Archive for the ‘Additions and Edits’ Category

The Cliche of ‘Yesterday’

Thursday, January 12th, 2012

Not long ago, I observed a scene in a retail store where a manager requested something from a busy employee. This request was obviously unexpected. An ambush of sorts. The employee was doing something else at the time. We have all been part of a scene like this, in one role or the other.

“And when do you need this done?” sighed the already-dubious employee.

“Yesterday!” said the manager, pivoting abruptly and walking away.

The employee shook her head almost imperceptibly and said to no one in particular, “What am I supposed to do with that?”

Exactly.

‘Yesterday’ is not an answer. It’s an attitude.  And a cliche on top of it. The ‘I need it yesterday’ attitude says to the employee:

“You are now guaranteed to fail. I’m going to be unhappy with you no matter what. You should have thought of this yourself. Do I have to think of everything?” That’s  lot of attitude for one word.

And like the employee said, what is a person supposed to do with it?

Give the people in your scenes information they can put to use! Information that will shed light and bring clarity to the problem at hand. Don’t muck up the scene with your imperious attitude and your unrealistic expectations.

Richard Saul Wurman holds court at USC school of Architecture, 01.10.12

Richard Saul Wurman holds court at USC school of Architecture, 01.10.12

On Tuesday, I went to see Richard Saul Wurman speak to an audience of architecture students and faculty at USC. Afterward he held court outside the classroom for half a dozen students who stayed around and asked him questions. One student asked, “What do you think of urban planning?”

Wurman sized up the student for half a beat then shook his head. “That’s a terrible question,” he scolded. (He pulls no punches.) “It’s too general, too broad. How can I even begin to answer it? It’s like asking a doctor what he or she thinks of medicine, or asking an oceanographer what he or she thinks of water!”

See, there’s learning in the ‘Yesterday’ scene for both players. The employee had an attitude, too. “When do you need this done?” made scheduling the task the manager’s problem. It was therefore not a very useful response to the manager’s request.

Instead of a question that made scheduling the task the manager’s problem (and setting herself up to be a victim) a question or statement that engaged the manager in the scheduling process would have been better:

“I’ve got five to-do’s on my list ahead of your request. Help me prioritize.”

“I can have it done in 48 hours.”

“Rate the urgency from 1 to 5, with 5 being an emergency where I have to drop everything and do it now.”

Whatever you do, whatever role you’re playing, give your scene partners information they can act on, not an attitude that makes it more difficult or even impossible for them to solve the problem of the scene.

Leave it to Jobs

Thursday, July 21st, 2011

Over the past three and a half years at GameChangers, we have gone through Cirque du Soleil-like contortions  to explain improvsiation and its value to business in the Networked World.

We have defined it as “A process for producing consistently positive outcomes from unforeseen circumstances.” We call it “serendipity by design.” “A game, a theme, and an exploration.” “Collaborative problem solving.” “Acting on environment and letting environment act on you.” Listening, Learning and Transformation.” “Agility + Ability.” “Freedom within Structure.” “Creating a cosmos out of chaos.” “Openness to opportunity.” “The Big Yes-And.” “Flexible Vision.” “How Tina and Amy Got Their Grooves,” and “Not comedy.”  Among others.

Leave it to Steve Jobs, interviewed in The Pixar Story, Leslie Iwerks’ 2007 feature documentary, to phrase it with the assured elegance of an Apple design.”Unplanned collaboration” is the phrase he uses.

“We wanted a place that would encourage unplanned collaboration,” said Jobs in describing the design of Pixar’s new studio. He repeatedly cites this this as the architecture’s objective.

He didn’t connect this phrase to improvisation, per se, but it’s as good a definition as we’ve heard. Improvisation is unplanned collaboration. And even though it’s unplanned, it’s all part of the design. In the architecture of improvisation, you fully expect to run into someone unexpectedly. When you do, you are prepared to exchange information, find an agreement, and build a scene together or continue one that had begun earlier. You expect that others might jump into this scene with you, and you are prepared for anything they might add. Through this process, in thousands upon thousands of such unplanned increments, each filled with its own unique potential to be productive, you move your narrative forward.

