Saturday, July 16, 2011

Not So Work-Like

My brother Toby and I have been involved in an ongoing discussion for well over a decade about the advantages and disadvantages of various approaches to and routines for weight training and other forms of exercising. One of the observations to come out of these discussions is highly pertinent (indeed, perhaps central) to bala practice. The bottom line for any exercise regimen is adherence. Boy, this seems almost important enough to repeat: The bottom line for any exercise regimen is adherence. Regardless of how "smart" the practicing is, if you don’t do the damn stuff, you just won’t get no fitter. Well, when the program is designed to emphasize the heavy-ass-ness of the weights, so-to-speak, and you start to dread your workouts, you’ll be far less likely to adhere to the regimen you’ve laid out. But when the program is put together in such a way that you’re not minding (or not noticing) that those weights are as heavy-ass as they are, adherence becomes something of a non-issue.

Now, it is of course important not to let the de-emphasizing of heavy-ass-ness become an excuse for laziness. The work does need to get done. It just need not feel so "work-like." (Remember the question “Does anyone you know play video games because they’ve been told that ‘practice makes perfect?'" Obviously, the answer is supposed to be no. But surely you could name scores [no pun intended] of people you know, who have at one time or other been "addicted" to video-game playing... Well, if I want to adhere to my regimen, I should be addicted to practicing—not cringing at the thought of it.)

For Toby and I, two important features of an exercise program in which work feels less "work-like" include: (a) small, manageable (as well as larger, longer-term) goals and (b) a means to measure incremental progress. (Toby blogs his thoughts on [and charted progress with] fitness, nutrition, and self-quantification here.) Another—and a biggie in the context of musicking—is having others to play/practice with. (I haven't practiced so much in weeks as I did these last few days with Trevor visiting from Montréal. Plus, I enjoyed the practicing immensely and felt that it was quite productive.)

Tom Chatfield touches on some of these ideas in his July, 2010 TED talk. Discussing video game design, he presents "7 lessons from games that can be used outside of games":

1. experience bars measuring progress
2. multiple long and short-term aims
3. rewards for effort
4. rapid, frequent, clear feedback
5. an element of uncertainty
6. windows of enhanced attention
7. other people

I'd like to learn more about the studies, observations, or findings that led Chatfield to these lessons. Has anyone put them to a test? Most of the seven lessons resonate with what we know to be behaviourally true, or with what we probably just sense intuitively, but how do we "know?"

Can anyone help me find scientific support (in the form of published, peer-reviewed studies, for example) for the validity of Chatfield's (or Toby and my) claims that manageable goals and measurement (as well as any of Chatfield's other "lessons") are indeed important features of an effective learning/development program?

"Dear Dr. Chatfield: We can offer the following behavioural explanations for lessons 2, 3, 4 and 7 (or whatever), but how do you account for lessons 5 and 6? (again, or whatever...)."