I have an abundance of notes from the Applied Improvisation Conference a few weeks ago in Austin. Suffice it to say it was all-around great. I have to compile these notes for a meeting next week, but they’ll be too detailed and improv nerdy for most people reading this post. What would be more useful, I think, […]

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When the San Francisco Giants won the World Series a week ago, GM sales exec Rikk Wilde had the honor of presenting the World Series MVP trophy to Giants’ pitcher, Madison Bumgarner. The presentation was a mess. First of all GM bet on the wrong team winning, because their man Wilde is an avid Kansas City Royals […]

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I had often wondered why Robin Williams seemed more and more forlorn every time I saw him perform over the past few years. He was like a magician who’d finished his act and wanted to leave the party, but the guests demanded more tricks, and he, a gentleman, obliged. Oh he still had it. Ideas […]

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In Part One of this post, we shared an observation made in 1982 by the actor Barnard Hughes, on the set of the motion picture, Tron, that in the digital world, everything is remembered, nothing is forgotten. We defined it in scientific terms as Barney’s Law: Memory expands to fill a network. Here in Part […]

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There are four types of time to consider when building your business narrative: CHRONOLOGICAL time. The name for this type of time comes from a Greek word for time, “chronos.” The Greeks named a god, Chronos, for this type of time. You know about this time. It’s the dominant time frame of the industrialized world. It […]

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Our ERGO communication training system is based on improvisational game structure. Because ERGO is participatory, generative and adaptive, it can produce business outcomes at a scale, and at a level of complexity required in a networked communication environment.  There’s an old street saying, “Game recognizes game.” That’s one way of putting it, but it’s it’s […]

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The Fourth Principle of GameChangers is that Game Explores Theme. The way we we ensure outcomes that matter when we design an ERGO (game) is through the conscious exploration of a Theme. A theme is a guiding idea. A good theme is both expansive and specific. It is the glue that holds together a narrative, as […]

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The Third GameChangers Principle is that there are infinite games. Simply put, there is no situation, scenario, or engagement for which a productive game cannot be designed. A good illustration of this came to me in my Facebook feed this morning, via Henk van der Steen, a brilliant improviser friend from Amsterdam. He posted this […]

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The second principle of GameChangers is that game is infinite. By this we mean that a good game has infinite capacity to  “unfold, unfurl and evolve” (in the parlance of the great improvisation teacher, David Razowsky) so that through the playing of the game we can generate lots of productive outcomes. What we’re really saying when […]

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(This piece first appeared in the Huffington Post on March 10, 2009) Think about all the things that scared us when we were young. And how, for the most part anyway, we grew out of our fears. Stage fright becomes grace under pressure. Shivering at the edge of the high dive becomes a love of […]

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