It’s hard to imagine a better case study for the value of improvisational design than Pixar’s studio, or a better model of what it means to be a GameChanger than Steve Jobs.JobsCirque1

Jobs also said it took ten years for Pixar to make any money. We’re just going to ignore that one. Play on.

A GameChanger Visits Disney

Wednesday, July 20th, 2011

Yesterday, our friend and business partner, Jonathan Franklin, the author of 33 Men, a beautifully-observed account of the Chilean Miners dramatic 2010 rescue, and I did a one-hour presentation for 40 people at Disney Animation.

Actually, Jonathan did the presentation. He told all the stories. I designed a game that engaged the audience with the material in a way that it would not have if Jonathan had used the standard format of ‘45 minute speech + 15 minute Q&A.’

Jonathan Franklin in conversation with Disney Animation

Jonathan Franklin in conversation with Disney Animation

The game was called ‘15 Themes in 45 Minutes’. Here’s how it went:

I dumped images from the Chilean Miners’ rescue that we have permission to use (abt 90 of them) into Prezi.

Then I arranged the images by Theme. We settled on a number of themes, 15, that divided evenly into 60, because that would give structure to the hour.  (10 would have worked just as well, or 12) The Themes were ideas like, ‘Extreme Conditions,’ ‘Top Drill,’ and ‘Flexible Vision’  which I know, from knowing him and reading his  book, Jonathan can illuminate with great story after great story.

Then I added animation to the images, which is super easy to do on Prezi and showed some respect for the animators in the Disney audience. A presentation with no movement is an insult to animators.

So now we had three of the four elements of what we call the ‘ERGO’ structure for a game: Environment (Disney Animation Theater, Prezi); Roles (Storyteller, Audience, Prompter); and Objective (explore 15 themes). We still needed the ‘G’ in ERGO: Guidelines. I gave the game three:

1) Audience member can at any time request a description of an image (by calling “Caption”)

2) Audience member can, at any time ask a question (by calling “Question”)

3)  Audience member can, at any time, request a new Theme (indicated by calling “Scene”)

For most audiences, I would have added another guideline or two, to encourage editing by everyone in the Audience, not just a few people, but because these were professional storytellers, there was no need to do this.

It was an excellent experience for all of us. The game took 55 minutes to play, which left 5 minutes for a few follow-up questions.  Our time together had a much better flow, it was more of a conversation with the Audience, than if everyone had tried to save their question for a 15 min. Q&A at the end.

In exploring the 15 Themes, the conversation danced through subjects like President (of Chile) Pinera’s leadership strategy, NASA technology, the physics of hard rock drilling, Chilean culture, post-traumatic stress psychology, blow-up dolls, chocolate, tactical news leaking, the saving grace of humor, the fickle nature of celebrity and similar stories of people  trapped underground or underwater (Ace in the Hole, Jessica McClure, the Soviet Sub,  Kursk). The ideas for what to talk about belonged as much to the Audience as to Jonathan. And even though we were free to explore in all directions, we did it within the structure of the game.  We never lost track of where we were because we always knew what Theme we were in.

I made a couple of adjustments to the game while we were playing it. Initially the role of Prompter (mine) was only to explain the game structure to the audience and click through the Prezi images. Once or twice, when I felt the editing by the audience was lagging relative to the time we had left, I’d call ‘Scene’ myself.

Jonathan, his wife, and their six daughters, are in Southern California for two weeks, courtesy of Oakley, who is returning the favor Jonathan did for them when (without any kind of quid pro quo) he got Oakley to design and donate the sunglasses for Los 33 to wear and protect their eyes from the severe reaction they’d have to daylight when they were freed from mine last October.

Five of the Franklin girls–Fancisca, Kimberly, Amy, Susan and Maciel–accompanied Jonathan to Disney. Afterward, the director, John Musker (”Little Mermaid,” “Aladdin,” “Princess and the Frog”), along with Howard Green, Stephanie Morse and Kelsi Taglang of Disney, treated us to lunch in the ABC commissary and a tour of the Disney Animation studio. John drew little sketches of characters from his films for each of the girls.

A good game was had by all.

