Archive for the ‘Communication’ Category

Is Your Outfit like Prince Harry’s?

Monday, June 27th, 2011

As a former drum major for the Jasper (Indiana) High School Marching Wildcats, and a former member of Notre Dame’s famed Irish Guard, I am a more-than-casual observer of ceremonial garb. Been there. Wore that. It was impossible to avoid images from the recent Brit Royal Wedding, and with my background, it was hard to ignore Prince Harry’s deal that day. There haven’t been so many knots and braids in one outfit since the Throne kept a hangman on the payroll. Check it:PrinceHarryOutfit1We are always looking for metaphors that convey the value of improvisation in business, and this is a biggie, because Prince Harry’s outfit is the exact opposite of improvisation. It is the result of centuries of scripting, hierarchical thinking and deeply coded institutional memory. And it prompts a good question: In what ways do yours and your organization’s communication practices resemble Prince Harry’s outfit? (And what are you going to do about it?)

Are your epaulets–whatever you ‘carry on your shoulders’–tied so heavily to obligations that it causes you to bend over in your carriage with eyes down instead of keeping your spine straight, and your vision up the road? Look at those braids and ropes latticed into Harry’s epaulets! They used to pay Houdini big money to escape from messes like like that.

What kind of collar do you wear? Is it stiff and tight like Harry’s ? Does it restrict your range to the ‘Voice of the Monarchy’ that His Hankness has been taught to repeat? Or is it loose and open, so that your voice can express all the colors and range of the voice of an opera star like Juan Diego Flórez?

Does your outfit sport ribbons and medals that require a degree in Heraldry to interpret? Or do you walk into scenarios unadorned, prepared to adapt to whatever best suits the situation and the problem at hand?

And speaking of hand…does your outfit give everything and everyone the white glove treatment–no dirt, and no skin except for a penny-sized patch in the fat of your palm? Or is your sense of touch free to achieve its full potential? In a digitally-mediated world, touch is a hugely appreciated experience.

If you put a lid on your outfit, do you do it in an old-school marching band style like the unfortunate Harry, who presumably had no choice in the matter? Or do you make it a lid that people might actually choose to wear themselves? Can you imagine a non-Halloween event where you’d want to wear a lid like Harry’s?

Now..in contrast with the Best Man’s outfit, take a look at what Pippa Middleton, the Maid of Honor, is wearing:HarryPippa1

Everything about Pippa’s outfit contrasts with Hank’s. It is open, subtle, simple, and elegant. For such a momentous occasion, it is surprisingly casual. Most of all, what comes through is the personality of the wearer. There’s nothing in its design to distract us from her Pippa-ness, which is downright lovely, even the tension around her mouth, which says she’s putting up with the pomp, maybe she’s even amused by it, but she’s not reveling in it.

Who’s playing a role and who is showing character?  Who is trapped in the past and who is living in the moment? Who is free to move, and who is tied down by an institution? Who’s going to look good in shoes or barefoot? Who could go for a swim without drowning? Whose attire wouldn’t damage you physically you if you slow dance together?

Improvisation results in an outfit like Pippa’s, one that best suits the occasion, and shows you in your best light.  A totally-scripted outfit like Harry’s sits around in the closet, waiting for an occasion to suit it. That’s a lot of overhead. Unless you’re His Royal Highness Prince Henry of Wales, you probably can’t carry it. And even if you can, why would you want to?

It was like this, see...

It was like this, see...

Poor Game, Rich Game

Thursday, June 23rd, 2011

WeMakePlay1This morning at breakfast, Barb Groth, founder of the ultra-good experiential design company, Big Buddha Baba, told me a story: A few years ago, a client of hers called a meeting, the purpose of which was to cut twenty thousand dollars out of a budget for a project that was nearing completion, when resources were tight. Barb got to the meeting, looked at the eight or so executives in the room and said, “Let’s end the meeting now. That’ll save, what?, ten or fifteen thousand dollars?  Then cancel the next meeting. There, we saved twenty thousand dollars.”

I love this story because it shows how what stifles our ability to solve a problem is less often about the nature or scope of the problem than it is about the quality of the problem-solving process.

