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Building Interactive Skills

Building Interactive Skills

It’s becoming apparent to theorists and practitioners alike change issues which primarily involve the development
that a limiting factor in an organisation’s ability to change of interactive skills. In this paper we set out to do two
lies in its capacity to develop skills. For theorists, at least, things:
this is a recent recognition. Until very recently, there
has been a negligible amount of academic or research Distinguish among some of the learning conditions
interest in the fundamental principles of skill development. which differentiate skill acquisition for interactive and
Huthwaite has a frustrating 25 year history of work in this non-interactive skills.
neglected field. In this paper, we try to codify a few of the
Provide some basic principles for successful
key principles emerging from our experiences.
development of interactive skills.

First, a few words about our orientation:


We work at the micro level of change. Our special How Interactive Skills Are Different
competence lies in the methodologies for the
We’ve found that interactive and non-interactive skills are
measurement of skilled performers and in the building
different in terms of five key dimensions which influence
of statistical success models which can be used as
skill learning and retention. They are summarised in Figure 1.
performance goals for skill change.
Most of our work has concentrated on the 1. Prescriptiveness
development of interactive skills, which we define as
For most non-interactive skills, it’s possible to speed learning
those skills requiring a response from another person
by specifying a procedure or performance algorithm. The
during their performance. So, conducting an interview
majority of non-interactive skills can be broken down into
is an interactive skill, as is handling a customer or
a series of steps, each consisting of three components, as
running a meeting. Non-interactive skills, in contrast,
in this example:
can be performed without involving any other person.
Typical examples would be writing a report or fixing a Step Three – Release the Drum
broken machine.
Action: “Release the green retaining lever.”

We believe that the strategies required for developing Question: “Does the drum rotate?”
interactive skills are different and considerably more Choice: “If so, continue to next step; if not,
complex, than those required for the development of go to Step Seven.”
non-interactive skills. Most of the meager attention which
has been given to the theory of skilled performance has In the 1960s, work by Conrad and others in Europe
concentrated on non-interactive skills. It’s our contention demonstrated that the use of performance algorithms based
that this body of theory, though slender, is a misleading basis on simple “action-question-choice” models could speed
for people like you who are struggling with organisational skill acquisition significantly. In other words, specifying a

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performance procedure was a very effective learning aid This raises an uncomfortable question for people like you
for acquiring non-interactive skills. who are concerned with developing institutional skills.
In general, it’s the interactive skills which have greater
impact on an organisation’s effectiveness. How can you
In general, it’s the interactive skills develop them if they can’t be expressed as a procedure? A
partial answer is to take a more heuristic approach and use
which have greater impact on an models rather than procedures. Since the work of Sorcher
organisation’s effectiveness. and Goldstein in the mid1970s, there’s been an increasing
body of knowledge about how to use models of effective
performance – usually videotaped examples of an effective
Try the same procedural approach with an interactive skill, performer – as a training tool for developing interactive
and you quickly encounter insuperable difficulties because skills. Most of this work is still unsophisticated and will strike
of the degrees of freedom introduced by the responses the critical reader as naive and even doctrinaire. However,
of the other person. For example, Xerox Corporation because it recognises an intrinsic difference between
attempted to use this approach for part of a sales interactive and non-interactive skill, behaviour modelling
interaction, so that a particular selling skill (responding offers one of the most promising of the generally available
to a specific competitor) could be taught through an skill building technologies.
interactive video. In the equivalent of two minutes of real-
time conversation, more than 4,000 possible customer 2. Learning Pace
responses and counter-responses were generated, and
A non-interactive skill can often be performed at a pace
the project collapsed under its own weight. Similar tales
which is controlled by the learner. For example, if you’re
abound. Interactive skills cannot be prescriptively reduced
learning to type, you can begin with slow finger movements
to procedures. Yet, because people have seen the dramatic
and speed up as you become more proficient. In contrast,
success of procedural approaches for non-interactive skills,
interactive skills are normally carried out in real time so that
they continue to attempt it.
the learner doesn’t have the option of slowing them.

Figure 1: What’s different about interactive skills?

