Mastery
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The response to her first series of performances was electrifying. The public had never seen anything remotely like it before. Many were disgusted and repulsed. Others found the work strangely emotional, giving dance an expressive quality they had never suspected it could possess. The work elicited extremes of reaction, a sign of its power. Over the years, what had seemed initially so harsh and ugly began to be accepted, as Martha Graham had indeed single-handedly created a new genre—modern dance as we know it today. To avoid this dance turning into yet another convention, she would constantly struggle to upset people’s expectations, never going over old ground, and constantly changing the subject matter of the dances, from Greek myths to Americana and depictions from literature. For close to sixty years after the formation of her troupe, she continued to drive herself to create that feeling of newness and immediacy she had always wanted.
Perhaps the greatest impediment to human creativity is the natural decay that sets in over time in any kind of medium or profession. In the sciences or in business, a certain way of thinking or acting that once had success quickly becomes a paradigm, an established procedure. As the years go by, people forget the initial reason for this paradigm and simply follow a lifeless set of techniques. In the arts, someone establishes a style that is new and vibrant, speaking to the particular spirit of the times. It has an edge because it is so different. Soon imitators pop up everywhere. It becomes a fashion, something to conform to, even if the conformity appears to be rebellious and edgy. This can drag on for ten, twenty years; it eventually becomes a cliché, pure style without any real emotion or need. Nothing in culture escapes this deadening dynamic.
We may not be aware of it, but we suffer from the dead forms and conventions that clutter our culture. This problem, however, sets up a tremendous opportunity for creative types, one epitomized by the example of Martha Graham. The process goes as follows: You begin by looking inward. You have something you want to express that is unique to yourself and related to your inclinations. You must be sure it is not something that is sparked by some trend or fashion, but that it comes from you and is real. Perhaps it is a sound you are not hearing in music, a type of story not being told, a type of book that does not fit into the usual tidy categories. Perhaps it is even a new way of doing business. Let the idea, the sound, the image take root in you. Sensing the possibility of a new language or way of doing things, you must make the conscious decision to play against the very conventions that you find dead and want to get rid of. Martha Graham did not create her work out of a vacuum; her vision corresponded to what ballet and modern dance of the time were not giving her. She took their conventions and turned them upside down. Following this strategy will give your work a kind of reverse reference point and a way to shape it.
Like Graham, you must not mistake newness with wild spontaneity. There is nothing that becomes repetitive and boring more quickly than free expression that is not rooted in reality and discipline. You must bring to your new idea all of the knowledge you have acquired in your field, but for the purpose of reversing it, as Graham did with the Denishawn method. In essence, what you are doing is creating some space in a cluttered culture, claiming for yourself an open field in which you can finally plant something new. People are dying for the new, for what expresses the spirit of the time in an original way. By creating something new you will create your own audience, and attain the ultimate position of power in culture.
6. The High End
Yoky Matsuoka (see chapter 1, here) always had the feeling that she was different from others. It wasn’t so much how she dressed or looked, but her interests that set her apart. As a teenager in Japan in the early 1980s, she was expected to focus on a particular subject that she would transform into a career. But as she got older, her interests only widened. She had a love for physics and mathematics, but was attracted to biology and physiology as well. She was also a talented athlete with a future as a professional tennis player, until an injury cut this short. On top of it all, she loved working with her hands and tinkering with machines.
Much to her relief, when she began her undergraduate studies at the University of California at Berkeley, she fell upon a subject that seemed to open up all sorts of larger questions that would satisfy her voracious, wide-ranging interests—the relatively new field of robotics. After completing her undergraduate studies, curious to explore this subject further, she entered the masters program in robotics at MIT. As part of her work in the department, she was to help in the design of the large-scale robot they were building, and soon she chose to work exclusively on the design of the robot’s hands. She had always been fascinated by the complexity and power of the human hand, and with the chance to combine so many of her interests (mathematics, physiology, and building things), it seemed she had finally found her niche.
As she began her work on the hands, however, she realized yet again how different she was in her way of thinking. The other students in the department were mostly men, and they tended to reduce everything to questions of engineering—how to pack the robot with as many mechanical options as possible so it could move and act in reasonably human ways. They thought of their robot as intrinsically a machine. To build it meant solving a series of technical issues and creating a kind of moving computer that could mimic some basic thought patterns.
Matsuoka had a much different approach. She wanted to create something as lifelike and anatomically correct as possible. That was the real future of robotics, and to reach such a goal meant engaging in questions that were on a much higher level—what makes anything alive and organically complex? To her, it was as important to study evolution, human physiology, and neuroscience as it was to immerse oneself in engineering. Perhaps it would complicate her career path, but she would follow her own inclinations and see where they led.