Too often, we invest in poor communication practices and processes, characterized by unproductive games like ‘Eight Axes, One Budget,’ that no one enjoys playing, never mind that they are not designed to solve our particular problem in the first place. I call these poor games. ‘Poor’ because they don’t have much ‘play’ in them, either in the sense that they are a happy experience, or that they are flexible. No, they’re grim and rigid, like the dead. Their ROI is poor because the probability of getting to a solution quickly is low. Because they frequently lack focus and energy, they waste time.

GC_Objective1There are thousands of characteristics of poor games, and thousands of poor games played in business every second of every working day. ‘Reading Your PowerPoint Deck to Your Audience’ is a poor game. ‘Kissing Ass’ is almost always a poor game. The ‘Eight Axes, One Budget’ game Barb Groth walked into was a poor game. She saw it, and suggested an adjustment. That’s what gamechangers do.

All it took for her to transform the game was changing its objective–from ‘Cut $20K’ to ‘Save $20K.’ One word. A tiny shift in perspective on the problem. Suddenly, the opinionating, negotiating, status-seeking, bragging, positioning, arguing, joking, backstabbing, politicking, gossiping and justifying that plague poor games, were not getting in the way of solving the problem. The new game got played, the problem solved, in the time it takes to Rochambeau.

Barb’s gamechange freed time that could be better invested in activities with more business upside, or in personal time. Any game that lets you swap an hour of arguing about whose budget gets cut for an hour playing with your kids or helping them with their homework?  That’s a rich game.

Walking Western Avenue

Monday, June 6th, 2011

We live and work in what you’d call the northern edge of South-Central Los Angeles, in one of the city’s oldest neighborhoods, West Adams.  Western Avenue, the main north-south artery nearest us, is one of my favorite streets in Los Angeles. If you want to get a feel for this city, there’s no better way to do it than to travel the length of Western Avenue.  From the exclusive girls school up in the hills on its northern end to the hustle and flow of the ‘hood in the south, and every immigrant dream in between, Western is a ribbon of culture lining the belly of this beast of a city.

PFFlyers1I’m doing a photo essay on Western Avenue for a client of ours. In walking Western yesterday, I had all kinds of rewarding encounters. A street poet named Ron shared a poem he wrote, called Shine that was amazing; a restaurant owner grilling chicken on the sidewalk shared stories of his adventures in the real estate biz; a beauty shop owner opened the door after hours to pose for a photo; a kid showed me his python; another kid getting a tattoo showed me his cool shoes–PF Flyers, a brand I used to wear when I was a kid!; a clothing entrepreneur named Prince confided his strategy for pumping up slow sales; a dude named Noon and I had a half-hour discussion on privacy issues, the school system, the prison system, and the relations between the police and the people of South Central–all because he wouldn’t let me take his picture.

No matter how deeply we dive into virtual worlds and other dimensions of reality, walking around and having conversations with folks is still the best way to learn something you didn’t know.

As Viola Spolin said, “Act on environment, and environment will act on you.”

Quantum Narrative, Take 2

Monday, May 30th, 2011

(Note: This is a re-write of a post from January, 2010, which was a typically (for me) crappy and muddled first draft. The re-write is a contribution to an upcoming seminar on “Quantum Physics and Storytelling’ at the University of Bath, which came to my attention via the Storyhood site belonging to PhD candidate, Mike de Kreek, whose work focuses on the relationship between neighborhoods and stories.)

I.  Story

Watson and Crick

Watson and Crick

We create and share stories as a way of interpreting our experiences and making sense of the world. Stories turn chaos into cosmos. Our ‘story sense’ guides us through life. Stories are the basis of community. They energize our relationships. Shape our careers. Filter our music. Impact everything from our spiritual beliefs, to the schools we attend, to the products we patronize.

It is through stories that we assign meaning to objects and events.

DNA, for example, became meaningful on a global scale in 1953, in a story told by scientist-storytellers Watson and Crick in a brand-new, double-helixed protein-based language. Before 1953, scientists knew the DNA story existed, but they didn’t have the tools to see it, the language to describe it, or the storytellers to make it mean something to the masses.

The discovery of DNA—as with any kind of breakthrough in human consciousness—poses an interesting ‘tree falls in the woods’ question. Before we tell a story about something, does it have meaning?

