The Science of Thinking

Veritasium
2 Mar 201712:10

Summary

TLDRThe script explores the discomfort of thinking and the brain's two systems: the quick, automatic 'Gun' and the slow, conscious 'Drew.' It illustrates how our brains tend to avoid effortful thinking, often leading to errors like the 'Bat and Ball' problem. The video emphasizes the importance of active learning and the need to engage 'Drew' to overcome cognitive limitations, drawing parallels to advertising strategies and educational methods that provoke deeper thought.

Takeaways

  • πŸ€” Thinking is often seen as an uncomfortable activity that people tend to avoid due to the effort it requires.
  • 🌏 Common misconceptions, like the time it takes for the Earth to orbit the Sun, highlight the tendency to rely on quick, incorrect answers rather than engaging in deeper thought.
  • 🧐 The 'Bat and Ball' problem illustrates the cognitive bias where people accept intuitive but incorrect answers without verification.
  • πŸ€“ The script introduces 'System One' and 'System Two' as two cognitive systems within our brain, with 'Gun' (System One) being quick and automatic, and 'Drew' (System Two) being conscious and effortful.
  • 🧠 'Gun' operates on long-term memory, making quick, automatic responses possible, while 'Drew' relies on working memory, which is limited in capacity.
  • πŸ” Learning involves transferring tasks from 'Drew' to 'Gun' by building larger 'chunks' of information in long-term memory through repetition and practice.
  • 🎼 The concept of 'muscle memory' in musicians and athletes is an example of skills that have become automated through practice, now managed by 'Gun'.
  • πŸ“ˆ The 'Add One' task is used to demonstrate the physiological signs of cognitive effort, such as pupil dilation, when 'Drew' is actively working.
  • πŸ“‰ Making tasks more difficult, such as by using hard-to-read fonts, can actually improve performance by forcing 'Drew' to engage more deeply with the problem.
  • 🏷️ Advertising strategies that involve confusion or ambiguity can be more effective because they capture attention by bypassing 'Gun's' automatic filters and engaging 'Drew'.
  • 🏫 Educational methods are evolving from passive lectures to more interactive formats to encourage deeper engagement and learning, which requires more effort from 'Drew'.

Q & A

  • Why do people often avoid thinking?

    -People tend to avoid thinking because it is uncomfortable and requires effort, as illustrated by the script through examples of common misconceptions.

  • What is the 'toy bat and toy ball' problem and what is the correct answer?

    -The 'toy bat and toy ball' problem is a question where the bat and ball together cost $1.10, and the bat costs a dollar more than the ball. The correct answer, contrary to the common misconception of ten cents, is that the ball costs five cents.

  • What are the two systems of the brain that the script refers to as 'Gun' and 'Drew'?

    -Gun represents System 1, which is quick and automatic, processing information without conscious awareness. Drew represents System 2, which is conscious thought, capable of following instructions and executing a series of steps, but is slower and requires effort.

  • How does System 1 (Gun) process information?

    -System 1 processes information automatically, quickly, and without conscious awareness, picking out relevant bits and discarding the rest, making assumptions and filling in gaps based on prior experiences.

  • What is the role of System 2 (Drew) in cognitive tasks?

    -System 2 (Drew) is responsible for conscious thought, capable of following instructions, executing a series of steps, and catching and fixing mistakes, but it is slower and requires more effort.

  • What is the concept of 'chunking' as mentioned in the script?

    -Chunking is the process of grouping things together according to prior knowledge, which allows us to hold more information in working memory by creating larger chunks of familiar information.

  • How does learning relate to the transition of tasks from Drew to Gun?

    -Learning is the process of building more and bigger chunks by storing and connecting information in long-term memory, which essentially transfers tasks from the conscious, effortful processing of Drew to the automatic processing of Gun.

  • What is the 'Add One task' and why is it significant?

    -The 'Add One task' is an exercise where participants read out four digits, then after a pause, say each number back with one added, on the beat. It is significant because it forces Drew (System 2) to engage actively with the information, demonstrating the physiological response to cognitive effort.

  • How does the script explain the errors in the 'Bat and Ball' question?

    -The script explains that the errors in the 'Bat and Ball' question occur because Gun (System 1) quickly provides an answer based on the initial perception of the problem, and Drew (System 2) endorses it without checking due to laziness and the reasonableness of the answer.

  • What effect does making a test harder to read have on the accuracy of answers?

