Pragmatic Thinking and Learning

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Pragmatic Thinking and Learning Page 9

by The Pragmatic Programmers


  going to waste. I don’t know about you,

  but frankly, I can use all the brain power I can get. And there’s a

  lot of interesting, underutilized power over on the R-mode.

  Why Emphasize R-mode?

  We want to use R-mode more than we have because the R-mode

  provides intuition, and that’s something we desperately need in

  order to become experts. We cannot be expert without it. The Drey-

  fus model emphasizes the expert’s reliance on tacit knowledge;

  that’s over here in the R-mode as well. Experts rely on seeing and

  discriminating patterns; pattern matching is here too.

  R-mode’s analogic and holistic thinking styles are very valuable

  to software architecture and design—that’s the stuff that good

  designs are made of.

  And you might already be reaching for synthetic learning more

  often than you think. When faced with a difficult design prob-

  lem, or an elusive bug, good programmers generally have an urge

  to reach for code and build something that they can learn from.

  That’s R-modesynthesis, as opposed to the L-modeanalysis. That’s

  why we like prototypes and independent unit tests. These give us

  the opportunity to learn by synthesis—by building.

  In fact, synthesis is such a powerful learning technique that

  Nicholas Negroponte of the MIT Media Lab suggested in Don’t Dis-

  sect the Frog, Build It [Neg94] that to really learn about a frog, tra-

  ditional dissection is not the way to go. The better way to learn

  about a frog is to build one.

  That is, task the students with building a being that has froglike

  characteristics. It’s a great way to really learn what makes a frog a

  frog and how frogs are adapted to their particular environment. It’s

  a perfect example of learning by synthesis.

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  Learn by synthesis as wel as by analysis.

  But embracing synthesis as a learning technique is just the begin-

  ning. In fact, you can do a lot of things to increase the amount of

  brain power you can bring to bear on a problem, by leveraging both

  modes of thinking as appropriate—from simple techniques such as

  fiddling with something with your hand while you think to doo-

  dling while on the phone to some really interesting—and exotic—

  techniques.

  We’ll take a look at all of these as we see just how we can put you

  in your right mind (pun intended). But first, I’ll digress to point

  out a slightly bigger picture that’s afoot here and hint at why this

  R-mode thing might be even more important than you think.

  3.4 Rise of the R-mode

  As you may have felt from looking at the characteristics of L-mode

  and R-mode, we have a bit of cultural bias toward L-mode think-

  ing and related activities, and we might tend to dismiss R-mode

  thinking as being the province of lesser mortals. R-mode seems

  like a quaint leftover, a vestigial appendage from some previous

  age when people believed the world was flat and thunder was the

  result of unseen gods at war.

  And indeed, it was the strengths of L-mode that differentiated

  humankind from common beasts; it brought humanity out of the

  forests and jungles and into villages and towns, out of the fields

  and into the factories, finally to land behind a desk and a copy of

  Microsoft Word.

  But although the analytical and ver-

  bal capabilities of L-mode thinking have is necessary but not

  brought us this far, we’ve lost some key sufficient.

  capabilities from an overreliance on L-

  mode at the expense of R-mode. To progress, in order to move on

  to the next revolution in human development, we need to learn to

  reintegrate our largely neglected R-mode processing with L-mode.

  Now before you toss the book down in disgust, afraid I might ask

  you to get in touch with your inner child or some other lame,

  weenie-sounding thing, let me tell you about Robert A. Lutz.

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  Mr. Lutz is a former Marine and pilot. The picture of him in the

  New York Times shows a no-nonsense, square-jawed fellow with a

  crew cut. As I write this, he’s the chairman of General Motors North

  America. Pretty serious business.

  And yet, when interviewed in the Times about the future direction

  of GM under his leadership, Mr. Lutz was quoted as saying, “It’s

  more right brain...I see us being in the art business. Art, entertain-

  ment and mobile sculpture, which, coincidentally, also happens to

  provide transportation.”

  He’s not talking about engineering or features. Everyone has those

  pop-up cup holders and iPod connectors these days. Instead, he’s

  talking about aesthetics.

  But this is not some artist holed up in a loft or researcher espous-

  ing some crackpot theory. This is the chairman of the third-largest

  corporation in America.11 Lutz thinks this focus on aesthetics is

  the right course of action at this point in history.