Non-interactive Skill Interactive Skill


(Performer uses skill with no other person involved) (Another person is part of the performance)

Prescriptiveness Possible to specify “right way” standardised Other party can’t be predicted/ controlled so no
response is possible. Procedures are effective “right way”; flexibility of performance is essential.
learning aids. Model(s) are effective learning aids.

Learning Pace Performed at learner’s pace so performance can be Performed in real time so learner can’t control pace,
slowed to reduce overload. and overload commonly occurs.

Rewards/Feedback The most frequent performance feedback is Negative feedback usually damages task performance
punishment for failure. But such feedback may and reduces use of skill. Positive feedback is a more
not damage future task performance. (Negative efficient skill builder. The other party in interaction is
feedback affects relationships with the reinforcer an additional feedback source which can reward or
more than relationship with the task.) punish.

Inhibitors Lack of clarity or lack of motivation are key Self-consciousness is key learning inhibitor.
learning inhibitors.

Skill Maintenance Generally easier to install skill, but external Generally harder to install but, once proficiency is
reinforcement usually needed to maintain it, reached, skill tends to be self-maintaining.
especially if skill is procedural.

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Why is this difference so important to skill development? own experiences and which, so far as we know, are not
Because one of the catastrophic inhibitors of skill learning included anywhere in learning theory literature.
is overload. Any performer who attempts to learn too
many things simultaneously will find that the components In non-interactive skills, the most frequent reinforcement
interfere with each other and performance collapses. With is negative – punishment for failure. The machine doesn’t
non-interactive skills, this phenomenon is often controllable work; bad inventory control means that an item is out
by manipulating the pace of the skill. A student driver, for of stock; payroll has been screwed up. In cases like
example, can avoid overload by driving very slowly at first these, a non-interactive skill comes to the attention of
so that there are fewer events and decisions to process per supervision more often when performance fails than when
unit of time. An unskilled person may, in another example, it succeeds.
cope with overload while learning to use a piece of
software by stopping often and referring to the manual. Although, in real life, negative performance feedback is
more common than positive performance feedback for
non-interactive skills, there’s no clear evidence that negative
feedback necessarily damages future task performance.
In an interactive skill, the pace is set Interestingly, such feedback is more likely to damage the
by the other party, and the learner is relationship with the reinforcer than the relationship with
rarely able to control it. the task. For example, a bank clerk makes an error in
entering data. The supervisor bawls out the bank clerk.
There’s no evidence that the bank clerk’s future data entry
task performance will be damaged. But the clerk may well
In an interactive skill, the pace is set by the other party, and come to resent the supervisor. Interactive skills respond
the learner is rarely able to control it. As a result, overload is
common. That’s why we’ve found the “one behaviour at a
time” principle to be so crucial in developing an interactive
skill. Incidentally, it’s instructive to note how some non-
… while negative reinforcement
interactive skills must also be performed in real time. A golf may not damage task performance
swing, for example, is tough to learn because it can’t be of non-interactive skills, it will have
performed effectively at a slowed pace. a detrimental impact on interactive
3. Rewards and Feedback
skills.
Learning theory has a vast and unhelpful literature about
the different effects of positive and negative reinforcement
differently to negative reinforcement. In the bank clerk
on learning. We won’t attempt to summarise it here except
example, the clerk’s non-interactive task was unimpaired,
to remark that one of the greatest learning theorists, D.
but the interactive component with the supervisor was
O. Hebb, wrote that among the few truths about learning
damaged and may well mean that the clerk will be less
theory was the unfortunate fact that it had never helped
willing in the future to interact with the supervisor. The
anyone learn anything.
general rule seems to be that, while negative reinforcement
may not damage task performance of non-interactive skills,
However, we would like to make a few observations about
it will have a detrimental impact on interactive skills.
positive and negative reinforcement which come from our

