoint

One thing that interactive storytellers like to fantasize about is how wonderful it is that a story can have multiple endings. After all, this means the player will be able to play again and again with a different experience every time! And like many fantasies,
the reality tends to disappoint. Many games have experimented with having multiple endings to their game story. Almost universally, the player ends up thinking two things when they encounter their first ending in one of these.

1. “Is this the real ending? ”
2. “Do I have to play this whole thing again to see another ending?”

There are exceptions, of course. Star Wars: Knights of the Old Republic featured a novel type of player choice — did they want to play the game on the “light side ” or “dark side ” of the force — that is, with good or evil goals? Depending on which of the paths you choose, you have different adventures, different quests, and ultimately a different ending. It can be argued that this isn’t really a case of two different endings on the same story, but two completely different stories — so different that they are each equally valid.

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Problem #4: Not Enough Verbs

The things that videogame characters spend their time doing are very different than the things that characters in movies and books spend their time doing:

Videogame Verbs: run, shoot, jump, climb, throw, cast, punch, fly
Movie Verbs: talk, ask, negotiate, convince, argue, shout, plead, complain

Videogame characters are severely limited in their ability to do anything that requires something to happen above the neck. Most of what happens in stories is communication, and at the present time, videogames just can’t support that. Game designer Chris Swain has suggested that when technology advances to the point that players can have an intelligent, spoken conversation with computer-controlled game characters, it will have an effect similar to the introduction of talking pictures. Suddenly, a medium that was mostly considered an amusing novelty will quickly become the dominant form of cultural storytelling. Until then, however, the lack of usable verbs in videogames significantly hampers our ability to use games as a storytelling medium.

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As the character tries to overcome the obstacles, interesting conflicts tend to arise, particularly when another character has a conflicting goal. This simple pattern leads to very interesting stories because it means the character has to engage in problem-solving (which we find very interesting), because conflicts lead to unpredictable results, in other words, surprises (which we find very interesting), and because the bigger the obstacle, the bigger the potential for dramatic change (which we find very interesting).

Are these ingredients just as useful when creating videogame stories? Absolutely
and maybe even more so.

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One focus group I witnessed was trying to determine where the average mom drew the line about what videogames were “too violent ” for their kids. Virtua Fighter was okay, said the moms, Mortal Kombat was not. The difference? Blood. It wasn’t the actions that were involved in the games that bothered them (both games are mostly about kicking your opponent in the face), but rather the graphic bloodshed in Mortal Kombat that is completely absent in Virtua Fighter. They seemed to feel that without bloodshed, it was just a game — just imaginary. But the blood made the game creepily real, and to the moms in the interviews, a game that rewarded bloodshed felt perverse and dangerous.




Fifty Dangerous Things

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The idea of this thin book is that danger is something kids need to learn to handle by experience. The 50 small experiments in this book can potentially cause a minor injury (although they are unlikely to), but are never really seriously dangerous. In fact most of them aren’t dangerous at all, but at least they are fun. There are no special techniques, secret formulas or exclusive knowhow here that everyday knowledge or a quick internet search would not turn up. The activities are the kinds of things kids will sometimes do on their own — at least in the past. It’s too bad a book like this is needed today, and maybe you, or folks you know, don’t need it, but if the kids in your life live a very structured and constantly supervised existence, this is a way to supervise a little danger. The book is designed to be read either by parents or kids. Most activities have clear instructions. We’ve been going through the book, letting the kids choose. It encourages them try stuff, and to see the trade off in risks and gains in many things. Mostly we use this as a primer for more dangerous things to try later on.

-- KK  

Fifty Dangerous Things (you should let your children do)
Gever Tulley
2009, 130 pages
$14

Available from Amazon

Sample Excerpts:

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Logicomix

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Disguised as a biography of mathematician Bertrand Russell in graphic novel form, this comic book is really about the nature and limits of logic. It takes heady, heavy, and key ideas in logic and renders them witty, visual, and dramatic. You’ll learn a lot. The fact that many of the original logicians were mentally unbalanced and irrational, adds a dash of delicious paradox and spice to this entertaining book.

