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Mastery

Page 13

by Robert Greene


  In analyzing this failure, Ford came to the conclusion that he had been trying to make his automobile serve too many consumer needs. He would try a second time, starting out with a lightweight and smaller vehicle. He convinced Murphy to give him another chance, something rare in the fledgling automobile business. Still believing in Ford’s genius, he agreed, and together they formed the Henry Ford Company. Right from the start, however, Ford felt the pressure from Murphy to get the automobile ready for production so as to avoid the problems he’d had with the first company. Ford resented the interference from people who knew nothing about design or the high standards he was trying to establish for the industry.

  Murphy and his men brought in an outsider to supervise the process. This was the breaking point—less than a year after its establishment, Ford left the company. The break with Murphy this time was final. In the car business, everyone wrote Henry Ford off. He had blown his two chances and nobody was ever given a third, not with the amount of money at stake. But to friends and family, Ford himself seemed blithely unconcerned. He told everyone that these were all invaluable lessons to him—he had paid attention to every glitch along the way, and like a watch or an engine, he had taken apart these failures in his mind and had identified the root cause: no one was giving him enough time to work out the bugs. The people with money were meddling in mechanical and design affairs. They were injecting their mediocre ideas into the process and polluting it. He resented the idea that having money gave them certain rights, when all that mattered was a perfect design.

  The answer was to find a way to maintain complete independence from the financiers. This was not the usual way of doing business in America, which was becoming increasingly bureaucratic. He would have to invent his own form of organization, his own business model, one that suited his temperament and needs—including an efficient team he could trust, and the right to the final word on every decision.

  Considering his reputation, it would be almost impossible to find backing, but several months into the search he found an ideal partner—Alexander Malcomson, an émigré from Scotland who had made his fortune in the coal business. Like Ford, he had an unconventional streak and was a risk taker. He agreed to finance this latest venture and to not meddle in the manufacturing process. Ford worked at creating a new kind of assembly plant that would give him more control over the car he wanted to design, now known as the Model A. The Model A would be the lightest car ever made, simple and durable. It was the culmination of all of his tinkering and designing. It would be assembled along a line that would ensure speed of production.

  With the assembly plant ready, Ford worked hard at getting the team of workers to churn out fifteen cars a day—a rather high number back then. He oversaw every aspect of the production—it was his car from the inside out. He even worked on the assembly line, endearing himself to the workers. Orders started pouring in for the well made yet inexpensive Model A, and by 1904 the Ford Motor Company had to expand its operations. Soon it would be one of the few survivors from the early era of the automobile business, and a giant in the making.

  Henry Ford had one of those minds that was naturally attuned to the mechanical. He had the power of most great inventors—the ability to visualize the parts and how they functioned together. If he had to describe how something worked, Ford would inevitably take a napkin and sketch out a diagram rather than use words. With this type of intelligence, his apprenticeships on machines were easy and fast. But when it came to mass-producing his inventions, he had to confront the fact that he did not have the requisite knowledge. He needed an additional apprenticeship in becoming a businessman and entrepreneur. Fortunately, working on machines had developed in him a kind of practical intelligence, patience, and way of solving problems that could be applied to anything.

  When a machine malfunctions you do not take it personally or grow despondent. It is in fact a blessing in disguise. Such malfunctions generally show you inherent flaws and means of improvement. You simply keep tinkering until you get it right. The same should apply to an entrepreneurial venture. Mistakes and failures are precisely your means of education. They tell you about your own inadequacies. It is hard to find out such things from people, as they are often political with their praise and criticisms. Your failures also permit you to see the flaws of your ideas, which are only revealed in the execution of them. You learn what your audience really wants, the discrepancy between your ideas and how they affect the public. Pay close attention to the structure of your group—how your team is organized, the degree of independence you have from the source of capital. These are design elements as well, and such management issues are often hidden sources of problems.

  Think of it this way: There are two kinds of failure. The first comes from never trying out your ideas because you are afraid, or because you are waiting for the perfect time. This kind of failure you can never learn from, and such timidity will destroy you. The second kind comes from a bold and venturesome spirit. If you fail in this way, the hit that you take to your reputation is greatly outweighed by what you learn. Repeated failure will toughen your spirit and show you with absolute clarity how things must be done. In fact, it is a curse to have everything go right on your first attempt. You will fail to question the element of luck, making you think that you have the golden touch. When you do inevitably fail, it will confuse and demoralize you past the point of learning. In any case, to apprentice as an entrepreneur you must act on your ideas as early as possible, exposing them to the public, a part of you even hoping that you’ll fail. You have everything to gain.