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What does this mean for building institutional skills? At 4. Inhibitors
any organisational level where there is a preponderance of
Different inhibitors act as barriers to the acquisition of
non-interactive skills, it’s very likely that the predominant
interactive and non-interactive skills. With non-interactive
task feedback is negative – it focuses on errors and
skills, the primary inhibitors are lack of task clarity and
mistakes. Because such feedback from supervision
lack of motivation. Successful change attempts involving
doesn’t damage non-interactive task performance, it may
non-interactive skills are usually characterised by the
become institutionalised. If the change you desire involves
establishment of:
interactive skills, such as better customer handling, then
it’s probable that supervisors will reinforce those new Clear performance requirements in terms of goals,
skills using feedback techniques which apparently worked objectives, targets, procedures, and the like.
successfully for them in non-interactive skills. But negative Energetic supervisory follow-up to ensure a high task
reinforcement for non-interactive skills will frequently have activity level.
two consequences. It will:
As a designer of change, you’ll very likely succeed in
Make people less willing to perform the task in the changing non-interactive skills if you can build a change
future. So, the checkout clerk who is criticised for poor process which removes inhibitors by ensuring task clarity
customer handling by her supervisor will be likely, as a and motivation. But your process may be much less
result, to speak less to customers. effective when applied to interactive skills.

Inhibit task performance in a variety of ways. For


example, it will increase self-consciousness which –
as we’ll see later – may have a damaging effect on
The primary inhibitor which
performance. prevents learning of interactive
In general, if your goal is a change in interactive skills, it’s skills is self-consciousness.
useful to examine the characteristic reinforcement mode
used by supervision at the level where change is desired. If
existing reinforcement is primarily critical or negative, then The primary inhibitor which prevents learning of interactive
it’s useful to design rewards and feedback systems which skills is self-consciousness. Effective interactive learning
build a positive feedback climate. requires the creation of a low threat learning environment,
which may not be necessary for non-interactive task
Finally, it’s worth observing that reinforcement in most learning. Failure to understand this difference in inhibitors
interactive skills is made more complex because the other has damaged many change attempts. For example, one
person in the interaction is also a source of rewards and division of Xerox Corporation decided to change the
punishments. Sometimes this can be used to advantage product range handled by its salespeople. The task –
in designing change. For example, if your goal is better and we simplify the illustration a little – involved two
customer service in a retail store, then one key behaviour components, one interactive and one non-interactive .
might be greeting customers. A simple exercise such as The interactive change was improved selling skill; the
asking each employee to go out into the store to smile non-interactive change was improved product knowledge.
and say “hello” to 10 customers can sometimes have a Xerox set up a change program involving intensive training
dramatically positive effect because customers frequently in both components. Because initial indications showed
smile back. that the change was proceeding less smoothly than
hoped, the company decided to add evaluation tests to the
training in order to give trainers and learners an incentive

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to take the training very seriously. In our terminology, they An implication for initiating skill change is that the
detected that lack of motivation might be an inhibitor; so considerably greater effort required to install interactive
they set up a mechanism to increase learners’ motivation skills is, at least in some degree, counterbalanced by the
to perform. After testing procedures were implemented, lesser effort required to maintain them.
we measured their effects. Scores for product knowledge
learning (the non-interactive task) increased significantly.
In contrast, measurement of selling skill change (the Five Principles for Developing
interactive task) showed that skill learning decreased when
Interactive Skills
the evaluation testing was implemented. The explanation
was that the tests had unintentionally created an interactive From our work in developing interactive skills, five principles
skill inhibitor by making people self-conscious about their have proved to be particularly robust and useful in helping
performance. us to design successful skill changes.

5. Skill Maintenance 1. Control Competing Pressures

Non-interactive skills are generally easier to develop, but Interactive skills are generally regarded as “soft”;
external reinforcement is usually needed to maintain them. consequently, they rarely have the priority given to
So, for example, it’s not normally a triumph of change more tangible performance areas. Over and over again,
management to get people to keep their work area our studies of why interactive skill change failed have
tidy. However, you may need to monitor the work area revealed that the desired skill didn’t have management
frequently to ensure that tidiness is maintained. understanding, attention, or priority. A typical comment
from a sales manager sums this up:

“I know I haven’t been coaching my people the way


In any intended change, it’s I should. But nobody will fire me if I haven’t coached
important to control competing anybody this week. However, if I don’t get these forms to
the regional office by Friday, I’ll be in big trouble. So, if you
priorities.
want to know why I don’t coach my people, the answer is,
‘I don’t have to do it by Friday.’”

