Skip to main content

Becoming an Effective Person: Be Proactive

Continuing notes from The 7 Habits of Highly Effective People by Stephen Covey.
According to Covey, the first habit we must cultivate for success is that of proactivity. This means abandoning the paradigm of strict determinism:
stimulus------>response
Instead we must embrace a paradigm that includes the interjection of man’s free will:
stimulus---->thought/will---->response
We are not mere robots led around by our noses; we can choose to stop and think before acting. We must take initiative to act in our circle of influence. Note that this is not simply superficial positive thinking or an attitude adjustment but addressing realities and thoughtfully choosing the best course of action.
Our circle of influence:
  • that which we have direct control over – our actions and character
  • that which we have indirect control over – our collaborative work with others
From a computer/IT perspective this habit is simply the embrace of the reality that we have a hand in programming our own system.
I agree with Covey completely on the importance of this habit and have long ago accepted the premise that we are not just listless leaves in the wind but have a will and agency that can influence the outcome of events.

Comments

Popular posts from this blog

Board Game Review: Hues and Cues

Last week we received Hues and Cues from The Op Games. We recently finished playing through Scooby-Doo Escape from the Haunted Mansion (a fantastic game in The Op Games catalogue designed by Jay Cormier, Sen-Foong Lim, and Kami Mandell that you should absolutely pick up to play with your family) and wanted to give another game from the same publisher a go. I picked Hues and Cues because I’ve been pleasantly surprised by other “test whether our minds think the same way” games such as The Mind   and Wavelength. In Hues and Cues , players gather around a large central board comprised of 480 graduating colors of the rainbow surrounded by an x-y axis and scoring table. White and black (which are technically not colors) are conspicuously absent as are shades (mixtures of color + black; e.g., grey) and tints (mixtures of color + white; e.g., cream).  On each player’s turn, they draw a card with four colors and the x-y axis codes of those colors depicted and they select one. They a...

Board Game Review: Obsessed with Obsession

I'm completely obsessed with Obsession! I received a review copy of the updated second edition along with all the expansions (Wessex, Useful Man, Upstairs Downstairs) and from the moment I took everything out of the boxes, my excitement was over the top. Actually, that's not even the half of it - I remember I was already quite excited before the game even arrived. I'd wanted to get my hands on a copy as soon as I learned there was a game that brought the lifestyle that we all fell in love with watching Downton Abbey to the gaming table. Back in 2021, I was having a great time at the Dice Tower Summer Retreat and a new friend Bonnie sang the praises of Obsession. She had seen me eyeing the box on the shelf and gave me a summary of the game mechanics as she owned the first edition. She explained that the theme is centered on running an estate in Derbyshire and competing against others to have the best home, reputation, gentry guests, etc. Based on her enthusiasm and descripti...

Board Game Review: Expeditions Gears of Corruption

L ast year I reviewed Expeditions and ranked it #1 among all Stonemaier games on account of the challenging intellectual puzzle it presents. This year I have played my way through the new expansion, Gears of Corruption , and I’m delighted to let you know that it makes the base game even better. That the expansion so cohesively builds on the base game should not be a surprise to anyone who closely examines the original box for Expeditions. All expansion components perfectly fit in that box including the 2 new mechs that nestle in the placeholder cubbies clearly made for them.  That can’t be coincidence. There might a few features rolled into Corruption of Gears that were developed as a result of consumer feedback on the base game (I’m looking at you, wild meeple), but my theory is that Stonemaier did a Lord of the Rings maneuver with this game and its expansions, designing the entire game with most of the additions integrated up front, and then breaking it into base + expansions fo...