-- KK  

Logicomix: An Epic Search for Truth
Apostolos Doxiadis and Christos Papadimitriou
2009, 352 pages
$18

Available from Amazon

Sample Excerpts:

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The Sailmaker’s Apprentice

The author covers both traditional and modern sail materials and sailmaking skills. He’s not so much about design as technique. I particularly liked the associations with the history and self-sufficiency aspects of learning a skill like sailmaking. The book talks you through a simple version of making a ditty bag while giving you the skills to do it up to your liking. I’ve made two. One’s served me well everywhere including at the top of my boat’s mast. Get the book and then buy the materials and tools from SailRite.com and make your own.

-- Dale L.  

The Sailmaker’s Apprentice
Emiliano Marino, Christine Erikson
2001, 494 pages
$16

Available from Amazon

Sample Excerpts:
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Holding the needle.

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In a crosscut sail the first panel, or cloth, is laid along the tack seam, which is the perpendicular from tack to leech.

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Let gravity help feed a large sticky-taped sail through the sewing machine. Building a temporary chute can be a fun challenge. Tables, boards, cloth–in the door, out the window, up the stairs, whatever it takes to get a big enough run on both sides of the machine. The less friction there is, and the fewer bumps, the more smoothly the cloth will slide.

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Pass the twine repeatedly back and forth through thimble and ring.




The United States Constitution

The US Constitution is one of our most remarkable inventions of all time. A lot of people in other countries think so too. It is a robust self-correcting legal OS. But it was written in an arcane code long ago. To make any sense from it you need some help.

This lively graphic novel adaptation of the Constitution is by far the best aid I’ve found to deciphering its code. It is the comic book version, but rather than dumbing it down, it smartens it up. The graphic novel goes through the Constitution article by article, and explains what each bit means, why it is there, and how it came to be. Like the Bible, the Constitution doesn’t say what you thought it did. I was surprised what was not there as well as what was. I learned tons from this annotation, despite studying it in high school. It renewed my respect for it, and in a way, also makes clear its limitation. I feel I can be a slightly better citizen. Best of all, this book does all that with pictures, which makes it a page-turner.

Recently my brother-in-law, who is an immigrant, had a lot of questions about the Constitution. I handed him this book and he came back very informed. I gave it to my son who would normally have nothing to do with such boring material. But it’s a comic! You’ve always wanted to read it, and should. Here’s the perfect excuse and ideal method.

If you want the unadorned, raw version, get a pocket version. This sturdy shirt-pocket-sized one contains both the Constitution and the Declaration of Independence. I have a few friends who pack this pocket version in their travel bags. Good conversation starter.

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-- KK  

The United States Constitution: A Graphic Adaptation 2008, 160 pages $12 Available from Amazon The Declaration of Independence and the Constitution of the United States of America (Pocket) 2000, 58 pages $5 Available from Amazon

Sample Excerpts:
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The New Way Things Work

This illustration-rich book provides a peek under the hood of the mechanized world we inhabit. David Macaulay, with tech writer Neil Ardley, has that rare gift of technical understanding paired with an ability to convey complex concepts through visual imagery. Kids, parents, Lit. majors, curious people – all can learn, and laugh, from the interpretive drawings that fill this wonderful tome, granting insight into the workings of everything from twin-rotor helicopters to printing presses to self-winding watches and even modems.

Remember floppy discs? The 1998 edition of this book (the most current) does feature some dated material regarding digital technology. Still, it’s an overwhelmingly relevant, educational reference — awe-inspiring because of Macaulay’s talents as well as the achievements of human ingenuity on which his pictures shed light.

-- Elon Schoenholz  

The New Way Things Work: From Levers to Lasers
David Macaulay, Neil Ardley
1998, 400 pages
$23

Available from Amazon

Sample Excerpts:
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Inside the Mouse
The mouse rolls on a ball that turns two slotted wheels mounted at right angles. Each wheel has one or two pairs of light-emitting diodes and photodiodes. As the wheel turns, light shines through the slots and produces an electric signal in the photodiodes. The signals from the wheels give the changes in the mouse’s position.

