Become a Connoisseur of Your Own Mistakes

“The chief trick to making good mistakes is not to hide them – especially not from yourself. Instead of turning away in denial when you make a mistake, you should become a connoisseur of your own mistakes, turning them over in your mind as if they were works of art, which in a way they are.” — Daniel Dennet via Dan Shipper

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Paul McCartney & John Lennon: Why Creativity Needs Tension

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Joshua Wolf Shenk, author of Powers of Two, speaks about the advantages of competitive collaboration in an article for The Atlantic. His famous example is that of The Beatles’ Paul McCartney and John Lennon who would regularly “answer” each others’ songs in friendly competition. When John wrote “Strawberry Fields,” Paul came back with “Penny Lane.” Paul notes that the competition made them “better and better all the time,” and created a creative tension.

Despite the tension—because of the tension—the work was magnificent. Though the White Album recording sessions were often tense and unpleasant (Emerick disliked them so much that he flat-out quit), they yielded an album that is among the best in music history.

The Beatles’ producer George Martin described the relationship as “two people pulling on a rope, smiling at each other and pulling all the time with all their might.” Not only did their competition create tension, but their contrasting personalities added to it as well. Paul was meticulous, diplomatic, and polite, while John could be chaotic, impatient, and rebellious. Although completely different, they complemented each other perfectly. As John’s first wife Cynthia Lennon observed:

John needed Paul’s attention to detail and persistence. Paul needed John’s anarchic, lateral thinking.

Although tension can foster creative productivity, remember to surround it with sufficient support and shared passions.

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How Rejection Helps the Creative Process

running

Running designed by Claire Jones from the Noun Project

Creatives are subject to high levels of rejection. Even though companies seek out innovative individuals, they seldom listen to their new ideas due to the risk involved. Fortunately, research suggests that rejection may actually help – not hinder – the creative process. Rejection hurts, but if there is no pain, then there is no gain. In an article for Slate, illustrator Jessica Olien explains:

Perhaps for some people, the pain of rejection is like the pain of training for a marathon – training the mind for endurance. Research shows you’ll need it. Truly creative ideas take a very long time to be accepted. The better the idea, the longer it might take. Even the work of Nobel Prize winners was commonly rejected by their peers for an extended period of time.

Social rejection can be liberating. Once you know you don’t fit in, you can concentrate your energy on your creative projects as oppose to stressing about what others think. Barry Staw, a researcher at the University of California, Berkeley, says a successful creative person is someone “who can survive conformity pressures and be impervious to social pressure.” Just be sure you know when to push through and when you should call it quits.

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Want to Get Better at Storytelling or Collaborating? Play Dungeons & Dragons.

Designed by Derek Palladino for the Noun Project

Designed by Derek Palladino for the Noun Project

Now in its 40th anniversary, the roleplaying game Dungeons & Dragons has emerged as an initial force behind many creatives’ success. As a piece in the New York Times explains:

Though Mr. Díaz never became a fantasy writer, he attributes his literary success, in part, to his “early years profoundly embedded and invested in fantastic narratives.” From D&D, he said, he “learned a lot of important essentials about storytelling, about giving the reader enough room to play. . .

“For nerds like us, D&D hit like an extra horizon,” he added. The game functioned as “a sort of storytelling apprenticeship.”

 But the skills learned through play go deeper than narrative writing:

What makes a D&D story different from novels and other narratives is its improvisational and responsive nature. Plotlines are decided as a group. As a D&D player, “you have to convince other players that your version of the story is interesting and valid,” said Jennifer Grouling, an assistant professor of English at Ball State University who studied D&D players for her book, “The Creation of Narrative in Tabletop Role-Playing Games.”

If a Dungeon Master creates “a boring world with an uninteresting plot,” she said, players can go in a completely different direction; likewise, the referee can veto the action of player. “I think D&D can help build the skills to work collaboratively and to write collaboratively,” she added. (Mr. Díaz called this the “social collaborative component” of D&D.)

 (Relevant side-note: Community devoted not one but two whole episodes to it.)

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How to (Politely) Dodge Job Recommendations

Elephant in the Room designed by Luis Prado for the Noun Project

Elephant in the Room designed by Luis Prado for the Noun Project

If an acquaintance, or someone you’re just not that close enough to, asks for a job recommendation that you feel uncomfortable giving, New York Magazine suggests you try one of the following “humanely disingenuous” approaches:

1. Respond enthusiastically with information of limited value: “Would it help if I gave you the name of the human-resources person? I think I might even have his e-mail!”

2. Issue a self-deprecating disclaimer of helplessness: “I don’t know how much my word counts on this one . . . ”

3. Technically do the favor, but warn off the prospective employer either explicitly or between the lines: “An acquaintance of mine is looking for something. I’ve known him ever since we went to Bennington! He dropped out though.”

If they take the next step in asking you why they didn’t get picked or why you won’t personally recommend them, remember that no one can get better without feedback — just make sure you give them criticism without being critical.

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Richard Feynman: What Counts as “Worthwhile” Work?

Problem Solving designed by Rob Maslin from the Noun Project

Problem Solving designed by Rob Maslin from the Noun Project

How can we know which projects are worthwhile for us and which are trivial? At Hotel Genius, a letter from the late quantum physicist Richard Feynman explains why the humbler projects are also some of the most important for us to work on:

The worthwhile problems are the ones you can really solve or help solve, the ones you can really contribute something to…

I would advise you to take even simpler, or as you say, humbler, problems until you find some you can really solve easily, no matter how trivial. You will get the pleasure of success, and of helping your fellow man, even if it is only to answer a question in the mind of a colleague less able than you. You must not take away from yourself these pleasures because you have some erroneous idea of what is worthwhile…No problem is too small or too trivial if we can really do something about it.

The advice Feynman gives is simple enough, yet how often do we feel like we need to work on something colossal in order to feel validated and purpose-driven?

While you may feel pressure to revolutionize the race to mars, to write a #1 best-selling novel, or to start a business and sell it for billions of dollars, the real worthwhile work to be done is any work that you can realistically do now. The problems you solve and the work you do now may not be work “close to the gods” (to use Feynman’s words), but that doesn’t make it any less important.

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Avoid Playing Email Ping Pong With “If…Then” Statements

Ping Pong by Janina Reinhard from The Noun Project

Ping Pong by Janina Reinhard from The Noun Project

Scheduling meetings over email is like playing ping pong, where a simple “Can you meet at 4:00 pm?” could easily turn into an endless volley of back-and-forth replies. 

In The 4-Hour Work Week, author Tim Ferris suggests a simple strategy to streamline things:

Email communication should be streamlined to prevent needless back-and-forth. Thus, an email with “Can you meet at 4:00 pm?” would become “Can you meet at 4:00 pm? If not, please advise three other times that work for you.”

Get into the habit of considering what “if … then” actions can be proposed in any e-mail where you ask a question.

The “if…then” statement preempts follow-up questions and prevents them altogether. By avoiding separate dialogues, you dramatically reduce emails sent. Let the other person give you some options while you get back to doing real work.

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