Scientific Definition
Targeted reps at the edge of your ability, with fast feedback, on a specific weakness.
Plain-English Definition
Targeted reps at the edge of your ability, with fast feedback, on a specific weakness.
Feynman Explanation
10,000 hours of doing-it-wrong won't make you great. 1,000 of the right 10 minutes might.
Core Principle
Targeted reps at the edge of your ability, with fast feedback, on a specific weakness.
Mechanisms
Pending editorial review.
Targeted reps at the edge of your ability, with fast feedback, on a specific weakness.
Pending editorial review.
Pending editorial review.
Pending editorial review.
Pending editorial review.
Most 'experience' is repetition without feedback. Most 'mastery' is the opposite.
Inputs (Triggers)
Pending editorial review.
Outputs (Behaviors)
Pending editorial review.
Behavioral Signature
10,000 hours of doing-it-wrong won't make you great. 1,000 of the right 10 minutes might.
Examples
- Ericsson's violinists who out-performed peers not by practicing more, but by practicing harder things alone.
- Most 'experience' is repetition without feedback. Most 'mastery' is the opposite.
Pending editorial review.
Famous Experiments
Pending editorial review.
Design Principles
- Name the sub-skill. Drill it isolated. Get scored. Repeat tomorrow.
Measurement Approaches
Pending editorial review.
Evidence
Pending editorial review.
Pending editorial review.
The Perverse Incentive Lens™
How this behavior is exploited — and how to redesign around it.
- Name the sub-skill. Drill it isolated. Get scored. Repeat tomorrow.
Pending editorial review.
Pending editorial review.
Interactive Mini Network
Click any neighbor to re-center the graph and follow the threads of connection.
Knowledge Graph Neighbors
Auto-linked to the rest of the Human Behavior Taxonomy by family, domain, dimension, and shared keywords.
Pulling information out of memory cements it better than passively re-reading it.
Learners build knowledge by integrating new experience with existing mental structures — not by passive reception.
Four dimensions of learner preference: Active/Reflective, Sensing/Intuitive, Visual/Verbal, Sequential/Global.
Four learner preferences derived from Kolb: Activist, Reflector, Theorist, Pragmatist.
Four-stage cycle: Concrete Experience → Reflective Observation → Abstract Conceptualization → Active Experimentation.
Giving up after repeated exposure to uncontrollable negative events.
Performance improves with practice, but gains slow over time.
A deliberately curated set of people, sources, and feedback loops you draw on to learn faster than alone.
Default identity shift: you read, watch, and listen as a future teacher, not a passive consumer.
Preparing to teach a concept forces deeper encoding than passively studying it.
Daily one-line capture of the single most important thing you learned that day.
Bloom-stacked curriculum that pairs passive online content with facilitated, experiential, and implementation phases.