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Authors: Susan Cain

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Ericsson and his cohorts found similar effects of solitude when they studied other kinds of expert performers. “
Serious study alone” is the strongest predictor of skill for tournament-rated chess players, for example; grandmasters typically spend a whopping five thousand hours—almost five times as many hours as intermediate-level players—studying the game by themselves during their first ten years of learning to play.
College students who tend to study alone learn more over time than those who work in groups.
Even elite athletes in team sports often spend unusual amounts of time in solitary practice.

What's so magical about solitude?
In many fields, Ericsson told me, it's only when you're alone that you can engage in Deliberate Practice, which he has identified as the key to exceptional achievement. When you practice deliberately, you identify the tasks or knowledge that are just out of your reach, strive to upgrade your performance, monitor your progress, and revise accordingly. Practice sessions that fall short of this standard are not only less useful—they're counterproductive. They reinforce existing cognitive mechanisms instead of improving them.

Deliberate Practice is best conducted alone for several reasons. It takes intense concentration, and other people can be distracting. It requires deep motivation, often self-generated. But most important, it involves working on the task that's most challenging to
you
personally. Only when you're alone, Ericsson told me, can you “go directly to the part that's challenging to you. If you want to improve what you're doing,
you
have to be the one who generates the move. Imagine a group class—you're the one generating the move only a small percentage of the time.”

To see Deliberate Practice in action, we need look no further than the story of Stephen Wozniak. The Homebrew meeting was the catalyst that inspired him to build that first PC, but the knowledge base and work habits that made it possible came from another place entirely: Woz had deliberately practiced engineering ever since he was a little kid. (Ericsson says that it takes approximately
ten thousand hours of Deliberate Practice to gain true expertise, so it helps to start young.)

In
iWoz
, Wozniak describes his childhood passion for electronics, and unintentionally recounts all the elements of Deliberate Practice that Ericsson emphasizes. First, he was motivated: his father, a Lockheed engineer, had taught Woz that engineers could change people's lives and were “among the key people in the world.” Second, he built his expertise step by painstaking step. Because he entered countless science fairs, he says,

I acquired a central ability that was to help me through my entire career: patience. I'm serious. Patience is usually so underrated. I mean, for all those projects, from third grade all the way to eighth grade, I just learned things gradually, figuring out how to put electronic devices together without so much as cracking a book.… I learned to not worry so much about the outcome, but to concentrate on the step I was on and to try to do it as perfectly as I could when I was doing it.

Third, Woz often worked alone. This was not necessarily by choice. Like many technically inclined kids, he took a painful tumble down the social ladder when he got to junior high school. As a boy he'd been admired for his science prowess, but now nobody seemed to care. He hated small talk, and his interests were out of step with those of his peers. A black-and-white photo from this period shows Woz, hair closely cropped, grimacing intensely, pointing proudly at his “science-fair-winning Adder/Subtractor,” a boxlike contraption of wires, knobs, and gizmos. But the awkwardness of those years didn't deter him from pursuing his dream; it probably nurtured it. He would never have learned so much about computers, Woz says now, if he hadn't been too shy to leave the house.

No one would choose this sort of painful adolescence, but the fact is that the solitude of Woz's teens, and the single-minded focus on what would turn out to be a lifelong passion, is typical for highly creative people. According to the psychologist Mihaly Csikszentmihalyi, who between 1990 and 1995 studied the lives of ninety-one exceptionally creative people in the arts, sciences, business, and government, many of his subjects were on the social margins during adolescence, partly because “
intense curiosity or focused interest seems odd to their peers.” Teens who are too gregarious to spend time alone often fail to cultivate
their talents “
because practicing music or studying math requires a solitude they dread.”
Madeleine L'Engle, the author of the classic young adult novel
A Wrinkle in Time
and more than sixty other books, says that she would never have developed into such a bold thinker had she not spent so much of her childhood alone with books and ideas. As a young boy, Charles Darwin made friends easily but preferred to spend his time taking long, solitary nature walks. (As an adult he was no different. “
My dear Mr. Babbage,” he wrote to the famous mathematician who had invited him to a dinner party, “I am very much obliged to you for sending me cards for your parties, but I am afraid of accepting them, for I should meet some people there, to whom I have sworn by all the saints in Heaven, I never go out.”)

But exceptional performance depends not only on the groundwork we lay through Deliberate Practice; it also requires the right working conditions. And in contemporary workplaces, these are surprisingly hard to come by.

One of the side benefits of being a consultant is getting intimate access to many different work environments. Tom DeMarco, a principal of the Atlantic Systems Guild team of consultants, had walked around a good number of offices in his time, and he noticed that some workspaces were a lot more densely packed than others. He wondered what effect all that social interaction had on performance.

To find out, DeMarco and his colleague Timothy Lister devised a study called
the Coding War Games. The purpose of the games was to identify the characteristics of the best and worst computer programmers; more than six hundred developers from ninety-two different companies participated. Each designed, coded, and tested a program, working in his normal office space during business hours. Each participant was also assigned a partner from the same company. The partners worked separately, however, without any communication, a feature of the games that turned out to be critical.