In going about her design, Matsuoka made a key decision: she would begin by building a model of a robotic hand that would replicate the human hand as closely as possible. In attempting such an enormous task, she would be forced to truly understand how each part functioned. For instance, in trying to recreate all of the various bones of the hand, she came upon all kinds of seemingly irrelevant bumps and grooves. The bone at the knuckle of the index finger has a bump that makes it larger on one side. In studying this one detail, she discovered its function—giving us the ability to grasp objects in the center of the hand with more power. It seemed odd that such a bump would evolve expressly for that purpose. Probably it was some mutation that ended up becoming a part of our evolution, as the hand became increasingly important in our development.
Continuing in this line she worked on the palm of her robotic hand, which she had determined was in many ways the key to the design. For most engineers, robotic hands were designed for optimal power and maneuverability. They would build in all kinds of mechanical options, but to make it work they would have to pack all of the motors and cables in the most convenient place, the palm, rendering it completely rigid. After designing hands like this, they would then fob them off to software engineers to try to figure out to how bring back maneuverability. Because of the built-in rigidity, however, the thumb would never be able to touch the pinky, and engineers would inevitably end up with the same highly limited robotic hand.
Matsuoka started from the other end. Her goal was to discover what makes the hand dexterous, and it was clear that one critical requisite was to have a flexible, curved palm. Thinking on this higher level, it then became clear that the motors and cables had to be placed somewhere else. Instead of jamming the hand with motors everywhere so that everything could move, she determined that the most important maneuverable part of the hand was the thumb, the key to our grasping skills. That is where she would put more power.
She continued on this path, uncovering more and more of the details that went into the marvelous mechanics of the human hand. As she worked in this peculiar way, other engineers would scoff at her and her strange biological approach. What a waste of time, they would tel
l her. In the end, however, what she called her anatomically correct test-bed hand soon became the model for the industry, revealing whole new possibilities for prosthetic hands, vindicating her approach, and gaining her fame and recognition for her engineering skills.
This, however, was only the beginning of her quest to get at the organic nature of the hand and to literally recreate it. After graduating with a master’s degree in robotics, she returned to MIT to pursue a PhD in neuroscience. Currently, armed with deep knowledge about the neuro-signals that make the hand-brain connection so unique, she is pursuing the goal of creating a prosthetic hand that can actually connect to the brain, operating and feeling as if it were real. To reach such a goal, she continues to work on high-end concepts, such as the influence of the hand-brain connection on our thinking in general.
In her lab she has done tests to see how people manipulate ambiguous objects with their eyes closed. She studies how they explore them with their hands, and records the elaborate neuro-signals that are generated in the process. She wonders if there could be a connection between such exploration and abstract thought processes (perhaps involving similar neuro-signals), such as when we are confronted with a problem that seems difficult to solve. She is interested in building such exploratory sensations into the prosthetic hand. In other experiments, in which subjects move a virtual-reality hand, she has discovered that the more people are made to feel that the hand is literally a part of their bodies, the greater the degree of control they have. Creating such sensations will be a part of the ultimate prosthetic hand she is working on. Although its realization is years away, the design of such a neurologically connected hand will have technological consequences far beyond robotics.
In many fields we can see and diagnose the same mental disease, which we shall call technical lock. What this means is the following: in order to learn a subject or skill, particularly one that is complex, we must immerse ourselves in many details, techniques, and procedures that are standard for solving problems. If we are not careful, however, we become locked into seeing every problem in the same way, using the same techniques and strategies that became so imprinted in us. It is always simpler to follow such a route. In the process we lose sight of the bigger picture, the purpose of what we are doing, how each problem we face is different and requires a different approach. We adopt a kind of tunnel vision.
This technical lock afflicts people in all fields as they lose a sense of the overall purpose of their work, of the larger question at hand, of what impels them to do their work in the first place. Yoky Matsuoka hit upon a solution to this that propelled her to the forefront of her field. It came as a reaction against the engineering approach that prevailed in robotics. Her mind naturally works better on a larger scale, continually pondering the connections between things on high levels—what makes the human hand so weirdly perfect, how the hand has influenced who we are and how we think. With these large questions governing her research, she avoids becoming narrowly focused on technical issues without understanding the bigger picture. Thinking on such a high level frees the mind up to investigate from all different angles: Why are the bones of the hand this way? What makes the palm so malleable? How does the sense of touch influence our thinking in general? It allows her to go deeply into the details without losing a sense of the why.