In contrast, interactive skills are generally much harder In any intended change, it’s important to control competing
to develop. It may take months of careful coaching, for priorities. But, in our experience, it’s particularly important
example, to develop a reasonable level of selling skills. to do so when your change attempt involves interactive
However, once developed, the skills tend to be self- skills.
maintaining. (We’ve often met people who consciously
choose not to use a particular non-interactive skill – who, 2. One Behavior at a Time
for example, won’t keep their work areas tidy unless Interactive skills, as we’ve said, are particularly susceptible
continually “reminded.” However, it’s hard to recall cases to overload during learning. Overload – when the amount
where a person who has an interactive skill chooses not to be learned exceeds the learner’s processing capacity –
to use it. How many salespeople, going into a sales call, has a catastrophic effect on any learning. For example,
would ever say to themselves, “I’m deliberately going to suppose you’re driving somewhere and you’re lost. You
be unskillful”?) stop to ask for directions. If the information you’re given
consists of a few turns or decisions, you can probably

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remember and execute it. However, if a helpful direction- had failed. We were able to bring significant improvement
giver offers you too much detail or too many steps, then to this change-resistant group, both in selling skills and in
the additional information causes you to become confused sales volume, by isolating five key behaviours which were
and to lose everything, including the first few instructions related to success, then setting up a three-month coaching
which – left to themselves – would have been easy to project. During the project, sales supervisors coached their
execute. In other words, the effect of overload is to people, spending a period of two to three weeks on each
damage the whole learning process, not just to damage behaviour. Our book, Making Major Sales, gives several
learning for the incremental information, behaviour, or evaluation studies demonstrating the superior results
skill. Since the early Ebbinghaus studies of learning in the achievable by a “one behaviour at a time” approach.
late 19th century, the curve illustrated in Figure 2 has been
recognised as describing the catastrophic collapse of the
human processing system under conditions of overload. One of the ironies of skill
With interactive skills, there are two additional factors which,
development is that most people
as we’ve seen, increase the likelihood of overload. The first choose the least appropriate
is the difficulty of slowing down interactive performance circumstances to try out a new skill.
to suit the learner’s pace. The second is the interactive
skills learning inhibitor of self-consciousness. Even a slight
overload – which might not be at a catastrophic level for a It’s not the purpose of this paper to cover the whole field
non-interactive skill – will greatly increase a learner’s self- of behaviour change, but it’s worth noting for future
consciousness in interactive tasks. discussion that the success of this approach depends on
knowing which behaviours are linked to performance
success. This is a difficult but crucial area, demanding some
innovative methods for objectively measuring successful
performance.

3. Quantity Before Quality


Most interactive skills development is slowed because of
undue attention to quality. Older methods of teaching
language, for example, put heavy emphasis on quality:
“That’s the wrong tense.” “This is an irregular verb.”
“The pronunciation should be different.” All these typical
teaching comments are about the quality of language
performance.

Modern language teaching treats the skill on a quantity-


first basis. The learner is encouraged to “talk, talk,
What does this mean for developing interactive skills on
talk” – paying no attention to quality variables such as
an institutional level? We have found that learning is
pronunciation, grammar, or syntax. As a result, a language
faster, and its results more durable, if the learning task
can be learned to a given level of proficiency in less than
is broken down into single behaviours which are learned
one quarter of the time needed for older quality-based
sequentially. For example, in one capital goods sales force,
methods.
several attempts by management to improve selling skills