    -According to the script, making a test harder to read, such as with poor font and contrast, can actually increase the accuracy of answers. This is because it forces Drew (System 2) to work harder and engage more deeply with the problem to arrive at the correct answer.

  • How does the script relate the concepts of Gun and Drew to advertising and education?

    -The script relates Gun and Drew to advertising by explaining that confusing or unclear ads engage Drew (System 2) more effectively, as Gun (System 1) cannot filter them out. In education, the script suggests that traditional lectures are being replaced by more interactive formats to force students to engage more deeply with the material, making Drew work harder and promoting learning.

  • What does the script suggest about the nature of expertise and the willingness to be uncomfortable?

    -The script suggests that to become an expert and truly learn, one must be willing to be uncomfortable, engage with confusion, and put in the effortful thinking that Drew (System 2) represents, rather than relying on the automatic processing of Gun (System 1).

Outlines

00:00

πŸ˜– The Discomfort of Thinking

This paragraph explores the human aversion to thinking and the tendency to avoid it due to its inherent discomfort. It uses examples such as misconceptions about the Earth's orbit around the Sun and a common math problem involving a bat and a ball to illustrate how people often fail to check their answers due to the discomfort of thinking. The paragraph introduces the concept of 'System One' and 'System Two' from psychology, personified as 'Gun' and 'Drew', to explain the dual processes of the brain. Gun represents quick, automatic responses, while Drew symbolizes conscious thought and effortful reasoning. The summary emphasizes the limitations of working memory and how learning involves transferring tasks from Drew's conscious effort to Gun's automatic processing.

05:00

🧠 The Struggle of Conscious Thought

The second paragraph delves into the physiological manifestations of cognitive effort, particularly focusing on 'Drew', the conscious thought process. It describes an 'Add One' task that requires individuals to remember and manipulate numbers, leading to observable physiological responses like pupil dilation, increased heart rate, and sweat production. The paragraph contrasts this with everyday life where most tasks are handled automatically by 'Gun', the quick and efficient system. It also discusses how confusion or difficulty can prompt Drew to engage more deeply, leading to better learning outcomes. The summary touches on the implications for advertising and education, suggesting that confusion can sometimes be beneficial in capturing attention and promoting learning.

10:03

πŸš΄β€β™‚οΈ The Path to Mastery Through Discomfort

The final paragraph emphasizes the necessity of discomfort for learning and improvement. It contrasts the ease of automated tasks with the effort required for deliberate practice, which leads to the development of expertise. The paragraph discusses the shift from traditional lectures to more interactive teaching methods in universities, highlighting the importance of active engagement for learning. It also touches on the appeal of familiar activities and the avoidance of challenging situations, which can hinder growth. The summary concludes with a call to embrace the discomfort of thinking as a path to mastery and expertise.

Mindmap

Keywords

πŸ’‘Thinking

Thinking, as depicted in the video, is the cognitive process of considering various aspects of a problem or issue. It is central to the theme as the script discusses the discomfort many people feel when thinking and the tendency to avoid it. The script uses examples like the Earth's orbit and the 'Bat and Ball' problem to illustrate common misconceptions that arise from not engaging in thoughtful analysis.

πŸ’‘System One and System Two

These terms refer to two distinct cognitive systems proposed by psychologists to explain how the brain operates. System One, named 'Gun' in the script, is fast and automatic, handling routine tasks and sensory input. System Two, 'Drew', is slower, conscious, and deliberate, responsible for complex problem-solving. The video uses these concepts to explain the divide between effortless and effortful thinking, with examples of how each system contributes to our understanding and mistakes.

πŸ’‘Blind Spots

Blind spots in the context of the video are the cognitive biases or errors that stem from our brain's fundamental operations. They are the gaps in our understanding or awareness that lead to incorrect assumptions or judgments. The video suggests that these blind spots are revealed through common mistakes in simple problems, indicating that even smart individuals can fall into cognitive traps.

πŸ’‘Working Memory

Working memory is the cognitive system responsible for temporarily storing and manipulating information. The script mentions that Drew exists within working memory, which has a limited capacity, typically holding only four or five novel pieces of information at a time. The concept is crucial to understanding the video's theme, as it explains why effortful thinking is uncomfortable and how it can be improved through chunking.

πŸ’‘Chunking

Chunking is a mental process that allows us to group individual pieces of information into larger units or 'chunks', making it easier to remember complex information. The script illustrates this concept by comparing the difficulty of remembering a string of random numbers versus the ease of remembering the same numbers when they form a familiar pattern or year, like 2017.