You must make this a model for your own work as well. Your project or the problem you are solving should always be connected to something larger—a bigger question, an overarching idea, an inspiring goal. Whenever your work begins to feel stale, you must return to the larger purpose and goal that impelled you in the first place. This bigger idea governs your smaller paths of investigation, and opens up many more such paths for you to look into. By constantly reminding yourself of your purpose, you will prevent yourself from fetishizing certain techniques or from becoming overly obsessed with trivial details. In this way you will play into the natural strengths of the human brain, which wants to look for connections on higher and higher levels.
7. The Evolutionary Hijack
In the summer of 1995, Paul Graham (see chapter 2, here) heard a story on the radio promoting the endless possibilities of online commerce, which at the time hardly existed. The promotion came from Netscape, which was trying to drum up interest in its business on the eve of its IPO. The story sounded so promising, yet so vague. At the time, Graham was at a bit of a crossroads. After graduating from Harvard with a PhD in computer engineering, he had fallen into a pattern: he would find some part-time consulting job in the software business; then, with enough money saved, he would quit the job and devote his time to his real love—art and painting—until the money ran out, and then he would scramble for another job. Now thirty-one-years old, he was getting tired of the pattern, and he hated consulting. The prospect of making a lot of money quickly by developing something for the Internet suddenly seemed very appealing.
He called up his old programming partner from Harvard, Robert Morris, and interested him in the idea of collaborating on their own startup, even though Graham had no clue where they would start or what they would develop. After a few days of discussing this, they decided they would try to write software that would enable a business to generate an online store. Once they were clear about the concept, they had to confront a very large obstacle in their way. In those days, for a program to be popular enough it would have to be written for Windows. As consummate hackers, they loathed everything about Windows and had never bothered to learn how to develop applications for it. They preferred to write in Lisp and have the program run on Unix, the open-source operating system.
They decided to postpone the inevitable and wrote the program for Unix anyway. To translate this later into Windows would be easy, but as they contemplated doing this, they realized the terrible consequences it would lead to—once the program was launched in Windows, they would have to deal with users and perfect the program based on their feedback. This would mean they would be forced to think and program in Windows for months, perhaps years. This was too awful a prospect, and they seriously considered giving up.
One morning Graham, who had been sleeping on a mattress on the floor in Morris’s Manhattan apartment, woke up repeating certain words that must have come to him from a dream: “You could control the program by clicking on links.” He suddenly sat bolt upright, as he realized what these words could mean—the possibility of creating a program to set up an online store that would run on the web server itself. People would download and use it through Netscape, clicking various links on the web page to set it up. This would mean he and Morris would bypass the usual route of writing a program that users would download to their desktop. It would cut out the need ever to have to dabble in Windows. There was nothing out there like this, and yet it seemed like such an obvious solution. In a state of excitement he explained his epiphany to Morris, and they agreed to give it a try. Within a few days they finished the first version, and it functioned beautifully. Clearly, the concept of a web application would work.
Over the next few weeks they refined the software, and found their own angel investor who put up an initial $10,000 for a 10 percent share in the business. In the beginning, it was quite hard to interest merchants in the concept. Their application server provider was the very first Internet-run program for starting a business, at the very frontier of online commerce. Slowly, however, it began to take off.
As it panned out, the novelty of their idea, which Graham and Morris had come upon largely because of their distaste for Windows, proved to have all kinds of unforeseen advantages. Working directly on the Internet, they could generate a continuous stream of new releases of the software and test them right away. They could interact directly with consumers, getting instant feedback on their program and improving it in days rather than the months it could take with desktop software. With no experience running a business, they did not think to hire salespeople to do the pitching; instead, they made the phone calls to potential clients themselves. But as they were
the de facto salespeople, they were also the first to hear complaints or suggestions from consumers, and this gave them a real feel for the program’s weaknesses and how to improve it. Because it was so unique and came out of left field, they had no competitors to worry about; nobody could steal the idea because they were the only ones who were insane enough to attempt it.
Naturally, they made several mistakes along the way, but the idea was too strong to fail; and in 1998 they sold their company, named Viaweb, to Yahoo! for $50 million.
As the years went by and Graham looked back at the experience, he was struck by the process he and Morris had gone through. It reminded him of so many other inventions in history, such as microcomputers. The microprocessors that made the microcomputer possible had originally been developed to run traffic lights and vending machines. They had never been intended to power computers. The first entrepreneurs to attempt this were laughed at; the computers they had created looked hardly worthy of the name—they were so small and could do so little. But they caught on with just enough people for whom they saved time, and slowly, the idea took off. The same story had occurred with transistors, which in the 1930s and ’40s were developed and used in electronics for the military. It was not until the early 1950s that several individuals had the idea of applying this technology to transistor radios for the public, soon hitting upon what would become the most popular electronic device in history.