Legendary Disney Animation director John Musker draws for the Franklin girls

Legendary Disney Animation director John Musker draws for the Franklin girls

IMG_4869

‘Yes and’ Artfully

Wednesday, March 9th, 2011

The basic building block of improvisation is ‘Yes and.’  The premise of every statement improvisers make is one of agreement and addition.  Scenes move forward by ratcheting along with the ‘tool’ of yes-and like a climber finding holds on the side of a mountain…

MountainConnect1BYes, we are here, and I see a place we can grab over there.  Yes!  A new crack reveals itself, and we grab it.  We see another hold and we make the move.  Yes, and now we’re experiencing the mountain from a new perspective.  Multiple new holds appear, and one hold at a time, with each move accompanied by a thousand little calculations that are faster than conscious thought, we move up the face of the mountain.

Beginning improvisation students tend to use the phrase ‘Yes and’ literally.  Skilled players discover infinite ways to ‘Yes and’ without necessarily using the words themselves.  This keeps technique in the background where it belongs.  A scene in which every player begins every contribution with the words ‘Yes and’ will get sing-songy in a hurry, and that’s not what we want.  We want nuance.  Refinement.  We want technique to be second nature so that it becomes invisible to our audience, and we can pay attention fully to the realities of the environment and our fellow players.  That’s gamechanging leadership.

Gamechanging is the art of doing what’s best for the scene.  That means knowing a lot of different ways to yes-and.  GameChangers yes-and artfully, with technique taking a backseat to the scene’s objective.

They can do it with a smile and a supporting comment.  Or

A reaction and a correction. Or

With constructive criticism. Or

By giving gifts to their scene partners and making them look good.  Or

By seeing and adding to the environment. Or

By joining in the shop talk of the scene. Or

By keeping the scene focused on its objective. Or

By supporting the scene from offstage. Or

By making declarative statements instead of interrogating scene partners. Or

By energizing and heightening the emotional level of the scene.  Or

By emphasizing convergence on a solution when a divergence of ideas gets unwieldy. Or

By doing what our friend Kristen Parrinello calls ‘invisible work’ (@invisiblework is her Twitter handle), the little moves that are so subtle as to be invisible to the audience.

Walt Disney used to call yes-anding (and Pixar Animation has taken to calling it) ‘plussing.’  Add something to the scene, and if you don’t have anything to add, get off the stage.

Not that you shouldn’t practice yes-anding by literally using those two words.  You should.  Use them as a kind of warm-up or rehearsal, like you’d practice the basic forms in ballet or the scales in music.  When the game is on, and you’re in the heat of a big scene, ‘Yes and’ may not literally pop up in your dialogue, but the technique will be there, invisible and inaudible, doing its work, ratcheting you and your team to the summit of whatever mountain you choose to climb.

Quili

Tuesday, February 1st, 2011

I was thrilled last Wednesday to have lunch with Phillip Spolin, nephew of Viola Spolin, the godmother of modern improvisation.  Phillip had some kind of two-pronged plastic thing in the breast pocket of his jacket, and throughout our meal, I’d steal glances at it, wondering what it was.  A pair of glasses?  A couple of pens?  I was so caught up during our lunch in his stories about Viola that I never got to ask him.PhillipSpolin_Quili1

After lunch, I left the restaurant a minute behind him, and he was in the parking lot waiting for me, with the thing that was in his pocket in his hand.  It was a plastic figurine in a dancer’s pose.  (The two ‘prongs’ were its legs.)  He explained it to me that it was called a Quili, and that an artist friend of his, John Perry, had invented it.

On Friday, we were going to be doing a GameChangers event, and I’d been looking for some kind of prize to give away to participants.  Quilis would be perfect.  Our theme was ‘Connect the Dots,’ and that’s exactly what Quilis are designed to do–connect with one another in unique configurations with the super-strong rare earth magnets in their hands, feet and heads. Perfect alignment with our theme.

Spolin put me in touch with Perry, who lives in Agoura on a small ranch at the end of a winding gravel road.  He provided us with 20 Quilis, including several that aren’t yet on the market, for Friday’s event.  Perry had been designing refrigerator magnets five years ago when he came up with the idea for Quilis, and began making prototypes.  He had to design around an old patent on a small wooden cowboy figurine from the 1960s that had magnets in its hands and feet.  The patentable difference is that Quilis can stand alone without magnetism.  “Quilis don’t balance,” explained Perry.  “They stand.”