πŸ’‘Long-term Memory

Long-term memory is the brain's capacity to store information over extended periods. In the video, it is associated with System One (Gun) and is described as the repository of experiences and automatic responses built up over a lifetime. The script emphasizes the role of long-term memory in learning and the development of automatic skills.

πŸ’‘Deliberate Practice

Deliberate practice is a focused and structured approach to learning that involves actively engaging with material and repeating it until it becomes automatic. The video script uses the example of learning to tie shoelaces and the concept of muscle memory to explain how deliberate practice leads to the automation of skills through the transition from working memory to long-term memory.

πŸ’‘Pupil Dilation

Pupil dilation is a physiological response that occurs when the brain is working hard, particularly when engaged in effortful thinking. The script describes an experiment where participants' pupil dilation was observed during challenging tasks, indicating the activation of System Two (Drew) and serving as a visible measure of cognitive effort.

πŸ’‘Cognitive Effort

Cognitive effort refers to the mental energy required to process information, especially when it involves conscious thought and problem-solving. The video emphasizes that cognitive effort is often uncomfortable, as it requires active engagement of System Two (Drew), and gives examples of how making tasks harder (e.g., using a hard-to-read font) can increase cognitive effort and lead to better outcomes.

πŸ’‘Learning

Learning, in the context of the video, is the process of acquiring new knowledge, skills, or understanding through active engagement with information. The script explains that learning involves building bigger chunks in long-term memory and transferring tasks from working memory to long-term memory, which is achieved through effortful thinking and deliberate practice.

πŸ’‘Uncomfortable

The term 'uncomfortable' in the video script refers to the mental discomfort experienced when engaging in effortful thinking or learning new things. It is used to describe the resistance people often feel towards cognitive challenges and the importance of embracing this discomfort as a necessary part of the learning process.

Highlights

People generally find thinking unpleasant and try to avoid it.

The Earth's revolution around the Sun is commonly misunderstood.

The 'toy bat and ball' problem reveals a common cognitive error.

The ball actually costs five cents, not ten, in the toy problem.

Cognitive errors are often due to the discomfort of thinking, not stupidity.

The brain operates with two systems: System One (Gun) and System Two (Drew).

System One is quick and automatic, while System Two is slow and conscious.

System Two (Drew) is capable of following instructions and executing steps.

System One (Gun) processes information automatically without conscious awareness.

Our perceptions are largely based on Gun's automatic responses from long-term memory.

Working memory, associated with Drew, is limited but can be expanded through chunking.

Learning involves building larger memory chunks to automate tasks.

Practice leads to the automation of skills, reducing the workload on System Two.

The Add One task is a method to observe the workload of System Two.

Dilating pupils indicate the effort of System Two during cognitive tasks.

Confusion forces System Two to work harder, leading to better learning outcomes.

Difficult-to-read tests can improve cognitive engagement and accuracy.

Advertising and education are adapting to engage System Two more effectively.

To become an expert, one must be willing to embrace the discomfort of thinking.

Transcripts

play00:00

For most of us, thinking is at least somewhat unpleasant.

play00:03

We try to avoid it, where possible.

play00:05

For example:

play00:06

I asked these guys how long does it take for the earth to go around the Sun.

play00:09

- What do you reckon, cuz?

play00:12

- Isn't it 24 hours ? - Obviously a day, yes.

play00:14

Or take this problem

play00:15

which has been given to thousands of college students.

play00:18

You go into a toy store,

play00:20

and there's a toy bat and a toy ball.

play00:23

Together they cost 1.10$.

play00:26

And the bat costs a dollar more than the ball.

play00:29

How much does the ball cost ?

play00:31

- Ten cents.

play00:33

- We're all wrong aren't we?

play00:35

- WHAT'S THE ANSWER ?

play00:37

If you think about it for just a second

play00:38

it's obvious that the ball can't cost ten cents,

play00:41

because if it did, then the bat

play00:42

would cost 1.10$ and the two items

play00:44

together would cost 1.20$.

play00:46

The correct answer is five cents.

play00:49

Now, the point of these questions is not that they're difficult.

play00:51

Any of these people

play00:52

could have quickly check their answer if they wanted to.

play00:54

The point is that they don't check

play00:57

because thinking is uncomfortable.

play00:59

It takes effort.

play01:05

- Hey, the Earth doesn't take one day to get around the Sun.

play01:09

- Takes like a year!