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In building interactive skills, it’s important to focus on 5. Reinforce Behaviour, Not Results
quantity. By encouraging a lot of the behaviour – and
Most change attempts don’t adequately distinguish
reducing attention to its quality – learners more quickly
between behaviour and results. The distinction is so
overcome self-consciousness. The question for designers
ingrained in Huthwaite’s work, however, that we find it
of skill change programs is how to express behaviours
almost self evident. But, because we’ve met many people
in quantifiable form and how to build reinforcement
who find the distinction unclear, let’s give a few examples.
mechanisms which develop behaviour quantity.
If the skill is driving a golf ball, the behaviour is the swing;
the result is where the ball goes. If we’re talking about
We have found that Behaviour Analysis techniques
selling, a behaviour might be “asking questions”; a result
which involve a frequency count of key behaviours are a
might be that the customer agreed to a further meeting.
particularly useful tool for developing behaviour quantity.
A result, in other words, is the outcome of the behaviour.
Until recently, such tools existed only as sophisticated
Playing the flute involves the behaviours of breathing and
research instructions. However, in a number of interactive
fingering; the result, or outcome, is music.
fields – especially in selling – we have found ways to
simplify the observation process so that it can be used as a
coaching and feedback tool by supervisors.

4. Practice in Safe Situations


One of the ironies of skill development is that most people
choose the least appropriate circumstances to try out a
new skill. Negotiators will frequently wait until a crucial
negotiation before deciding to try a different skill or a
new behaviour. The reason is simple: It’s only the crucial
negotiation which creates enough anxiety to make people
question their existing skills. However, there are several
reasons why a crucial interaction is a poor place to practice
new skills. One reason is the overload risk arising from
the heavy demands which a crucial interaction makes on
the performer’s attention. Another reason, as we’ll see
later, is the high probability that a new skill will result in a The distinction is important because behaviour and result
temporary fall in the proficiency of the performance. do not move through the learning cycle at an identical
pace. As Figure 3 shows, the learner generally uses a new
In designing change programs, we’ve found it useful to behaviour for some time before it brings results. During
create safe practice situations during the early stages this period, which is technically called an incorporation lag,
of skills development. For example, in training a major the learner is supposed to continue to use a new behaviour
account sales force, we made certain that the first few or skill while patiently waiting for it to bring results.
times salespeople tried any new behaviour were in very
small accounts – or were with customers in situations The figure is titled “What should happen?” It represents
where little business potential existed. Only after each skill an artificially perfect world in which learners are not in the
had been practiced several times did people try to use it least discouraged to find that the new skill isn’t bringing
with a major account customer. the results they hoped for.

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This isn’t a phenomenon unique to interactive skill. There’s a dismal message here for the design of skill
Although it’s more common in interactive skills, it can be change. We carried out a study with Xerox Corporation
found in any skill which must be performed in real time – evaluating the carry-over of selling skills training back to
where the performer has no control over performance pace. the job. We found that 87 percent of the improvement
Golf would be a good example. We asked 200 people who in skill brought about by training had vanished within a
had taken golf lessons whether they performed better or month back in the field. That’s 87 cents on the skills dollar,
worse after the lesson. Out of the 200, 176 said that their and it’s an expensive proposition for clients. The reality is
next round was worse. In an ideal world, these 176 people much more like Figure 4, where attempts to build skills
would not be discouraged but would persevere with the have a transient effect because learners don’t continue
new skill until it brought results. In reality, more than 100 with the new behaviour for long enough to overcome the
of our respondents said that, rather than continue with incorporation lag.
the new swing or grip, they quickly went back to their old
habits because they thought the results were better. The obvious solution is to find ways to encourage and
reinforce the behaviour until it brings results. In our
designs, we try to create conditions in which immediate
supervision is responsible for reinforcing key behaviours.
Said quickly, that sounds almost simple. In reality, it’s much
more difficult. After all, immediate managers generally
judge by results – not by behaviour. They look at where the
ball goes – not at their subordinates’ swing, stance, or grip.
It generally requires some un-training of old reinforcement
habits before managers can be focused on behaviour or
skill. And that’s a challenging design problem.

Final Words
This paper is intended as a quick summary of some of
our experiences in the field of skills development. It’s not
comprehensive or definitive. However, even this hurried
preliminary work makes it evident to us how little has
been written in this field. And it suggests to us that further
thought and effort could define a series of useful principles
to help design better skill change programs.

HUTHWAITE ASIA PACIFIC AUSTRALIA T 1300 856 068 or +61 3 8606 4901 W www.huthwaite.com.au Singapore T +65 6735 8566 W www.huthwaite.com.sg

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