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The Sewing Machine
The Feed-Dog: This moves the fabric forward. One train of cams and cranks moves the feed-dog forward and backward, while the other makes it rise and fall. Both are powered by a wheel driven by the electric motor, synchronizing their movements. The feed-dog rises and moves forward between stitches to shift the fabric and then dips and moves back.

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Drill Chuck
The chuck of a power drill has to grip very strongly as it rotates the drill, yet it must be possible to loosen or tighten the chuck by hand. A compact arrangement of bevel gears and levers does the trick. The key pinion is turned to rotate the collar of the chuck, which turns the screw inside the chuck to move the jaws in or out. the screw is set at an angle so the the jaws open as they withdraw into the chuck, and close to grip the drill bit as they protrude from the chuck.

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Automatic Transmission
Changing Down: As the governor rotates more slowly or the accelerator pedal is pressed, the throttle valve pressure exceeds the governor pressure. The shift valve moves back, and the low-gear piston engages low gear while the high-gear piston disengages high gear.




Infrastructure

For years, illustrator R. Crumb has kept sketch books filled with power lines and other everyday urban “junk” as reference for his work. To paraphrase: it’s easier to copy than it is to invent, let alone comprehend. Of course, all that industrial bric-a-brac doesn’t have to remain a mystery.

Combining photos and clear, occasionally poetic descriptions, this thorough almanac deconstructs the general architecture and much of the minutiae found throughout the modernized world. From power and water plants to railroads, highways, airports, bridges, dams, docks, municipal dumps, and industries like ag and mining, the book illuminates the subtle and not-so-subtle: Manhole covers are round, making them easy to roll and impossible to fall in; huge rotary kilns force water out of mineral products; AEI scanners monitor railroad cars; the rooflines of mill buildings cascade since these operations use gravity to move materials from one section down to the next.

The industrial ecology of a utility pole (excerpted below) and drill down on the power grid is what first hooked me. Choke coils, lightning arresters, bushings? I couldn’t have picked them out of a police line-up if my life depended on it. Not anymore!

Excerpts & photos available at Industrial-Landscape.com

-- Steven Leckart  

Infrastructure: The Book of Everything for the Industrial Landscape
Brian Hayes
2006, 512 pages
$39 (used)

Available from Amazon

Sample Excerpts:

The Industrial Ecology of a Utility Pole

From top to bottom, here are some of the species you might observe in the utility-pole ecosystem:

- Primary distribution lines for electric power. These are the topmost wires. They are usually hung on a crossarm, and they come in groups of three, mounted on big insulators.

- Switches, fuses, and surge arresters. These connect to the primary distribution lines.

- Transformers. They are mounted below the primary distribution lines but above the secondary ones, with connections to both.

- Secondary distribution lines. Just below the transformer level, they are rubber-sheathed conductors carried on spool-type insulators or twisted around a steel messenger cable.

- Street-lighting fixtures. They draw their power from the secondary circuits.

- Traffic signals. These too are powered by the secondaries. The signal lights are often hung from a steel cable stretched between utility poles.

Everything from the top of the pole down to this level is the domain of the power company. Below is the realm of the communications lines, which operate on lower voltages and therefore don’t need to be kept quite as far out of reach…

- Cable television feeders. These may be finger-thick coaxial cables, in either a black plastic sheath or a bare metal jacket. In newer systems the trunk lines that carry signals over longer distances are fiber-optic cables.

- Telephone cables. Often the thickest of all the wires strung on a pole, they are actually bundles of dozens or hundreds of pairs of fine copper wires. Fiber-optic cables also show up at this level.

Still lower — indeed, reaching the ground — are some wires that ought to have no voltage at all on them.

- Guy wires. Their function is strictly mechanical; they help to hold the pole up. There may be an insulator inserted into the guy wire for safety, iin case a power conductor should tough the upper part.

- Grounding lead. A pole with a transformer generally has a copper grounding wire that runs down the side of the pole and into the ground.

Finally, at eye level, comes the bottommost ecological stratum of the urban or suburban utility pole:

- The yard-sale zone, where the wood bristles with a thousand rusty staples.

