Kyle Unitas

768 posts

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Kyle Unitas

Kyle Unitas

@KyleUnitas

Exploring how 🏒 players move, adapt, and play.

Barrie, ON Katılım Eylül 2022
112 Takip Edilen218 Takipçiler
Kyle Unitas
Kyle Unitas@KyleUnitas·
I do think there’s 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 “technical” 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 isn’t whether coaching shapes behaviour at all, but rather how narrowly, rigidly, or adaptively that shaping occurs. That’s why I think the interesting middle ground often gets lost in discourse. The conversation collapses into “emergence v. prescription” when in reality most effective coaching involves some combination of guiding, refining, stabilizing, and leaving space for adaptation all at once.
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Jake Pickles
Jake Pickles@PicklesJacob·
@KyleUnitas @Duarterbparaujo @ConstraintsColl Yes, I agree it can. However, there’s an important distinction between coaching to develop adaptable individuals and conditioning players into a particular way of being, and that’s only one constraint among many, alongside culture, peers, maturation, pathway, etc.
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Jake Pickles
Jake Pickles@PicklesJacob·
The problem with this kind of analysis is that it treats football like players are selecting pre-programmed techniques from a toolbox. But actions in football are not recalled solutions. Solutions emerge from perception, interaction and constantly changing information.
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Atomic Analyst@midfield227

Mainoo,a good technician. but,here the minimum standard should be a clean left footed touch on the ball followed by immediate right foot-perfect La Croqueta/Iniesta will eliminate all ideas and flow state is there,but a nice refinement can make him that 'proper midfield baller'

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Kyle Unitas
Kyle Unitas@KyleUnitas·
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 framework—not 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.
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Jake Pickles
Jake Pickles@PicklesJacob·
@KyleUnitas @Duarterbparaujo @ConstraintsColl I’m not saying identifying patterns means players are recalling pre-stored actions. What we call “patterns” are better understood as repeatable-looking outcomes shaped by similar constraints, where behaviour emerges in real time rather than being executed from a stored bank.
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Kyle Unitas
Kyle Unitas@KyleUnitas·
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.
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Kyle Unitas
Kyle Unitas@KyleUnitas·
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 underneath—poor force direction, unstable posture, interrupted stride continuity, inefficient recovery, weak support transfer, etc. The game often tolerates these compensations for years. Occurrence ≠ development. What’s often missing from “implicit > explicit” 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 don’t 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 doesn’t just emerge, but becomes more stable, transferable, and resilient when pace rises, space closes, and time compresses. cc: @csevs19, @mc_mcvicar
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Drew Carlson
Drew Carlson@drewcarlsonhp·
Tag = implicit = Power Expert-led Overspeed = explicit = Force
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Drew Carlson
Drew Carlson@drewcarlsonhp·
Tag is 'overspeed skating' And it's cheaper And it's in context And it's implicit learning instead of explicit
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Kyle Unitas retweetledi
David Castillo
David Castillo@DavidCastilloAC·
A dear reader with arguably the best description of Jason Robertson's on-ice effectiveness I've ever seen.
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Kyle Unitas
Kyle Unitas@KyleUnitas·
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 ≠ development.
Kyle Unitas@KyleUnitas

I’d agree that static line passing has limited game transfer if it remains detached from perception, adaptation, and progression. But that’s also a fairly narrow version of simplification. I just don’t 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, that’s where progression matters—not 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 isn’t to choose between “isolated” or “interactive.” It’s to organize environments in ways that progressively build movement that remains functional as the game becomes faster, denser, and more unstable.

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Kyle Unitas
Kyle Unitas@KyleUnitas·
I’d agree that static line passing has limited game transfer if it remains detached from perception, adaptation, and progression. But that’s also a fairly narrow version of simplification. I just don’t 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, that’s where progression matters—not 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 isn’t to choose between “isolated” or “interactive.” It’s to organize environments in ways that progressively build movement that remains functional as the game becomes faster, denser, and more unstable.
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Todd Beane
Todd Beane@_ToddBeane·
@KyleUnitas @M_Gurska12 Thanks, Kyle. Let’s go with that question. When I line up children to pass back and forth without context, what is more beneficial in terms of match performance rather than coupling that action with the perception required to execute effectively?
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Kyle Unitas
Kyle Unitas@KyleUnitas·
@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
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Kyle Unitas retweetledi
Kyle Unitas
Kyle Unitas@KyleUnitas·
Unpacking the purpose, function, and structure of a skater’s stride—the primary way 🏒 players generate deliberate displacement across the ice. goodskate.substack.com/p/thousand-mil…
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Kyle Unitas
Kyle Unitas@KyleUnitas·
Tired: Can you get onto, hold, and trust your edges? Wired: Can you reorganize over the blade without losing mobility, support, or continuity?
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Kyle Unitas
Kyle Unitas@KyleUnitas·
Hips don’t lie.
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Kyle Unitas
Kyle Unitas@KyleUnitas·
Much of skating seems to separate itself here at the point where movement either continues stacking or constantly needs to restart itself.
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Kyle Unitas
Kyle Unitas@KyleUnitas·
This is why good skating often looks calm. There’s just enough organization—through posture, balance, edge interaction, and direction—for movement to continue building underneath instead of breaking into constant recovery and correction.
Carlton Salters@CoachCSalt

The orientation change allows you to build speed and depth WITHOUT commitment. Another way to produce speed is to move the bat immediately however, that kills your depth and direction and requires more effort.

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Kyle Unitas
Kyle Unitas@KyleUnitas·
Loves this game. ⚾
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Kyle Unitas
Kyle Unitas@KyleUnitas·
Backward stride dependent on c-cuts maintains movement, but limits propulsion. Players can complete the motion—carve a C—and still move slowly. Mid-to-heel extensions keep the blade connected, applying force as sustained pressure in one direction, producing displacement.
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Warp Records
Warp Records@WarpRecords·
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