play01:12

[LAUGHS]

play01:13

Now, I think it would be easy to put these mistakes down to

play01:16

stupidity,

play01:17

and believe that you, being much smarter, could never fall into such traps.

play01:20

But then I think you'd be fooling yourself.

play01:22

I think these examples reveal blind spots in all of our thinking

play01:26

due to the fundamental way that our brains work .

play01:28

Now, one way of modeling how the brain

play01:30

operates is as though there are two

play01:32

systems at work

play01:33

psychologists call them system one and

play01:35

system two but maybe it's useful to

play01:37

think of them as characters so let's

play01:39

call system one Gun and system two Drew.

play01:42

You are Drew. he represents your

play01:44

conscious thought, the voice in your head.

play01:47

"I am who you think you are"

play01:49

he's the one capable of following instructions.

play01:51

He can execute a series of steps.

play01:53

If you are asked to calculate 13 x 17 in your head, for example,

play01:57

he is the one who has to do it.

play01:58

"can just use my calculator?"

play02:00

no..."all right, um, seventeen times...."

play02:03

Drew is lazy

play02:04

it takes effort to get Drew to do anything

play02:06

and he is slow but he's the careful one,

play02:09

capable of catching and fixing mistakes...

play02:13

"221".

play02:14

Now meet system one Gun.

play02:16

He is incredibly quick,

play02:18

which he needs to be since he's constantly

play02:19

processing copious amounts of

play02:21

information coming in through your

play02:22

senses. He picks out the relevant bits

play02:24

and discard the rest, which is most of it,

play02:27

and he works automatically without you,

play02:30

Drew, being consciously aware of what

play02:32

he is doing. For example when you spot

play02:34

them text he reads it before you can

play02:36

even decide whether or not you want to

play02:37

read it

play02:38

Gun fills in the gaps. For example, what

play02:41

does this say?

play02:42

Did you notice that the "H" in 'the'

play02:45

'A' in 'cat' are actually the same symbol

play02:47

but you had no trouble reading it

play02:49

because Gun made the correct, automatic,

play02:51

assumption, so although Drew is unaware

play02:53

of what Gun is doing, its Guns

play02:55

perceptions that become the basis for

play02:57

your conscious thoughts. The way I like

play02:59

to think of it

play03:00

each of these characters is related to

play03:02

one of your main memory structures, Guns

play03:04

automatic responses are made possible by

play03:06

long-term memory, the library of

play03:08

experiences you've built up over your

play03:10

lifetime. In contrast, Drew exists

play03:12

entirely within working memory so he's

play03:14

only capable of holding four or five

play03:16

novel things in mind

play03:17

at a time. This is perhaps one of the

play03:19

best-known findings from psychology. That

play03:21

our capacity to hold and manipulate

play03:23

novel information is incredibly limited

play03:25

like when trying to remember a string of

play03:27

random numbers. "6 7 5 5 3 1"

play03:34

(offscreen)Yes! But we are able to overcome these

play03:38

limitations if the information is

play03:39

familiar to us. For example, let me give

play03:42

you four random digits "7102". Now these would

play03:47

normally take up most of your working

play03:48

memory capacity just to remember, but, if

play03:50

you reverse them, 2017, there now just one

play03:53

thing the present year the process of

play03:56

grouping things together according to

play03:57

your prior knowledge is called chunking

play03:58

and you can actually hold four or five

play04:00

chunks in working memory at once. So the

play04:03

larger the chunks

play04:04

the more information you can actively

play04:05

manipulate at one time. Learning is then,

play04:08

the process of building more and bigger

play04:10

chunks by storing and further connecting

play04:12

information in long-term memory

play04:13

essentially passing off tasks from Drew

play04:16

to Gun. But in order for this to happen,

play04:18

Drew first has to engage with the

play04:19

information actively and effort-fully,

play04:21

often multiple times. For example, when

play04:24

you were first learning to tie your

play04:25

shoelaces, you probably recited a rhyme to

play04:27

help you remember what to do next

play04:29

using up all your working memory in the

play04:31

process. But after doing it over and over

play04:33

and over again, it gradually became

play04:35

automatic, that is, Drew doesn't have to

play04:37

think about it anymore because Guns got it.