The current line of Quilis is available at museum and gallery gift shops.  The new line will be featured in the gift shop of the Kodak Theater when Cirque du Soleil begins a long-term engagement there this July.

In certain ways, improvisers are like Quilis.  They can connect with one another, with their environment and the objects in it.  (Rich Talarico calls it ‘Velcro-ing”)  They use their spines to help define character.  They don’t balance.  They stand.Quili_PerryCaption1

The Oakley Coda

Thursday, December 16th, 2010

Back in October, when the 33 Chilean miners emerge from the mine where they have been trapped for 69 days, they are all wearing Oakley sunglasses.  Every journalist covering their emergence comments on it.   Every photo of every rescued miner–and how many impressions is that worldwide?  Billions? Trillions? Chillions?—shows them wearing their Oakleys.  I’ve been following the narrative for a while, and long after the rescue has ended happily, I am still curious how those sunglasses got on those 33 billboards faces for all the world to see.LosMineros_Oakleys

Three weeks ago, I contact a friend, Kurt Kochman, who used to work at Oakley (he’s now the Web Customer Experience Manager for Skechers) who puts me in touch with an executive at Oakley, who puts me in touch with a PR person from Oakley named Diane, who puts me in touch with journalist in Chile named Jonathan Franklin, who Diane says, “Knows the story better than we do.” Hmm. A non-Oakley person who knows the Oakley story better than Oakley does? This is my kind of branding. No wonder I wear Oakleys.

Jonathan Franklin

Jonathan Franklin

The Chilean miners, it turns out, come out of that mine wearing Oakleys because Jonathan Franklin works his way through school in the 1980s by selling sunglasses.  There’s a lot more to it than that, of course, but that is how the thread begins. “I’ve always been a fanatic for sunglasses,” says Franklin when we speak on Skype this week. “When I was in college [at Brown University], I made my living selling sunglasses.  I had a company called All I Wear. We had ten or twelve students covering campuses up and down the East Coast. I’ve also been a street vendor of sunglasses.  Good ones. Vuarnets. Ray Bans. Oakley wasn’t on my radar yet.”

Here is what happens between Jonathan Franklin’s college years and the rescue in Chile that results in the miners wearing Oakleys:

2) Twelve years ago, Franklin moves to Chile where he works as a correspondent for The Guardian. He also freelances all over the Americas for publications like GQ, Esquire and Playboy. He embraces the Chilean culture, loves it there, gets married there, begins raising a family there.

3)  In 2003, five years after the move to Chile, while covering a story in North Carolina for GQ about the World SWAT Championships, meets Erik Poston, a sales rep for Oakley. He and Poston bond over their mutual interest in sunglasses technology. “He took time off from whatever he was doing to talk about the optics in sunglasses,” says Franklin. “Oakleys are great in the deserts or the mountains.”

(We call this mutual interest, or agreement, ‘finding the game.’  It is game that will pay off for its players seven years later.)

4)  When he arrives on the scene of the August mine accident in Copiapo, 800 km east of Santiago where he lives, Franklin is the only print journalist given a ‘rescue pass, which means he has full access to the rescue site, and regular conversations with the miners. His pass designates his job on the rescue site as ‘Writer.’

5) A few weeks after the miners get discovered still alive, Franklin sits in on a meeting at which the subject is the design of the rescue vessel [The Phoenix].  “Talk about improvisation,” he says, “there’s never been anything like this. At one point, they said they’d need sunglasses for the guys. They just kind of skipped right over it, said they’d get safety glasses or something.  They had so many things to think about that they just skipped right over the glasses.  I raised my hand and said, ‘Excuse me, I am only a journalist, and I don’t mean to be butting in, but why don’t you get the guys some Oakleys or some real sunglasses?  And they said we don’t care about that.  And I said how about if I’m in charge of sunglasses?  So they said okay, fine, one less thing for us to worry about, you’re in charge of sunglasses.”

(This is classic ‘yes-anding’ by Franklin.  Yes-anding can move a scene in an unexpectedly productive direction.  It can also, as it does here, transform a trivial detail into something important and valuable.  These little twists are the stuff great stories are made of.)