When the results came in, they revealed an enormous performance gap. The best outperformed the worst by a 10:1 ratio. The top programmers were also about 2.5 times better than the median. When DeMarco and Lister tried to figure out what accounted for this astonishing range, the factors that you'd think would matter—such as years of experience, salary, even the time spent completing the work—had little correlation to outcome. Programmers with ten years' experience did no better than those with two years. The half who performed above the median earned
less
than 10 percent more than the half below—even though they were almost twice as good. The programmers who turned in “zero-defect” work took slightly less, not more, time to complete the exercise than those who made mistakes.

It was a mystery with one intriguing clue: programmers from the same companies performed at more or less the same level,
even though they hadn't worked together
. That's because top performers overwhelmingly worked for companies that gave their workers the most privacy, personal space, control over their physical environments, and freedom from interruption. Sixty-two percent of the best performers said that their workspace was acceptably private, compared to only 19 percent of the worst performers; 76 percent of the worst performers but only 38 percent of the top performers said that people often interrupted them needlessly.

The Coding War Games are well known in tech circles, but DeMarco and Lister's findings reach beyond the world of computer programmers.
A mountain of recent data on open-plan offices from many different industries corroborates the results of the games. Open-plan offices have been found to reduce productivity and impair memory. They're associated with high staff turnover. They make people sick, hostile, unmotivated, and insecure. Open-plan workers are more likely to suffer from high blood pressure and elevated stress levels and to get the flu; they argue more with their colleagues; they worry about coworkers eavesdropping on their phone calls and spying on their computer screens. They have fewer personal and confidential conversations with colleagues. They're often subject to loud and uncontrollable noise, which raises heart rates; releases cortisol, the body's fight-or-flight “stress” hormone; and makes people socially distant, quick to anger, aggressive, and slow to help others.

Indeed, excessive stimulation seems to impede learning: a recent study found that
people learn better after a quiet stroll through the woods than after a noisy walk down a city street.
Another study, of 38,000 knowledge workers across different sectors, found that the simple act of being interrupted is one of the biggest barriers to productivity.
Even multitasking, that prized feat of modern-day office warriors, turns out to be a myth. Scientists now know that the brain is incapable of paying attention to two things at the same time. What looks like multitasking is really switching back and forth between multiple tasks, which reduces productivity and increases mistakes by up to 50 percent.

Many introverts seem to know these things instinctively, and resist being herded together.
Backbone Entertainment, a video game design company in Oakland, California, initially used an open office plan but found that their game developers, many of whom were introverts, were unhappy. “It was one big warehouse space, with just tables, no walls, and everyone could see each other,” recalls Mike Mika, the former creative director. “We switched over to cubicles and were worried about it—you'd think in a creative environment that people would hate that. But it turns out they prefer having nooks and crannies they can hide away in and just be away from everybody.”

Something similar happened at
Reebok International when, in 2000, the company consolidated 1,250 employees in their new headquarters in Canton, Massachusetts. The managers assumed that their shoe designers would want office space with plenty of access to each other so they could brainstorm (an idea they probably picked up when they were getting their MBAs). Luckily, they consulted first with the shoe designers themselves, who told them that actually what they needed was peace and quiet so they could concentrate.

This would not have come as news to Jason Fried, cofounder of the web application company 37signals.
For ten years, beginning in 2000, Fried asked hundreds of people (mostly designers, programmers, and writers) where they liked to work when they needed to get something done. He found that they went anywhere
but
their offices, which were too noisy and full of interruptions. That's why, of Fried's sixteen employees, only eight live in Chicago, where 37signals is based, and even they are not required to show up for work, even for meetings. Especially not for
meetings, which Fried views as “toxic.” Fried is not anti-collaboration—37signals' home page touts its products' ability to make collaboration productive and pleasant. But he prefers passive forms of collaboration like e-mail, instant messaging, and online chat tools. His advice for other employers? “Cancel your next meeting,” he advises. “Don't reschedule it. Erase it from memory.” He also suggests “No-Talk Thursdays,” one day a week in which employees aren't allowed to speak to each other.

The people Fried interviewed were saying out loud what creative people have always known.
Kafka, for example, couldn't bear to be near even his adoring fiancée while he worked:

You once said that you would like to sit beside me while I write. Listen, in that case I could not write at all. For writing means revealing oneself to excess; that utmost of self-revelation and surrender, in which a human being, when involved with others, would feel he was losing himself, and from which, therefore, he will always shrink as long as he is in his right mind.… That is why one can never be alone enough when one writes, why there can never be enough silence around one when one writes, why even night is not night enough.

Even the
considerably more cheerful Theodor Geisel (otherwise known as Dr. Seuss) spent his workdays ensconced in his private studio, the walls lined with sketches and drawings, in a bell-tower outside his La Jolla, California, house. Geisel was a much more quiet man than his jocular rhymes suggest. He rarely ventured out in public to meet his young readership, fretting that kids would expect a merry, outspoken, Cat in the Hat–like figure, and would be disappointed with his reserved personality. “In mass, [children] terrify me,” he admitted.

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