Bensonās effectiveness isnāt built on raw velocityāitās built on integrated mechanics, low hip posture, and the ability to sustain stacked movement under fatigue. A real model for how stable attractors and movement economy can outweigh pure top-end speed.
@flowsdoc@RobertStock6 Fundamental movement principles matter, and individual athletes still organize those principles differently. Both can be true.
Thatās not muddying the water. Itās distinguishing between the mechanic itself and the athleteās mechanical expression of it.
This is why good skating often looks calm. Thereās just enough organizationāthrough posture, balance, edge interaction, and directionāfor movement to continue building underneath instead of breaking into constant recovery and correction.
@flowsdoc@RobertStock6 Fundamental movement principles matter, and individual athletes still organize those principles differently. Both can be true.
Thatās not muddying the water. Itās distinguishing between the mechanic itself and the athleteās mechanical expression of it.
Progressive overload isnāt adaptation itself. Itās the process used to create the conditions that drive adaptation.
Mechanical overload is the stimulus. Adaptation is the process. Greater skating ability is the result.
If RD can be mischaracterized through oversimplification, I wonder if āprescribing a movement in advanceā can sometimes do the same thing to movement refinement.
Iām not sure rigidly imposing a fixed movement model onto every athlete is necessarily the same thing as deliberately helping an athlete reorganize around more functional solutions when less effective patterns continue stabilizing through repetition.
I do think thereās an important distinction between developing adaptable individuals and overly conditioning players into rigid, context-independent behaviours. But where I still think the discourse gets reductive is that ecological coaching is often framed as though it sits outside the shaping process altogether, while ātechnicalā coaching is framed as the thing doing the shaping.
Practically speaking, though, all coaching environments shape organizational tendencies over time to some extent. Ecological approaches still guide attention, constrain exploration, reinforce some affordances over others, and influence which coordinative organizations stabilize through repeated interaction. So the question probably isnāt whether coaching shapes behaviour at all, but rather how narrowly, rigidly, or adaptively that shaping occurs.
Thatās why I think the interesting middle ground often gets lost in discourse. The conversation collapses into āemergence v. prescriptionā when in reality most effective coaching involves some combination of guiding, refining, stabilizing, and leaving space for adaptation all at once.
My next question would then be if behaviour emerges under constraints, can coaching intentionally influence which coordinative organizations become more stable and available over time?
If so, then refinement probably still has a legitimate role within an ecological frameworkānot as prescribing context-independent solutions, but as shaping the conditions under which certain organizations stabilize, adapt, and remain available under pressure.
If not, then it becomes harder to explain why different coaching environments reliably produce different movement tendencies, attentional habits, and organizational regularities over long developmental timescales.
The idea that all meaningful refinement should emerge indirectly through gameplay constraints alone feels less like ecological realism and more like an artificial restriction on coaching itself.
Tag games and pursuit constraints can absolutely destabilize existing skating patterns and increase intent, exploration, and engagement.
But destabilizing an attractor is not the same thing as reorganizing it toward a more robust solution.
Players can self-organize movement that is functional enough to survive the game while still carrying major mechanical limitations underneathāpoor force direction, unstable posture, interrupted stride continuity, inefficient recovery, weak support transfer, etc. The game often tolerates these compensations for years. Occurrence ā development.
Whatās often missing from āimplicit > explicitā is that not all stable movement solutions are equally robust, efficient, or adaptable. Representative games and games like Tag are excellent for exposing organization under pressure, but they donāt automatically refine the underlying mechanics toward more robust organization. Explicit instruction, targeted constraints, exaggeration, and mechanical refinement can reshape attractors too.
The most complete development environments integrate clarification and application together so movement doesnāt just emerge, but becomes more stable, transferable, and resilient when pace rises, space closes, and time compresses.
cc: @csevs19, @mc_mcvicar
Even highly interactive training
environments routinely produce players who are functional enough to play while still carrying trainable mechanical limitations that likely constrain higher levels of performance underneath.
Occurrence ā development.
Iād agree that static line passing has limited game transfer if it remains detached from perception, adaptation, and progression.
But thatās also a fairly narrow version of simplification. I just donāt think the same limitation automatically extends to all forms of refinement, constrained emphasis, or partially isolated work.
Otherwise we run into a familiar bottleneck: How do players progressively stabilize movement quality robustly enough for it to remain available once informational and interactive demands increase?
To me, thatās where progression mattersānot removing interaction, but organizing it alongside clarification, overload, refinement, and progressively increasing demand.
Sometimes that might mean briefly simplifying a movement to stabilize timing, posture, rhythm, or force application before re-expanding it into richer environments. Sometimes it means constraining space, touches, speed, or available options to overload a specific behaviour without removing interaction entirely.
The goal isnāt to choose between āisolatedā or āinteractive.ā Itās to organize environments in ways that progressively build movement that remains functional as the game becomes faster, denser, and more unstable.
Iād agree that static line passing has limited game transfer if it remains detached from perception, adaptation, and progression.
But thatās also a fairly narrow version of simplification. I just donāt think the same limitation automatically extends to all forms of refinement, constrained emphasis, or partially isolated work.
Otherwise we run into a familiar bottleneck: How do players progressively stabilize movement quality robustly enough for it to remain available once informational and interactive demands increase?
To me, thatās where progression mattersānot removing interaction, but organizing it alongside clarification, overload, refinement, and progressively increasing demand.
Sometimes that might mean briefly simplifying a movement to stabilize timing, posture, rhythm, or force application before re-expanding it into richer environments. Sometimes it means constraining space, touches, speed, or available options to overload a specific behaviour without removing interaction entirely.
The goal isnāt to choose between āisolatedā or āinteractive.ā Itās to organize environments in ways that progressively build movement that remains functional as the game becomes faster, denser, and more unstable.
@csevs19 A structured drill can build real capacity. A game can expose ability or just hide deficiencies in chaos. Good coaching usually requires both clarification and application, not treating one as morally authentic and the other as fake.
cc: @JvanderB78
Unpacking the purpose, function, and structure of a skaterās strideāthe primary way š players generate deliberate displacement across the ice.
https://t.co/myPerKCJA3