Seek Flow

Seeking flow is the sixth principle of contemplative computing.1 Flow is a state identified by Mikhaly Csikszentmihalyi (Chick-sent-me-high’-ee).2 It has the following components. “Concentration is so intense that there is no attention left over to think about anything irrelevant, or to worry about problems. Self-consciousness disappears, and the sense of time becomes distorted. An activity that produces such experiences is so gratifying that people are willing to do it for its own sake, with little concern what they will get out of it, even when it is difficult or dangerous.”3 He says that you can reach flow doing almost anything. He gives an example of how lox cutters achieve flow.

Situations in which there are challenges, clear rules, and immediate feedback are likely to achieve flow. Usually video games are good for achieving flow, and they have been found beneficial in helping older people keep mentally sharp. Unfortunately, once you become especially good at something it can become boring. That is why many games have different difficulty levels. Once you have become bored with one level and are no longer achieving, you can advance to the next level and improve to the point where you again achieve flow.

Flow can be experienced in many activities, and some require considerable time before you start to achieve flow. I remember studying German in college. The first course was slow going. In fact, I received my first and only “D” in introductory German . I then learned that I needed to spend time drilling in the language laboratory until things started flowing. As I studied further, I could read German without consulting the dictionary so frequently. And got to the point where I could understand lectures when they were given in German.

Seeking flow can be regarded as an extension of the preceding principle, extend your abilities. Play video games and achieve flow. But don’t stop there. Consider athletic, and especially mental, activities were flow can be achieved. Mnemonic techniques can be developed to the point where flow is achieved in memorization.

The first five principles of contemplative computing have been discussed in the immediately preceding posts. The final two principles will be discussed in the subsequent posts.

1(2013) Pang, Alex Soojung-Kim. The Distraction Addiction

2 (2008) Csikszentmihalyi, E. The Psychology of Optimal Experience

3 (2013) Pang, Alex Soojung-Kim. The Distraction Addiction

© Douglas Griffith and, 2013. Unauthorized use and/or duplication of this material without express and written permission from this blog’s author and/or owner is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Douglas Griffith and with appropriate and specific direction to the original content.


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