Was DNA ‘meaningful’ before 1953? Definitely. Had to be. Deoxyribose Nucleic Acid was doing its thing before we had the words to describe what the thing was. So if we weren’t telling stories about DNA, how was its ‘invisible meaning’ expressed?

II. Narrative

Here is my theory: Before it gets expressed as a story (and after, too) meaning resides in narratives.

A narrative is a flow of events connected to a theme.

A story is the conscious structuring of events to elicit meaning.

Before anybody ever put the letters DNA into a meaningful sequence, there was this theme, call it, ‘What Are We Made Of?’—a theme as old as the first time a mother wondered what made her babies look different from one another.  Any and all events connected to this theme comprise its narrative.

Before DNA came into being, its meaning was already present in the ‘What Are We Made Of?’ narrative.

Before 1953 and the birth of the DNA story, this potent narrative produced such meaningful artifacts as Mendel’s genetics experiments with pea plants, Shakespeare’s Hamlet, Thomas Jefferson and Sally Hemmings’ offspring, X-rays, ancient Egyptian seeds that had been placed in fermenting yeast to alter their growing traits—and the musings of every mother who ever wondered what made her babies look different from one another.

A narrative connected to a meaningful theme like ‘What Are We Made Of?’ has transformative potential.

We need this distinction between story and narrative because thanks to the internet, we have the tools to experience and the language to express meaning as never before. Things that meant something before the internet don’t mean as much now. And things that didn’t exist two years ago mean a lot today. We live an an Age of Meaning, and narratives, as the ultimate source of meaning, are ultra-important to our understanding of the networked world.

How narratives live in networks will a huge factor in how we connect and engage with one another, how we make sense of, and transform, the world in the 21st century.

III. Artifacts

In addition to stories, narratives deliver meaning in all kinds of other media—memes for example. Memes are not stories, but are important to how we connect with one another in networks. A hamster eating popcorn and a dancing baby are not stories. A rumor is not a story. A headline is not a story. A link isn’t. A tweet isn’t. A status isn’t. A sales transaction, in and of itself, isn’t. Yet these forms and many others can, like stories, hold meaning and therefore they have value. We call stories and all the other meaningful media generated by narratives ‘artifacts.’

Artifacts are memorable, shareable expressions of narratives.

The popular meme of a hamster eating popcorn is an expression of a narrative with a theme we could call ‘Loveable Pets.’ We smile at a dancing baby because it’s a quick glimpse of a narrative with the theme ‘Precocious Children.’

All narratives contain enough meaning to generate a practically limitless quantity of artifacts. What hangs in the balance is the quality of the narrative. Does it inspire or repress? Is it productive or reductive?

IV. Narratology

Our ability to store and experience narratives in networks has opened a new era in the ‘narrative sciences’–filmmaking, journalism, theater, business communication, publishing, branding, education, gaming, etc.—that mirrors what happened to the science of physics in the early part of the previous century.

‘Narratologists’ today are discovering, like Einstein’s community of physicist friends did, that stuff is connected in ways we had not previously had the ability to imagine. Networks abound with invisible and non-linear (the U.S. military calls them ‘asymmetrical’) relationships that have the potential to mushroom in a heartbeat into massive manifestations of energy with the power to create and destroy worlds.  Conceptual worlds. Virtual worlds. Physical worlds.

The distinction between story and narrative is also important because in a networked environment, it is increasingly difficult, perhaps impossible, for any one individual, organization or agency to script, and control stories and other artifacts efficiently. That is how business used to get done. When the number of communication channels were finite, ‘script-and-control’ models were optimal. This is no longer true. Your network’s appetite is bigger than what you can feed it purely in the form of scripted-and-controlled content.

Continual co-creation is essential.

V. Script-and-Control vs. Continual Co-Creation

With an infinite number of channels available to us, narratologists can put new, more flexible story strategies into play. In this environment, ‘co-creation’ models are optimal. Continual improvisation and collaboration are required. In the new narrative-focused models, the emphasis is not on authorship, but on participation. Communication is not a matter of control, but of liberation.  Only a co-creation model can generate enough meaning to satisfy a robust network’s appetite.

