Without perception there is no decision: where development begins
A player can have good technique and still decide poorly. The reason is almost never in the gesture: it is in what he saw, or didn’t see, before executing it.
Observing before deciding
Level 1 of development in TPP Proyect starts by observing how the player perceives his surroundings before deciding: what he registers, what he ignores, how often he scans and at what moment of the game he does it. We pay special attention to the scan in the critical instant before the action.
Cause and consequence
Perception is the cause; decision is the consequence. That is why this is the starting point of the whole process: improving decision-making without first working on perception is correcting the symptom, not the cause.
More than the visual
We also work on the sensory base that supports that perception: the player’s ability to gather information from his surroundings quickly and reliably, and not only visually.
Without perception there is no decision.
When a player sees fast, he decides fast. And that advantage holds even when his rivals’ physical or technical level improves. That is why, in the detection phase, the Cognitive Structure is the one that best predicts whether a player can sustain himself at more demanding levels.