  Author Dan Pink agrees. In his popular book A Whole New Mind:

  Moving from the Information Age to the Conceptual Age [Pin05], Dan

  makes the case that economic and societal forces have taken us to

  the point where these artistic, aesthetic, R-mode attributes aren’t

  a neat luxury for Martha Stewart types who want to craft their own

  greeting cards; instead, they are positively required for plain old,

  mainstream business.

  Design Trumps Features

  For example, consider the effects of com-

  Commoditization means moditization. Suppose you are a large

  you compete on

  retailer, and you need to sell some com-

  aesthetics.

  mon item, such as a toilet brush. You

  can’t compete on price; anyone can get toi-

  let brushes made in China for fractions of a cent. So, how do you

  differentiate your product?

  Well, giant retailer Target decided to address this problem by fea-

  turing toilet brushes created by the famous designer and architect

  11. That was in 2006. The automotive business remains tough, however.

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  Michael Graves. Since you can’t compete on price, you have to com-

  pete on aesthetics.

  Beyond toilet brushes, look at something closer to our hearts and

  ears: the iPod. Is the market-leading iPod feature-for-feature bet-

  ter than any alternative? Or is it just better designed and more

  aesthetically pleasing?

  Start with the package itself. The iPod package isn’t very verbose;

  it says how many songs and videos it will hold. And it has a nice

  picture. It’s star
k but elegant.

  By comparison, there’s a parody floating around on YouTube that

  shows what the iPod would look like if Microsoft had designed it.

  The parody is pretty brutal—the box is far from simple. It’s packed

  with a dense assortment of text, branding, icons, disclaimers, and

  so on.

  The box is replete with a multipage foldout of legal disclaimers,

  third-party endorsements, and, in big print, the fact that it’s a

  30GB model* (complete with an asterisk explaining that a giga-

  byte ain’t exactly a billion bytes, your mileage will vary, and you

  don’t actually get all that space anyway. I think it also mentions

  that you’ll burn in eternal torment if you rip your own MP3s, but I

  digress...).

  That’s an important point: the iPod says how many songs it holds.

  The Microsoft-flavored parody (and many

  real competing devices) say how many It’s about the songs, not

  gigabytes it will hold. Consumers don’t

  gigabytes.

  care about gigabytes; only we geeks do.

  Real people want to know how many songs it will hold or how many

  photos or videos.12

  The iPod is well-designed and attractive, from the packaging to the

  user interface. And as it turns out, that’s not just marketing sugar-

  coating. Attractive things actually do work better.

  12. Rumor has it that this parody was in fact created by a design group within Microsoft, possibly to complain about the constraints they were operating under.

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  Attractive Works Better

  Several studies13,14,15 have conclusively shown that attractive user

  interfaces are easier to use than unattractive (or to use the scientific

  term, ugly) interfaces.

  Researchers in Japan did a study of a bank’s ATM interfaces; sub-

  jects found the aesthetically pleasing button layouts much easier

  to use than the ugly ones, even though the functionality and work-

  flow was the same.

  Thinking that maybe there was a cultural bias

  at work, researchers repeated the experiment in

  Israel. The results were even stronger, even in a

  completely different culture. But how could this

  be? Aesthetic considerations are merely an emotional response.

  That couldn’t possibly affect cognitive processing. Could it?

  Yes, it can. In fact, additional studies16 have shown exactly that:

  positive emotions are essential to learning and creative thinking.

  Being “happy” broadens your thought processes and brings more

  of the brain’s hardware online.

  Even corporate logos can affect your cognition. One study at Duke

  University17 showed that brief exposure to the Apple logo made

  people more creative. Once you’re primed with a stereotypical

  image of some sort, your behavior becomes influenced according

  to those behaviors you associate with the stereotype. In this case,

  the Apple logo, which many associate with nonconformity, innova-

  tion, and creativity, influences you to be creative and innovate.

  The converse has been well-established. When you are fearful or

  angry—filled with negative emotions—your brain starts shutting

  down extra resources in preparation for the inevitable fight or flight

  (we’ll look at that side of the reaction in Section 7.5, Pressure Kills

  13. Emotional Design: Why We Love (or Hate) Everyday Things [Nor04].

  14. Apparent Usability vs. Inherent Usability: Experimental Analysis on the Determi-nants of the Apparent Usability [KK95].