A big reason Walt Disney decided to give up filmmaking to focus on his new theme park in Anaheim (coincidentally right around the time of Watson and Crick’s DNA discovery in 1953) was that, unlike his films (“Snow White” had a jiggy couple of frames in it that bothered him the rest of his life), the theme park would, in Walt’s words, ‘always be in a state of becoming.’ With the opening of Disneyland, Walt Disney got into the co-creation business.  Together, Disney and the guests at his theme park explored a narrative you could call ‘The American Dream.’

Since its opening in 1953, Disneyland has hosted over 600 million visitors, and it’s safe to say that most of those guests have generated artifacts in one form or another that depict ‘the American Dream.’ It’s a Great Big Beautiful Tomorrow. It it’s a Small World after all.  It’s an actor’s life for Me!  And a pirate’s life! And a Bug’s Life!

Over the past 56 years, the content Disneyland paid for—in the form of photo shoots, television programming, cast performances, etc.—is Dwarfed by co-created content. Google lists ‘about 58,000,000’ search results for ‘Disneyland.’ How much of that do you think Disney paid to produce?

As Viola Spolin (coincidentally born in Chicago just like Walt Disney), said of improvisation, advice Disneyland and its guests have taken to heart, “Act on environment, and environment will act on you.”

How much meaning can we liberate from a narrative in the form of stories and other artifacts? is a question we should ask ourselves, in one way or another, at the beginning of every working day.

V. Characteristics of Stories and Other Artifacts

StoryBalls1They unfold in linear time, with a beginning, middle and end.

They are designed.

They are made for sharing.

They are repeatable.

They are authored.

They have texts.

They tend toward genres and formulas.

They are inhabited by a finite number of players.

They are iterative.

The provide context and structure.

They are mappable in conceptual, physical and/or virtual geography.

They are hierarchical. Characters and objects in them gravitate toward high or low status, events toward high or low importance.

They are ‘causative’ in two ways:

1)  Everything in a story happens because of something else;

2) They can cause predictable emotions and reactions.

In the sense that they are causative, artifacts are Newtonian.

VI. Characteristics of Narratives

NarrativeManifold3_bwThey have no beginning, middle or end.

They have infinite beginnings, middles and ends.

They are not bound by time, space or geography.

What is observed of them changes depending on the observer.

They can occupy two or more places in space at the same time–they happen here at the same time they’re happening across the room or the planet.

They are generative.

Themes are the ‘glue’ that hold them together.

They resemble the playing of a game by a vast number of players (think of the artifacts generated by a popular MMORPG and you get the idea) more than they do the dynamic between author and audience.

A narrative is non-causative, that is, everything is related, but how and why things relate depends on the environment and the players.

They emphasize thematic consistency over literalness.  There is no ‘right’ or ‘wrong’ way to explore a narrative.

Narratives are quantum phenomena.

VII. What’s the future of narrative?

In a complex communication environment, narrative, and the artifacts it generates, are the best way to resolve complexity, and in fact, this is what Gen Why? kids do extraordinarily well.  Their sense of narrative is unprecedented, and their personal narratives are the stars they steer their ships by.

In an interesting post on filtering, Tim Kastelle and John Steen explain that there are five kinds of filtering: Naïve, Expert, Network, Heuristic and Algorithmic, and, further group these five genres of filtering into two categories, Mechanical and Judgment-Based. That’s How we filter. Narrative is What we filter. Most people give no more thought to how they filter than Grandma gives to the air filter in her car. What they think about and act on, the way Grandma steered her Cadillac to a particular destination, is narrative.

The science around all this is still in its infancy. You can see glimmers of it in transmedia, massive multiplayer games, distributed production models, theme parks, social media, alternate reality games, activist brands, smart badges, business in China, remixes and mashups, augmented reality, micro-loans and the video of your dance in the musical, Hair.

As to what the future of narrative is, it’s a trick question, because there is no future to narrative.  Narrative happens in the Now. It is the world as we experience it in this second. This heartbeat. This breath.

The Future and the Past belong to stories. The Now belongs to narratives.

Like Disneyland, narrative is always in a state of becoming.

VIII.  Ze Zen

We are spider-like, connecting our webs and heeding their vibrations.

We are dowsers, feeling for the tug of an invisible stream.

Everything is a coincidence. This is not a coincidence.