  7. Combine the “how” and the “what”

  At a very early age, Santiago Calatrava (b. 1951) developed a love for drawing. He carried his pencils wherever he went. A certain paradox in drawing began to obsess him. In Valencia, Spain, where he grew up, the harsh Mediterranean sunlight would place in sharp relief the things he liked to draw—rocks, trees, buildings, people. Their outlines would slowly soften as the day progressed. Nothing he drew was ever really static; everything is in a state of change and motion—that is the essence of life. How could he capture this movement on paper, in an image that was perfectly still?

  He took classes and learned techniques for creating the various illusions of something caught in the moment of movement, but it was never quite enough. As part of this impossible quest he taught himself aspects of mathematics, such as descriptive geometry, that could help him understand how to represent his objects in two dimensions. His skill improved and his interest in the subject deepened. It seemed he was destined for a career as an artist, and so in 1969 he enrolled in art school in Valencia.

  A few months into his studies, he had a seemingly minor experience that would change the course of his life: browsing for supplies in a stationery store, his eye was drawn to a beautifully designed booklet describing the work of the great architect Le Corbusier. Somehow this architect had managed to create completely distinctive shapes. He turned even something as simple as a stairway into a dynamic piece of sculpture. The buildings he designed seemed to defy gravity, creating a feeling of movement in their still forms. Studying this booklet, Calatrava now developed a new obsession—to learn the secret of how such buildings came about. As soon as he could, he transferred to the one architecture school in Valencia.

  Graduating from the school in 1973, Calatrava had gained a solid education in the subject. He had learned all of the most important design rules and principles. He was more than capable of taking his place in some architecture firm and working his way up. But he felt something elemental was missing in his knowledge. In looking at all of the great works of architecture that he most admired—the Pantheon in Rome, the buildings of Gaudí in Barcelona, the bridges designed by Robert Maillart in Switzerland—he had no solid idea about their actual construction. He knew more than enough about their form, their aesthetics, and how they functioned as public buildings, but he knew nothing about how they stood up, how the pieces fit together, how the buildings of Le
Corbusier managed to create that impression of movement and dynamism.

  It was like knowing how to draw a beautiful bird but not understanding how it could fly. As with drawing, he wanted to go beyond the surface, the design element, and touch upon the reality. He felt that the world was changing; something was in the air. With advances in technology and new materials, revolutionary possibilities had emerged for a new kind of architecture, but to truly exploit that he would have to learn something about engineering. Thinking in this direction, Calatrava made a fateful decision—he would virtually start over and enroll at the Federal Institute of Technology in Zurich, Switzerland, to gain a degree in civil engineering. It would be an arduous process, but he would train himself to think and draw like an engineer. Knowing how buildings were constructed would liberate him and give him ideas about how to slowly expand the boundaries of what could be made.

  In the first few years he grounded himself in the rigors of engineering—all of the mathematics and physics required for the field. But as he progressed, he found himself returning to that paradox that he had been obsessed with in childhood—how to express movement and change. In architecture, the golden rule was that buildings had to be stable and stationary. Calatrava felt the desire to break up this rigid convention. For his PhD dissertation, he decided to explore the possibilities of bringing actual movement into architecture. Inspired by NASA and its designs for space travel, as well as the folding bird wings designed by Leonardo da Vinci, Calatrava chose as his topic the foldability of structures—how through advanced engineering structures could move and transform themselves.

  Completing his dissertation in 1981, he finally entered the work world—after fourteen years of a university apprenticeship in art, architecture, and engineering. In the coming years he would experiment in designing new kinds of collapsible doors, windows, and roofs that would move and open up in new ways, altering the shape of the building. He designed a drawbridge in Buenos Aires that moved outward instead of up. In 1996 he took all of this a step further with his design and construction of an extension to the Milwaukee Art Museum. It consisted of a long glass-and-steel reception hall with an eighty-foot ceiling, all shaded by an enormous moveable sunscreen on the roof. The screen had two ribbed panels that opened and closed like the wings of a giant seagull, putting the entire edifice into motion, and giving the sense of a building that could take flight.

  We humans live in two worlds. First, there is the outer world of appearances—all of the forms of things that captivate our eye. But hidden from our view is another world—how these things actually function, their anatomy or composition, the parts working together and forming the whole. This second world is not so immediately captivating. It is harder to understand. It is not something visible to the eye, but only to the mind that glimpses the reality. But this “how” of things is just as poetic once we understand it—it contains the secret of life, of how things move and change.

  This division between the “how” and the “what” can be applied to almost everything around us—we see the machine, not how it works; we see a group of people producing something as a business, not how the group is structured or how the products are manufactured and distributed. (In a similar fashion, we tend to be mesmerized by people’s appearances, not the psychology behind what they do or say.) As Calatrava discovered, in overcoming this division, in combining the “how” and the “what” of architecture, he gained a much deeper, or rather more rounded knowledge of the field. He grasped a larger portion of the reality that goes into making buildings. This allowed him to create something infinitely more poetic, to stretch the boundaries, to break the conventions of architecture itself.