6) “God knows why, but I had saved the guy from Oakley’s business card. So I write him a letter.   I said I’m a journalist, I’m not going to make a penny off this, but if you get me the glasses, I’ll get them to the miners.”

7) Oakley responds immediately. They ask for specs. The Chilean Navy, which is tending to the miners’ health, sends the specs. Anatomical, so that debris and dirt won’t get in. And dark. 1oo% UV and UVB ratings. Research scientists at Oakley go back and forth with the Navy a few times until they get the best lenses on the most appropriate frames. They ship 35 customized pairs to the Copiapo mine.

The glasses arrive at the last minute. A Navy doctor sends them down the rescue chute. When they come back up, they are on smiling faces surrounded by more smiling faces, and the rest…is eyewear history.

IMG_0523“The Chileans were very grateful,” says Franklin. “The miners, before they were released, were very grateful.  And it was good for everyone.  I know Oakley has gotten criticized for exploiting the situation, but the CEO of Oakley, who sent me the glasses, had totally forgotten about it.  He was watching the rescue on TV, and the first miner pops up and he’s wearing Oakleys, and the CEO says to his wife, ‘How about that, he’s wearing our glasses!’  And the second miner pops up, and he’s wearing Oakleys, and the CEO said, ‘Oh, yeah, that’s right, we sent them some of our glasses!’  He’d totally forgotten about it.”

Lots to be learned from the Oakley Coda:

If you add something productive to every situation you’re in, outcomes take care of themselves.

Subject matter expertise is a good point of connection.

Minor roles in one scene can become major roles in the next scene.

Don’t persuade, participate. The best way to influence the game is by playing it.

Give gifts to your scene partners. Your expertise can be a gift.

Be sensitive to context. If you join a scene in progress, have a good reason why.

Meaningful connections have a long shelf life. This is relevant to network economies, where meaningful connections can be ‘parked’ indefinitely, until a scene calls for them.

Narrative trumps nationality.

Do the good thing in the moment, and the better thing will happen down the line.

Damn, I can’t think of them all! There’s a lot! Find something for yourself in this story and put it in play. Good things will happen as a result. There is a science to serendipity.

You cannot script a story like this. You cannot bake it into your media plan. You cannot buy it, for any price. No one at Oakley could have caused it to happen. If they had tried to achieve the same outcome on their own, it would have come across as rank exploitation. They would’ve never penetrated the inner circle at Copiapo. Instead, they had a conversation. Way back when, they planted a seed. When conditions were right, that seed grew and blossomed into something beautiful, something money could not buy—an incredible narrative.

If you’d like to soak up more of the Chilean miners’ story, you’ll want to pick up the book Jonathan Franklin is writing. It comes out February, 2011.

The Mighty And

Monday, November 29th, 2010

Yes“Getting to yes” is a popular phrase among business managers. (It is the title of a 1981 book by Harvard professors, Roger Fisher and William Ury.  A 1991 re-issue added an author’s credit for the original editor, Bruce Patton—apparently it took the authors ten years to get to Yes).  The book dealt with negotiating tactics, and spent a record number of weeks on the Business Week best-seller list.  Over the past 30 years, the book’s title has taken on a lot of meta meaning among managers:  Close the deal.  Don’t take “no” an answer.  Get ‘er done.  Reach agreement.  Earn eyeballs.  Satisfy the customer.

In a networked environment, it’s easy to get to Yes.  Anyone can say Yes to anything.  One could make a pretty good case that in large networks, especially when it comes to innovation, there’s an epidemic of ‘yessing,’ paralleled by an equally virulent epidemic of doing nothing about it.  This is a kind of safe harbor, an advantageous position for piggybacking on successes (”A big fan from the start.”) and distancing oneself from failure (”Not taking the hit for that mess.”)

As a description of a particular point in time, “Getting to yes” is fine (and the 1981 book has still-relevant advice for negotiations and sales).  “Yes” does not, however, describe a process.  It’s a status:  Thumbs up.  Good to go.  Roger that.  A big 10-4.  As a status it is, by definition, static.  And “static,” in a dynamic environment like the one in which business operates today, is death.And

By contrast, “Yes and,” a basic building block of improvisation, describes a process, an obligation by every player in the game to contribute, and actively build on the reality of the moment.  In terms of process, “Yes” is the icing. “And” is the cake.  “Yes” may get all the credit, but “and” does the work.  “Getting to and” invokes participation.  It demands collaboration.  It results in extension of ability and expansion of possibility.  “And” moves the narrative. It unlocks the adaptive processes demanded by a networked world.  Adaptation means movement.  And movement is life.