When the story is ready, the storyteller will appear.

Cloud Noise

Wednesday, May 18th, 2011

Toby Daniels (@tobyd), co-founder of Social Media Week, passed along this video this morning. It’s hilarious, and as the title of Charna Halpern and Kim Howard Johnson’s famous book goes, there’s a lot of Truth in Comedy.

StartUpGuys1

Here’s the Truth in this scene: With the coming of the cloud, there’s going to be so much new information coming online all the time that the invitation is to stay comfortably lost in it all, rambling on about our own stuff without really listening. Ever. We’re full of it. Just like these guys. Truth.

So what are we listening for?  For the game we can play together. From a productive game will come a narrative that makes sense of it all. But only after the the game has been played.

Later, when people ask, we can look back and say, “That was our strategy.”

Meanwhile, I sort of agree with the caption on the video: ‘The best strategy is one you don’t understand.’ Funny. True.

Daily Paintworks Japan Challenge

Tuesday, March 29th, 2011

Daily Paintworks, an online community of working artists, has raised over $21,000 for Japanese Tsunami victims in just ten days with a project they call The Japan Challenge.  They have done it with what we call a productive game.  Here’s the game analysis:

Environment:  Artists studios; Daily Paintworks website, with the starting point being a page hosted by artist Keiko Tanabe.

Roles: Artists, Buyers, International Disaster Relief Players

Guidelines: Listed here.

Objective:  Raise money for the communities in Japan that were devastated, and still are, by the Sendai quake.

I get jazzed by projects like the Daily Paintworks Japan Challenge for a number of reasons:

Sekura III - Watercolor - 8.25x11.5 in. - Artist: Keiko Tanabe

Sekura III - Watercolor - 8.25x11.5 in. - Artist: Keiko Tanabe

It demonstrates how art has the power to connect us. As we rely more and more on technology for the processes by which we communicate, we cannot let the fact that communication itself is a human thing.  The nerve endings of the network are human.  At GameChangers, we call this human-to-human quality of communication ‘heart.’ Nothing connects across the techno-chasm like art.  It speaks a universal language. It keeps our humanity from getting marginalized, or gamed out of the communication equation entirely, by the mechanisms of the virtual world.

It rallies a community. There is something especially inspiring about a game like the Japan Challenge that rouses a community like Daily Paintworks out of ‘business-as-usual’ mode.  When individuals and communities are stirred to become more than what they were before, so are we.

It is a beautiful yes-and. It deals with the realities of the scene directly.  Keiko Tanabe of Daily Paintworks has family in Japan.  Art production and merchandising in a ‘challenge’ format is something Daily Paintworks already did.  It was embracing these two realities that led to the new reality of $21,000+ in ten days.  To change the game, don’t try to come up with a whole new game, tweak a game that’s already there.

Revolution 2.0

Thursday, February 10th, 2011

We don’t normally delve into politics here, but what’s happening right now in Egypt is too universally relevant to ignore.  So park your politics at the door and drink up…

WaelGhonim1

Wael Ghonim

Wael Ghonim, Google’s marketing manager for the Middle East and North Africa, had been held captive by the Egyptian government for 12 days.   Recently released, he has been doing interviews describing what’s going on his country in which he describes it as an internet revolution, ‘Revolution 2.0′  is the name he has given it.  Here’s a 5-minute CNN interview with him (sorry for the link out, embedding has been disabled).

‘Revolution 2.0′ is a classic example of how a scene breaks down when a leader doesn’t share the narrative with a team.  It doesn’t matter whether the scene plays out over 30 years, as with Mubarak’s reign, or whether it’s the duration of your company’s offsite, the dynamic is the same:  Scenes in which one player tries to script and control the narrative are doomed to fall apart in a networked environment.

Not that I’m putting myself in the same lame league as a world-class scene hog like Hosni Mubarak, but ‘scripting’ is my own biggest challenge as an improviser performing on stage.  For much of my career, I got paid for telling stories.  I made a career out of coming up with ideas that others on my team were tasked with implementing.  I led by articulating a vision that others would follow.

And then…

Through improvisation I have come to see that when you participate in a narrative without controlling it, the stories tell themselves.  I understand now that collaboration is the shortest path to implementation.  I realize that vision is only as good as what you can see in the moment, and that the best leadership is actually skillful following in disguise.

