INSTRUCTION
THE FEEDBACK LOOP
Your behavior on the court is a complex system of play , measurement , comparison , correction and , once again , play . This process is called the feedback loop and it ’ s the invisible influence behind all your daily activities .
Let me give you a basic example we all deal with when driving — speed cameras . A speed camera is a remarkably effective balancing feedback loop . When you are driving too fast , the digital radar alerts you that your speed COMPARE is excessive , you correct your speed and continue driving at the safe legal limit .
So how does this relate to pickleball ? I want you to isolate which part of the feedback loop is deficient so you can close the loop and keep growing as a player . The pickleball feedback loop looks like this : PLAY → MEASURE → COMPARE → CORRECT → PLAY Let ’ s look at each individual part and how it should work toward your development .
PLAY
CORRECT
This is the simple part — it ’ s the output that will eventually also become input to the next loop . The play I refer to is both macro and micro , an entire tournament and a single shot . I want to discuss tournament play today , and recreational play will be used as a tool in the correction phase of the loop . If you have yet to play a tournament , don ’ t worry — the exact same principles apply to you .
MEASURE
By Morgan Evans
Measurement of your performance is the first hurdle you need to get over . First , in the macro sense , you can start by simply looking at your results . Most people stop here , especially if the score is positive . But whether you win or lose , this phase is critical . Referring to the digital radar example , the feedback loop wouldn ’ t work without the
PLAY numbers indicating you ’ re going 15 mph over the limit . After your games , how are you measuring what won or lost you the match ? Here ’ s an easy method that can help you … Buy a box of foam earplugs and cut five of them in half . Put 10 full-size and 10 half-size bits in your right pocket . If you hit a successful drop , i . e ., not attackable , take a full plug from your right pocket and put it into your left pocket . If your drop isn ’ t effective , however , take a half-size plug and put it in your left pocket . After a game , you ’ ll now have an accurate measurement of two important metrics : how many drops you attempted , and how many were effective . This is obviously just one shot you can use with this system . But don ’ t attempt to do the pocket switch in the middle of the point ! Make sure it ’ s before the next point starts . Measure quickly to inspire quick change .
The most effective and foolproof method of measurement is video analysis . Unfortunately , it ’ s not always feasible , and there ’ s rarely going to be enough
MEASURE