To live, to grow, to seize the potential of the moment, don’t make things good.  Make them better.

Los Mineros, Part Seven: “And…Scene!”

Thursday, October 14th, 2010

The ‘Los Mineros’ scene ended in Chile this week with a worldwide swelling of joy at the safe rescue of all 33 trapped miners.  They survived for a total of 68 days 2,300 feet under the earth’s surface, the longest anyone is known to have been trapped underground and lived to tell about it.ChileanMinerRescue1

We have been analyzing the scene here since shortly after the miners were discovered alive.  One of the most instructive aspects of the ‘Los Mineros’ scene is that it has very little spin.  The cave where they were trapped was truly a no-spin zone.  Events were not manipulated or interpreted to someone’s economic or political advantage.   There were no conspiracy theories.  No, this was as unadulterated as a media narrative can be.

During their 68 days in the darkness, the miners had time to ponder their lives in ‘the normal world,’ as Joseph Campbell would call it.  Many, if not all, seem to have been enlightened by the experience, emerging with a newfound clarity about themselves and the world they are re-entering.  “I have been with God and I have been with the devil.  I seized the hand of God,” said one, Mario Sepulveda.

“I have changed.  I am a different man,” said another, Mario Gomez.

Here is a post-by-post summary of the GameChangers series about  the ‘Los Mineros’ scene:

PART ONE:  THE TRAPPED CHILEAN MINER GAME (August 26)

Lesson: Don’t be defined by your circumstances.  Be defined by how you behave in those circumstances.

PART TWO:  LEVELS OF MEANING (August 31)

Lesson: Narratives communicate on three levels of meaning:  Cosmetic, Emotional and Meta.

PART THREE:  YONNI’S WAITING PARTY (September 2)

Lesson: Rules of the game must be known to all players.

PART FOUR:  ESPERANZA! (September 17)

Lesson: Additions can heighten a scene emotionally.

PART FIVE:  SUPPORT FROM THE WINGS (September 28)

Lesson: Additions are generative.

PART SIX:  ACT THREE BEGINS (October 10)

Lesson: End energetically.

Los Mineros Part Six: Act Three Begins

Sunday, October 10th, 2010

ONE IN A SERIES…LosMineros1C

One of the ways GameChangers defines a ‘Scene’—no matter what its duration, could be minutes, could be months—is with a classic three-act structure.  We label these acts Connect, Adapt and Deliver.  Continuing with our analysis of ‘Los Mineros,‘ the Trapped Chilean Miners scene, we can clearly see that the scene is entering its third act. The drill boring through the 2,300 feet of solid rock to the hollow where they are trapped has just made it through to them. That’s a clear signal for the heightening of energy and emotion, increasing tempo and sharpening focus that typically indicate the beginning of Act Three of any scene.

Here’s how the three-act structure has defined Los Mineros to date.

Act One:  Connect.  This is where we first heard about this story.  We were introduced to the main characters.  The conditions of their life-threatening predicament were explained to us.  With the news that it was going to take a long time to reach them, a kind of ticking clock was set in motion.  The clock was not life-or-death, but it helped us frame the scene in our minds.  The ‘Game’ —defined by Objective, Environment, Roles and Rules—came into focus.   A lot of the meaning associated with this act was cosmetic—that is, strongly oriented toward data, raw information, clinical analysis.  A mythic theme, one you might call, ‘Trapped in a Cave,’ got defined.   All of this earned the audience’s attention on a global scale.  Clearly, this was going to be a story that many, may people could relate to.