‘Revolution 2.0′ is a demonstration of the power of a shared narrative, and a global referendum on what leadership will look like in the Networked World. The Egyptian narrative belongs to the Egyptian people and the harder Hosni Mubarak works at controlling it, the more obvious this fact is going to become.

(UPDATE:  AT 8 AM PST ON FEB 11, 2011, HOSNI MUBARAK RESIGNED.  THE PEOPLE OF EGYPT ARE OVERJOYED.  CONGRATS TO WAEL GHONIM AND ALL EGYPTIANS ON THE END OF A BAD SCENE AND THE BEGINNING OF A NEW ONE!)

Vaillancourt’s List 5.0

Monday, January 10th, 2011

Vaillancourt1The extraordinary improviser, Paul Vaillancourt, gave me a list of sayings that have been compiled and passed around the improv theater community over the years. The great teachers Mick Napier and Del Close get some of the credit, as do Viola “The Godmother” Spolin and ImprovWorks’ Sue “Pond” Walden, though the exact origins of most of these sayings would be pretty hard to trace. What’s clear to anyone who explores improvisation is that the the meaning behind the sayings originates from the same place that accounts for such profound ideas as jazz, the Dao De Jing, Johnny Appleseed and Pixar Animation.  Here is the fifth in a series (quotes in bold):

Play against cliches. First, play with the cliches of your business.  You all know what they are.  Name them.  Call them out.  Have some fun with them.   And then go against them.  There is a lot of movement in playing against cliches.  Just doing this one thing can transform your scene into something delightful.

Think of the environment as a six-sided sphere, of which the audience is a part. What a brilliant way to determine your marcomm budget!  It’s 1/6 of your total operating budget.  Done.  Next.

The environment also has an outside and an inside. This is a good way of thinking about how your brand’s environment travels with the communication that represents it in the networked world.  Think of your network as a place.  What is that place like?  Who is walking the halls?  How is it lit?  What kind of art hangs in its offices?  What does it sound like?  All these concepts should be consistent and play off one another in virtual space and in reality. A friendly atmosphere in the office extends to the social graph.  Artfulness will be apparent in reality and in virtual space.  Clutter is as clutter does.  Etc. etc.

You don’t have to try to be funny, laughter will happen just by being human.  Being human is funny enough. A common misconception we battle all the time at GameChangers is that improvisation is all about being funny.  So not true!  Improvisation is about communication, learning, and transformation.  It is only by a quirk of genetic fate—Viola Spolin’s son, Paul Sills, brought all the games Viola had conceived with him when he and Bernie Sahlins co-founded Second City—that we in the U.S. associate improvisation so strongly with comedy.  Comedy is just a sliver of the output improvisation is capabl of generating.   It’s like saying all ice cream Praline Pecan.  Taint so.

Playful, direct, co-developed ideas, informations, and dreams will always be far hipper than one person’s alone. This is just a basic human algorithm.  The best ideas of eight people will always be better than the best ideas of one person.  Spare us your genius, and bring us something else.  Your work ethic.  Your brain.  Your smile.  Your song.  Your sense of smell.  Your experience.  But spare us your genius.  Because, you know…our stuff will always be far hipper than yours alone ; )

Ngrams

Wednesday, January 5th, 2011

Google Labs, ever exploring the syntax and context of language, offers an algorithm it calls NGram, which maps the frequency of words or phrases in books published from 1800 to the present.   I Ngrammed a few words to see what kind of trajectory the app would plot.  Here are some of the results:

‘Happiness’ seems to have peaked in 1820.  The next few years will determine whether it’s making a comeback, or continuing its downward trend.  Relative to the results of other queries, this is a smooth curve, which suggests that we can only see the change in frequency over long periods of time.  We don’t notice that ‘happiness’ is less frequent from one year to the next, but it is.NGram_Happiness

You can also plot multiple comma-separated words or phrases on an Ngram.  In this graph, we see that ‘good’ (blue line) fluctuates over time, while ‘evil’ (red line) is constant.  This suggests that if ‘good’ and ‘evil’ were investments (which in a way they are) good has more upside, while evil offers a low but predictable yield over time.Ngram_GoodEvil