  Understand: we live in the world of a sad separation that began some five hundred years ago when art and science split apart. Scientists and technicians live in their own world, focusing mostly on the “how” of things. Others live in the world of appearances, using these things but not really understanding how they function. Just before this split occurred, it was the ideal of the Renaissance to combine these two forms of knowledge. This is why the work of Leonardo da Vinci continues to fascinate us, and why the Renaissance remains an ideal. This more rounded knowledge is in fact the way of the future, especially now that so much more information is available to all of us. As Calatrava intuited, this should be a part of our apprenticeship. We must make ourselves study as deeply as possible the technology we use, the functioning of the group we work in, the economics of our field, its lifeblood. We must constantly ask the questions—how do things work, how do decisions get made, how does the group interact? Rounding our knowledge in this way will give us a deeper feel for reality and the heightened power to alter it.

  8. Advance through trial and error

  Growing up in a suburb of Pittsburgh, Pennsylvania, in the early 1970s, Paul Graham (b. 1964) became fascinated with the depiction of computers in television and film. They were like electronic brains with limitless powers. In the near future, or so it seemed, you would be able to talk to your computer, and it would do everything you wanted.

  In junior high school he had been admitted into a program for gifted students that provided them with the chance to work on a creative project of their choosing. Graham decided to focus his project on the school’s computer, an IBM mainframe that was used for printing out grade reports and class schedules. This was the first time he had gotten his hands on a computer, and although it was primitive and had to be programmed with punch cards, it seemed like something magical—a portal to the future.

  Over the next few years, he taught himself how to program by consulting the few books then written on the subject, but mostly he learned by trial and error. Like painting on a canvas, he could see the results immediately of what he had done—and if the programming worked, it had a certain aesthetic rightness to it. The process of learning through trial and error was immensely satisfying. He could discover things on his own, without having to follow a rigid path set up by others. (This is the essence of being a “hacker.”) And the better he got at programming, the more he could make it do.

  Deciding to pursue his studies further, he chose to attend Cornell University, which at the time had one of the best computer science departments in the country. Here he finally received instruction in the basic principles of programming, cleaning up many of the bad hacking habits he had developed on his own. He became intrigued by the recently developed field of artificial intelligence—the key to designing the kinds of computers he had dreamed about as a child. To be on the frontier of this new field, he applied and was accepted to the graduate school in computer science at Harvard University.

  At Harvard Graham finally had to confront something about himself—he was not cut out for academia. He hated writing research papers. The university way of programming took all the fun and excitement out of it—the process of discovering through trial and error. He was a hacker at heart, one who liked to figure things out for himself. He found a fellow hacker at Harvard, Robert Morris, and together they began to explore the intricacies of the programming language Lisp. It seemed like the most potentially powerful and fluid language of them all. Understanding Lisp made you understand something essential about programming itself. It was a language suited for high-level hackers, a language specifically made for investigation and discovery.

  Disillusioned with the computer science department at Harvard, Graham decided to design his own graduate school program: he would take a wide range of classes and discover what interested him the most. To his surprise, he found himself attracted to art—to painting, and to the subject of art history itself. What this meant to him was that he should follow this interest and see where it would lead. After completing his PhD at Harvard in computer science, he enrolled in the Rhode Island School of Design, then attended a painting program at the Accademia in Florence, Italy. He returned to the States broke but determined to try his hand at painting. He would pay for his lifestyle with intermittent consulting work in programming.
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  As the years went by, he would occasionally reflect on the course of his life. Artists in the Renaissance would go through clear-cut apprenticeships, but what could he say about his own apprenticeship? There seemed to be no real design or direction to his life. It was like the “cheesy hacks” he did in high school, patching things together, figuring things out through constant trial and error, finding out what worked by doing it. Shaping his life in this haphazard way, he learned what to avoid—academia; working for large companies; any political environment. He liked the process of making things. What really mattered to him in the end was having possibilities—being able to go in this or that direction, depending on what life presented to him. If over the years he had undergone an apprenticeship, it was almost by default.

  One afternoon in 1995, he heard on the radio a story about Netscape—the company itself was touting its future and discussing how someday most businesses would be selling their products on the Internet itself, with Netscape leading the way. With his bank account getting desperately low again, yet dreading the idea of returning to another consulting job, he recruited his old hacker friend Robert Morris to help him create software for running an online business. Graham’s idea was to design a program that would run directly on the web server instead of having to be downloaded. No one had thought of this before. They would write the program in Lisp, taking advantage of the speed with which they could make changes to it. They called their business Viaweb, and it would be the first of its kind, the pioneer of online commerce. Just three years later they sold it to Yahoo! for $45 million.

 

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