Rob's idea was that complex appearances can be synthesized from simpler shading blocks, in a 'shade tree' fashion. Eg. a 'plastic' shader contains contributions from ambient, diffuse and specular components.
Here's the shade tree for PRMan's 'plastic' shader:
At first, such shade trees were implemented purely by hand-coding. Interestingly, this method is the focus of this course since hand-coding is more powerful and flexible compared to existing connect-the-blocks approaches (see below).
What if you want to visually synthesize shade trees [no programming!]?