But then there’s this:  ‘Virtue’ is the blue line; ‘Vice’ is the red.  No doubt about what sells.Ngram_VirtueVice

‘Improvisation’ shows a steady upward curve, with spikes up and down in the last 7 years.  Based on the 200-year trajectory, we are due for an even bigger upward spike in the near future.  Let’s ride that wave!GoogleNgram_Improvisation2

Here’s the Ngram link. Play with it!  NGrams are useful for observing how ideas fluctuate over time in terms of their significance and meaning.  When expressing your brand’s narrative, it is wiser to invest in trajectories than it is to take positions.  What’s trending today on Twitter is a position.  The events that led to the trend are its trajectory.

Remixing Your Metaphors

Friday, December 10th, 2010

Prompted by a question from a friend of ours, GameChangers conducted a flash survey to identify the metaphors used most frequently in business communication.  The results are no surprise:MetaphorGraph3

Our methodology was to ask six exceptional communicators who work with all sizes of organizations in a lot of different verticals what metaphors they hear most often in their business scenes.  Those surveyed included a financial analyst, an academic, an artist, a social media director for a large tech company, a brand strategist and someone I’d describe as a ‘narratologist,’ who coaches organizations on storytelling. We limited the focus of the survey to internal communication for two reasons:

1) External communication like PR, advertising and social media, is how companies represent themselves to the rest of the world.  In this context, metaphors are frequently used as a means of persuasion, and are often more about what a company or brand wants to happen than what is actually happening. Because these metaphors serve a different purpose and have a different trajectory, they have to be analyzed separately.

2) Internal communication, by comparison, describes a company’s process, environment and character.  The metaphors used internally reflect reality, because they are used to initiate or define action.  For this reason they often represent an underlying ethos, and describe how the people in an organization go about their business.

A few of the respondents’ observations:

“Maybe this would change with a few female managers, but most men I work with are all about ‘playing offense’, ‘launching a counterattack’, ‘leading from the front’,  and ‘winning the battle but losing the war’.”

“Way heavier on war references or warlike verbs:  Insert, manage, acquire, degrade, demand, battle, launch, attack, defend…”

“I also wonder as more women get into biz if the primary metaphors change.  Meaning, less sports and war, more family and home metaphors?  Especially if this whole social thing works out? (tongue firmly in cheek)”

“Think of the top headlines, of any ‘this product is killing this product’, ‘death of X’, etc.”

“Sports also present…anything that’s zero sum and can be ‘won’ lends itself.”

“I also hear (more recently) about scientific references like ‘if you observe it, you change it’.”

‘I do hear a bit about chess and board games, typically in terms of ‘looking at the whole board’, ‘sacrificing your queen’, and ‘thinking through the endgame’.

The business opportunity is clear.  Over two-thirds of all business communication relies on only two metaphors—war and sports.  Not only have we worn them out, they do not address the voracious appetite of a networked business environment for fresh narratives and new ways of relating to the world. To do that, we need fresh metaphors.  They are out there in the world, and in abundance.  Games are beginning to have their day.  And there have always been organizations that see themselves as Family.  The most upside, I believe, lies in the ‘Other’ category.  Big, expressive, thematically rich subjects—music and dance, cooking, biology, quantum mechanics, farming, to name a few—can invigorate your organizational vocabulary.  They help transform your narrative from the mundane and predictable to the artful and unexpected.  And that’s what you want in a story, any story.  So start planting, and see what grows!

(A coda to this post in light of what happened yesterday in Arizona, when a mentally disturbed gunman killed six people during his attempt to assassinate Congresswoman Gabrielle Giffords: The metaphors of war—and the violence they glorify—have polarized the U.S. politically to a dangerous degree. Yesterday’s events add a raw and desperate urgency to the quest for new ways of seeing and engaging with one another. The metaphors of war attract fear-driven fringe characters looking for absolutes, either-ors, and final solutions, to the problems confronting us. To these people, nothing says final like the end of a gun barrel. The narratives of war trample on the tender shoots of new ideas, and marginalize people participating in the new narratives, people like Congresswoman Giffords, who champion peaceful co-existence, believe in yes-and, and who understand that yesterday’s solutions don’t work in today’s world.)