Act Two:  Adapt.  In this act, complications were introduced to the scene, and communication began to turn toward the Emotional level of meaning, as emotions like Urgency, Fear, Jealousy, Camaraderie, Patience, Frustration and Surprise colored the events during this stage.  We began to learn more about the main characters, and new characterss–wives, mistresses, politicians, drillers, NASA scientists and a newborn baby—entered the scene to interact with the main characters and make the scene deeper, richer, more complex.   This is where the scene often takes unexpected turns, hence the need for the characters to adapt.  Three drill bits were tried before one worked.  Original plans were discarded in favor of new ones.  A miner’s wife and mistress both showed up at the rescue site on the same day.  The newborn baby’s name got changed from what its parents originally intended—to Esperanza, the Spanish word for ‘hope.’   In other words, everyone involved rolled with the ever-unfolding reality.  They had to improvise.  There was no script for this.

And now…

Act Three:  Deliver. Typically, the third act is shorter than the first two.  This has the effect of compressing time, as does the increasing tempo of entrances and exits, and the steady release ‘new news’ by the world’s media.  We are building toward a 24-hour news cycle in a couple of days in which Los Mineros will dominate current events. It is during this cycle that the scene will reach its emotional apex, and the audience will feel more pull and lean forward more than it has at any other time in the scene.  There will be a lot of postscripts added after this climactic 24-hour cycle, but in terms of the three-act structure, this scene will have ended, and new scenes (you can think of them as ’sequel’ or ’spin-off’ scenes) will begin.

For business communicators, the three-act structure is a really useful framework.  It gives players and audience alike a sense of where you are in your scene, and helps you organize the many narrative elements that are part of it.   It will give you the ability to put the emphasis where it belongs, when it belongs there.

Chance Favors the Connected Mind

Thursday, September 30th, 2010

The author Steven Berlin Johnson, recently gave a TED talk on the subject of his next book, which will be his seventh: Where do good ideas come from?

He’s an observant man, so the observations come tumbling out of him in a 17-minute torrent, from why coffee shops were important to the Enlightenment, to the debunking of ‘Eureka’ moments.  If you want the full effect, step into the Johnson waterfall and view the video.

If you’re looking for a summing up, well, there’s a one-word answer to the question, ‘Where do good ideas come from?’ The answer is ‘Improvisation.’  Good ideas come from improvisation.  Check this out:

Johnson says, “Don’t protect ideas, share them.” This is precisely the concept behind of yes-anding.  Instead of scripting, blocking, denying, judging or yes-butting–all anathema to innovation–add to the ideas of others.  Walt Disney used to call this “plussing,” a phrase that has been adopted by Pixar Animation Studios.  In doing so, Pixar yes-anded Disney.  That’s how it works.  Ideas evolve.  And when you yes-and by sharing, they evolve faster and more purposefully than if you don’t.

Johnson says, “Ideas are a network.” This equates to the Group Mind of improvisation, where ideas belong not to any one individual, but to the group, and the scene.  Ideas are not isolated phenemona.  They always exist in relationship to other ideas, and other people.  An apple falling on Newton’s head was not his idea.  It was a connection between a number of ideas that described the physical world at that time.  Johnson says, “Chance favors the connected mind.”  He might just as well have said, “Chance favors improvisers.”  It was because he was able to connect it to other phenomena that the chance occurrence of an apple falling on his head became meaningful to Newton.  This is no different than what a good improviser does in a scene.  He or she turns chance into meaning by making connections.  That’s the work.  It’s not easy.  It is a practice that takes study, discipline and time.

Johnson says, “Ideas are a slow hunch.” This equates to the patience some of the best improvisation groups have for finding the game in a scene. My favorite example of this from improv theater is the L.A.-based group, Dasariski.  Those guys take their time about finding the game, this discovery arises organically–though quite predictably–from conversations, and it is a beautiful thing to see.  Good ideas are the equivalent of productive games in improvisation.  They often arise from anomalies or even mistakes.  They’re generative, that is, they led to other ideas.  Even though it makes for better anecdotes, ideas are not like a single frame from a movie, a frozen image—apple hits man on head!—they are montages of images, and jumps back and forth in time.  Ideas are narrative.

Johnson says, “Ideas are a product of environment.” Yes and this, too, is one of the most fundamental ideas of improvisation:  Environment fuels performance.  This is why Belina Raffy conducts improvisation classes in Europe that are based on Biomimicry, where performers mirror biology to help their innovation process.  Today, thanks to our connection with Belina (ideas are a network, remember?) we are beginning to play with biomimicry at GameChangers.   As Viola Spolin said, “Act on environment and enviroinment will act on you.”