play04:40

Musicians and sports stars refer to this

play04:41

as muscle memory, though of course, the memory

play04:43

is not the muscles

play04:45

it's still in the brain just controlled

play04:46

by Gun. "You can practice everything

play04:49

exactly as it is, and exactly as it's written

play04:52

but at just such a speed that you have to

play04:56

think about and know exactly where you

play04:58

are and what your fingers are doing and what

play05:00

it feels like." Slow deliberate conscious

play05:02

practice repeated often enough, leads to this:

play05:05

play05:18

I bet 99% of the time what appears to be

play05:20

superhuman ability, comes down to the

play05:22

incredible automation skills of Gun,

play05:24

developed through the painstaking

play05:25

deliberate practice of Drew. What's

play05:28

interesting is, its actually possible to

play05:30

see how hard Drew is working, just by

play05:32

looking at someone. Try this task: I'm

play05:34

going to show you four digits, I want you

play05:36

to read them out loud and then after two

play05:37

beats, I want you to say each number back

play05:39

on the beat, but adding one to each digit.

play05:41

So, as an example, 7 2 9 1 (beats in background)

play05:45

should be...

play05:46

8

play05:47

3

play05:48

0

play05:49

2

play05:50

This is called the Add One task and it

play05:52

forces Drew to hold these digits and

play05:53

memory while making manipulations to

play05:55

them. Now it's important to say the

play05:56

numbers back on the beat. Try this one:

play06:00

(beats in background at regular interval)

play06:07

To make it harder, you can try adding 3

play06:09

instead of 1.

play06:10

Ready?

play06:12

(beats in background at regular interval)

play06:18

Now what you're unaware of, is that, as

play06:20

you're completing this task, your pupils

play06:21

are dilating. When Drew is hard at work,

play06:23

as he is in this task, you have a

play06:25

physiological response: including

play06:27

increased heart rate, sweat production,

play06:28

and pupil dilation.

play06:30

Watch how the pupils of these participants enlarge as they

play06:33

perform the Add One and Add Three tasks.

play06:35

4...3...9...7...2

play06:39

(beats in backrgound)

play06:41

5...4...0...8...3

play06:47

(offscreen) Excellent! nicely done.

play06:48

(offscreen conversation)..."this requires a lot of thinking" "I know, that's the point

play06:52

6 9 1 6

play06:57

7 0 2 7

play07:01

When this research was originally carried out the researchers

play07:04

made a surprising observation: when the

play07:06

participants were not engaged with the

play07:08

tasks that were just chatting with the

play07:09

experimenters their pupils didn't really

play07:11

dilate at all..

play07:13

this indicates that the Add One and Add Three

play07:14

tasks are particularly strenuous

play07:16

for system two, and that most of our

play07:18

day-to-day life is a stroll for Drew

play07:20

with most tasks handled automatically by

play07:23

Gun. Just as we spend a lot of our lives

play07:25

lounging around, our brains spend most of

play07:27

their time doing the mental equivalent.

play07:29

And I don't mean to make that sound like a

play07:30

bad thing, this is how our brains evolved

play07:33

to make the best use of resources. For

play07:35

repetitive tasks we developed automatic

play07:37

ways of doing things, reserving Drew's

play07:38

limited capacity for things that really

play07:40

need our attention, but in some

play07:42

circumstances there can be mix-ups.

play07:45

For example, I moved to Australia in 2004 and

play07:47

one of the first things I learned was

play07:48

that turn the lights on you flick the

play07:50

switch down.

play07:52

My whole life growing up in Canada Gun had automated that 'up' means

play07:55

'on', so no matter how well I, Drew, knew

play07:58

that 'down' was 'on' in Australia I would

play08:01

for years, continually switch the lights

play08:02

off when entering a room and on when

play08:04

leaving. When Destin learn to ride the

play08:07

backwards bicycle with its steering

play08:08

reverse it took months to overcome his

play08:10

automated habitat and once he had done

play08:12

that he couldn't easily go back to

play08:14

writing a normal bike. Understanding Gun

play08:16

and Drew also explains errors in the "Bat

play08:18

and Ball" question. Its Gun who first

play08:20

perceived the key pieces of information

play08:21

that, together the bat and ball cost a

play08:23

dollar ten, The bat costs more than the ball

play08:26

so the ball costs...

play08:27

Gun: "Ten cents"

play08:28

Drew: "Ten cents"

play08:29

Gun imediately had a answer that he

play08:30

blurted out automatically.