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not a tree: disguised cellular telephone antenna tower, Cary, NC

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sewage-sludge digesters, Deer Island, MA




An Ax To Grind

I’ve never felled a tree and can count with my hands how many times I’ve chopped wood. Enough swings to have stumbled on the sweetspot, but also uncomfortably close to injury. This guide published by the USDA Forest Service is an incredible resource for everything ax-related, from beginner to advanced (and it’s free!). Filled with succinct and wise passages, clear photos and helpful diagrams, the book explains the in’s and out’s of felling, limbing, splitting, chopping, bucking, and hewing. Plus, no-nonsense tips on how to swing, grip, sharpen, maintain, select and purchase the right ax for the right job. The subtitle is right: practical.

-- Steven Leckart  

An Ax to Grind: A Practical Ax Manual
Bernie Weisgerber
1999, 68 pages
Available from USDA Forest Service in HTML

Also available from Scoutmaster’s Clarke Green as a PDF

Sample Excerpts:
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On a knotty, gnarly block of wood you’ll need to start your split from the outside edges and slab off the sides. Inevitably, your ax will become stuck in the block you are trying to split. The best way to remove it without damaging the ax is to rap the end of the handle sharply downward with the palm of your hand without holding the handle.

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Accuracy is the only thing that counts; the force of the swing is not nearly as important as its placement. Chop with a series of strokes: the top, the bottom, and then the middle (Figure 80). If you chop in that order (top, bottom, middle) with both the forehand swing and the backhand swing, the chip will fly out after your last cut. On your last cut in the middle on the backhand swing, you should give a slight twist to the ax as you sink it into the wood to pop the chip out. Swing with a natural rhythmic and unforced motion. Always watch your aim. Leaving one edge of your ax blade exposed will help ensure it doesn’t get stuck in the log.

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Clamp the ax to the bench at a comfortable height (Figure 65). Put on gloves to protect your hands. Hold the file as shown. Because you file into the edge of the ax, not away from it, you need gloves in case of a minor slip. Always file into the edge, toward the center of the ax handle, because this creates the least amount of burr to remove on the other side. The single-cut file sharpens only on the push stroke. Lift it away from the ax head on the return stroke. If you “saw” with your file, it will fill with metal particles. It will not cut well and it can also be ruined as the file edges are peened over. Occasionally brush the metal particles from the file with a file card. Always store and transport your files so they are protected from each other and other metal tools. Banging them together will dull their edges.

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Always check the ax for sharpness. A honed ax will cut faster, be safer to use, and stay sharp longer. If you look directly into the edge of your ax with the light over your shoulder (either sunlight or artificial light), the edge that you’ve just honed will reflect no light. If you see any light reflected from the edge, you need to go back and hone the ax with the stone. Occasionally, a ding or a nick in the edge will reflect light just at one point. It is not always necessary to remove these dings as they will disappear through repeated filings. A correctly honed edge is sharp with no wire edge. It reflects no light. If you followed procedures, your edge should be sharp enough to shave with (Figure 73). I sometimes check the sharpness by carefully dry shaving the hair on the back of my hand. This is a traditional method used in the woods for years. A safer and equally effective test is to carefully put your fingernail (not your finger) against the sharpened edge. The edge should bite into your fingernail and not slide down it.

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Basics of Handle Selection

Hickory makes the best handles for percussion tools like axes. You seldom see any species other than hickory offered by ax-handle companies…

Grain: The highest grade does not have over 17 annual rings per inch of radius, a characteristic of faster-growing second growth trees. The orientation of the grain is critically important. If the handle is not straight-grained, it is likely to break…

Defects: Various defects, including stain, holes, knots, splits, streaks, and grain deviations all diminish the grade of the handle.

Camouflaged Defects: Many less-than-perfect ax handles, often on bargain or utility axes, have defects that are camouflaged. This often helps make the ax look better, but you should recognize that good looks can hide defects. Some common techniques include staining, painting, or fire-finishing, which hardens and darkens the handle’s surface…

Most ax manufacturers also offer axes with fiberglass or other plastic composite handles. While these may be durable and sturdy and perhaps adequate for splitting mauls, they do not provide the feel that a hickory handle offers. You also cannot customize a fiberglass handle. They are not traditional, which matters to me. And besides, they are just flat ugly.