Marker — The Training Yard
One button, and its entire job is to fire at the exact instant the behaviour happens. Mark half a second late and you have reinforced whatever the dog was doing half a second later — and the dog updates its model accordingly. It is a learning agent that gets worse in a legible way when you are sloppy, and the panel shows you what it now believes you asked for.
The marker is a bridge, and its power is entirely precision, which is why you charge it with food before it means anything. Criteria have to be split and raised in small steps; raise them too fast and the behaviour falls apart. Duration, distance and distraction are three separate axes and you can only push one at a time. A dog that has not earned anything for twenty seconds disengages, and a behaviour that stops paying gets louder before it goes away.
Three sessions, all reward-based, ending with a timeline of every mark against the moment the behaviour actually happened.
Good Company — A Small Animal in a Big House
Someone small comes home with you: a puppy or a kitten, a coat you picked, a name you typed. From there the game is the first weeks — two bowls by the door, a bed by the window, and four quiet meters that drift down while one, the bond, climbs slowly. Feeding on a rhythm beats feeding in a panic; the routine is the mechanic, exactly the way the guidebooks say it should be.
There is nothing to lose and no way to fail. An animal left alone simply naps and is glad to see you, which is the whole point.
Lesson track
The Learn with Fizz track turns this site’s guidebooks into short visual lessons.