play08:32

Meanwhile Drew, without being consciously

play08:34

aware that the answer came from Gun

play08:35

endorsed the idea without checking it,

play08:37

after all the answers sounded reasonable

play08:39

and drew is lazy

play08:41

so how do you get Drew to do more

play08:43

work? Well researchers have found at least one

play08:45

way. When they gave out a clearly printed

play08:47

test including the "Bat and Ball"question

play08:48

to incoming college students 85% got at

play08:51

least one wrong but when they printed

play08:53

the test in a hard-to-read font with

play08:55

poor contrast the error rate dropped to

play08:57

thirty-five percent harder to read test

play09:00

resulted in more correct answers and the

play09:02

explanation for this is simple. Since Gun

play09:04

can't quickly jump to an answer he hands

play09:06

off the task to Drew who then invest the

play09:08

required mental effort to reason his way

play09:10

to the correct answer. When something is

play09:12

confusing, Drew worked harder and when

play09:14

Drew work harder you're more likely to

play09:15

reach the right answer and remember the experience.

play09:18

This is something i think the advertising industry knows about and is

play09:21

using to its advantage. A few years ago,

play09:24

again in Australia, I saw a giant

play09:25

billboard that had just two letters on it

play09:28

"Un". There was no logo, no indication of

play09:30

what it was for

play09:31

and this seems to go against all the

play09:33

basic principles of advertising: to show

play09:35

what the product does, how it's better than

play09:36

the competition, and use clear

play09:38

branding and maybe a jingle to make it

play09:39

memorable. The goal is usually to make

play09:42

the message as easy to understand as

play09:44

possible so Drew doesn't have to work

play09:45

very hard, but if you look at a lot of

play09:47

effective advertising today, it's changed

play09:49

to be more confusing.

play09:51

as the "Un" campaign rolled out across Sydney, I saw ads like

play09:54

this one in bus shelters.

play09:56

"Un" explained. With 'Un' there is no stress, just unstress

play10:00

no hassle, just unhastle with 'Un' you

play10:02

can undo what you did, you can undrive

play10:04

through the car wash with the window

play10:05

down or unbreak dance in front of your

play10:07

teenage son. And his mates. 'Un' makes life

play10:10

relaxing and unreal. 'Un' your life. Be

play10:12

happy and live for now. Don't worry. Unworry.

play10:15

Can you guess what the ads were for?

play10:17

They're actually for insurance. Now that

play10:19

advertising is everywhere, Gun is skilled

play10:21

at filtering it out. Its automatic, if I

play10:23

just saw another insurance ad that I never

play10:25

would have given it a second thought, but

play10:27

something that doesn't make sense, thats

play10:29

something Gun can't deal with, so he

play10:31

hands it off to Drew

play10:32

This same realization has been happening

play10:34

in education: lectures which have long

play10:36

been the dominant teaching method, are

play10:38

now on the decline. Like the old form of

play10:39

advertising, they're too easy to tune out

play10:42

and often, especially in science lectures,

play10:44

too many new pieces of information are

play10:45

presented, and that exceeds Drew's

play10:48

capacity because he doesn't have big

play10:49

enough chunks to break the material into.

play10:51

In place of lectures, universities are

play10:53

introducing workshops, peer instruction

play10:55

and formats where students are forced to

play10:57

answer more questions, do more work than

play10:59

just listen and take notes, and this will

play11:01

undoubtedly make Drew work harder,

play11:02

which is good because that's how

play11:04

learning happens, but a lot of students

play11:06

don't like it because it requires more

play11:08

effort. Just as it's hard to motivate

play11:09

someone to get off the couch and

play11:11

exercise, it's hard to get Drew to give

play11:13

his full effort. There's an appeal to

play11:15

doing things you already know, for the

play11:17

musician to play the same familiar songs

play11:20

that Gun has already automated, that feel

play11:22

and sound good. To watch videos that give

play11:24

you the sensation of understanding

play11:26

without actually learning anything. To

play11:28

always drive with the GPS on so you

play11:30

never get lost, but you also never

play11:32

learn the way. If you really want to

play11:35

learn and get better at anything, have

play11:36

any chance of becoming an expert, you

play11:38

have to be willing to be uncomfortable.

play11:40

Because thinking takes effort, it

play11:43

involves fighting through confusion, and

play11:45

for most of us

play11:47

that's at least somewhat unpleasant.

Rate This
β˜…
β˜…
β˜…
β˜…
β˜…

5.0 / 5 (0 votes)

Related Tags
Cognitive ScienceThinking HabitsMental EffortBrain SystemsSystem OneSystem TwoLearning ProcessMuscle MemoryEducational ShiftAdvertising TacticsUnconscious Bias