  15. Aesthetics and Apparent Usability: Empirically Assessing Cultural and Methodological Issues [Tra97].

  16. A Neuropsychological Theory of Positive Affect and Its Influence on Cognition [AIT99].

  17. Automatic Effects of Brand Exposure on Motivated Behavior: How Apple Makes You “Think Different” [FCF07].

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  Cubicles Kill Neurons

  You may have always heard that you start off with a certain

  number of brain cells, and that’s all you get. These brain

  cells might die off, but you’ll never get any new ones. Alco-

  hol and aging can kill brain cells, which makes old age look

  pretty unappetizing, because you’d be left with a lot less

  brain cells than when you started.

  Fortunately, professor Elizabeth Gould thought otherwise.

  In a discovery that turned the field on its ear, she discov-

  ered neurogenesis—the continued birth of new brain cells

  throughout adulthood. But here’s the funny part. The rea-

  son researchers had never witnessed neurogenesis previ-

  ously was because of the environment of their test subjects.

  If you’re a lab animal stuck in a cage, you will never grow

  new neurons.

  If you’re a programmer stuck in a drab cubicle, you will

  never grow new neurons.

  On the other hand, in a rich environment with things to

  learn, observe, and interact with, you will grow plenty of

  new neurons and new connections between them.

  For decades, scientists were misled because an artificial

  environment (sterile lab cages) created artificial data.

  Once again, context is key. Your working environment

  needs to be rich in sensory opportunities, or else it will lit-

  erally cause brain damage.

  Cognition, on page 208). For that matter, things in the environment

  that are obviously broken can create havoc as well. We’ve seen

  the Broken Windows theory (see The Pragmatic Programmer: From

  Journeyman to Master [HT00]) in action for years. Known prob-

  lems (such as bugs in code, bad process in an organization, poor

  interfaces, or lame management) that are left uncorrected have a

  debilitating, viral effect that ends up causing even more damage.

  Aesthetics make a difference, whether it’s in a user interface, the

  layout of your code and comments, the choices of variable names,

  the arrangement of your desktop, or whatever.

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  Strive for good design; it real y works better.

  But we’re slipping into some ill-defined waters here; what makes

  something “attractive” or not? How do you design something to be

  beautiful? What does that even mean?

  One of the foremost building architects of the twentieth century,

  Louis Kahn, offers a useful explanation of the relationship between

  beauty and design: “Design is not making beauty; beauty emerges

  from selection, affinities, integration, love.”

  Kahn explains that beauty emerges from

  Beauty emerges from

  selection. That is, art comes not so much

  selection.

  from the act of creation itself but rather

 
; from selecting among a near infinite sup-

  ply of choices.

  The musician has a near-infinite palette combining different

  instruments, rhythms, scale modes, tempo, and the hard-to-define

  but easy-to-sense “groove.” The painter starts with some 24 mil-

  lion distinguishable colors to choose from. The writer has the full

  breadth of the Oxford English Dictionary (all 20 volumes; some

  300,000 main entries) from which to select the perfect word.

  Creativity comes from the selection and assembly of just the right

  components in just the right presentation to create the work. And

  selection—knowing what to select and in what context—comes

  from pattern matching, and that’s a topic to which we’ll keep

  returning.

  3.5 R-mode Sees Forest; L-mode Sees Trees

  Pattern matching is a key ability demonstrated by experts. It’s how

  they can narrow their choices and focus on just the relevant parts

  of a problem.

  And for the most part, the pattern matching we’ve been interested

  in lies in the neglected R-mode activity. But both L-mode and R-

  mode have their separate approaches to pattern matching, and in

  the end you need both.

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  R-MODE SEES FOREST; L-MODE SEES TREES

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  Consider the following figure:18

  I

  I

  I

  I

  I

  I

  I

  I

  I I I I I I I

  I

  I

  I

  I

  I

  I

  I

  I

  Here we have an H character made up of individual I characters.

  This kind of pattern is known as a hierarchical letter. Psychologists

  present this sort of figure to subjects one eye at a time—quickly—

  and ask them to identify the big and small letters.

  The hemispheres in your brain tackle this problem of identification

  differently; one hemisphere is better at identifying the local criteria

  (the small letters), and the other is better at the global criteria (the

  big letter).

  Subjects do very well when asked about the global pattern using

  their left eye, which uses mostly R-mode. They also do very well

  when asked about the local criteria (the parts) using their right

  eye, which uses mostly L-mode. But when asked the other way

  around, the results are considerably poorer. There looks to be some

 

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