Archive for the ‘Creativity’ Category

The Flickinger Factor

Tuesday, May 17th, 2011

FlickFactor1Once upon a time, I met Clem Flickinger, 93 years old, who was the same age as his neighbor, Walt Disney, when they were boys growing up in Marcelline, Missouri. Clem told me that when they were six years old, Walt had an idea for the two of them to stage a circus in the basement of Walt’s house. “The only act we had was Walt’s mom’s cat, which Walt could get to sit on a stool,” Clem said. “The only customer was me. Walt charged me a dime, which was the only money I had. When Walt’s mom found out that he had taken my dime, she made him give it back to me.”

This was the stuff on which an empire was built.

The empire wasn’t predicated on the making of money. Young Walt quite literally did not make a dime. There was a transaction. Money changed hands. But the lasting value, what remained after the dime had been added and subtracted, was elsewhere.

The value was in the creation of a memorable experience, resulting in a story that was still wonderful in Clem Flickinger’s telling almost 90 years later.

The value was in working with animals, and making them characters in your narrative.

The value was in getting your friend and neighbor to play along.

The value was in using the material you had available to you. Cat+ Basement+Stool=Circus!

The value was in gaining the entrepreneurial resolve to hang onto the next dime that came your way.

The value was in getting your family involved.

[Walt was the male runt of the Disney litter, nine years younger than the next oldest boy, Roy, and 12 or 14 years younger than the oldest boys, Herb and Ray. On a family farm like theirs, a six-year-old was practically a non-entity. No doubt Walt's circus got him some attention at the supper table that night, even if it was getting his no-nonsense dad, Elias, riled up again, like earlier that summer when Walt had talked his little sister, Ruthie, into helping him paint a city skyline on the side of the Disney farmhouse with roofing tar, which had earned Walt a righteous spanking.]

There was value in breaking a routine that got you no attention.

Around the same time I met Clem, I listened to a set of rare tapes in the Disney Studio archives, recorded in the mid 1950s, of Walt giving an oral history of the studio. A ghost-writer recorded him as research for book to be called My Dad Walt Disney, which would be serialized in LOOK Magazine under the byline of Walt’s 12-year-old daughter, Diane. In those recordings, Walt had a charming way of tracking his studio’s financial fortunes. As he listed the films the studio had made, he’d say [for example], “Well now, let’s see, Dumbo cost us one [million], and it made one and a half. Bambi cost us one and a half and it made two, so we made a half. Make Mine Music cost us one, but it only made a half, so we lost money on that one.”

Sitting atop an empire worth millions, and soon, with the launch of Disneyland in 1955, about to be worth a lot more, there was still a lot of value in a single digit.

Irving Ludwig, the distribution mastermind from New York, who had triggered the 1960s boxoffice revival of Fantasia (which had been a flop when first released in 1940), and had later moved to Burbank to run Disney’s distribution arm, Buena Vista, once told me that his boss, Roy Disney, paid generous rebates worth millions of dollars to the exhibitors who profited from the Fantasia revival, because, as Roy explained it, “they stuck with us when the studio wasn’t doing as well as it is today.” The value of loyalty, and the relationship with their business partners was worth more to the Disneys than a financial windfall that was, contractually, theirs to collect.

It’s not that the money doesn’t matter. It does. But it’s just a footnote to the creation of lasting value. When you understand what builds and sustains the business, it can be okay, or even good for the business, to ‘give back the dime.’

I call this difference between the value of the transaction and the value of the experience the Flickinger Factor. It is the Flickinger Factor, and not the money, that is ultimate measure of your achievement. Your narrative. Your brand. Your legacy in the world.

So what are you doing today that might be making people smile 90 years from now?

Chrysanthemum

Saturday, March 12th, 2011

Japan is a chrysanthemum.  Many petals.  One flower.  The meta language of the chrysanthemum is deeply rooted in Japanese history and culture.  It is the official mark of the Japanese Emperor’s family. It symbolizes happiness.

A disaster like the quake that literally shifted the planet on Friday in Japan gets us to focus on what is most important.  At times like these improvisation—a system for generating positive outcomes from unforeseen circumstances—is especially critical.

JapanQuake1I have a feeling that in the coming days, we are going to see the power of the flower.  As the Japanese people face the challenges confronting them, we will see the creative potential of the group mind, especially when a group as large and connected as the Japanese are are given a sense of purpose like the one they have now.

We will see that improvisation consists not of making it up as you go along, but of making focused and productive moves at every opportunity.  Here, for example, via our friend, Michelle James (@creatvemergence), is a list of suggestions from Time Out Tokyo, for how the Japanese people can respond to the crisis.

Already, we can see that there is structure to the process defined by TOT.  The objectives, environment, roles and rules of the game are clear.  Process is clean.  Everything is achievable and scalable. In short, the advice consists of:

Give money–being present in spirit is more important right now than being present in person;
Give blood–to be healthy is an obligation to care for the infirm;
Conserve electricity–the people are in this together.

Though it’s seldom as sudden and concentrated like it was on Friday in Japan, natural destruction is happening at all times, all over the world.   Lives end.   Rivers flood.  Mountains slide.

At the same time, nature’s creativity is expressing itself with equal energy.  Lives begin.  Rivers heal.  Mountains rise.

How can we improve the odds that our creativity will triumph over our destruction?

We can play the Chrysanthemum Game.  Find our purpose.  Believe in happiness.  Bloom as one.

Chrysanthemum1

‘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.

Where Are You Stuck?

Friday, February 18th, 2011

WAYSScreenShot1This is a demonstration of how connections are made in the Networked World.  And some observations about how Creativity and Destruction go hand-in-hand.

WAYSScreenShot2Because GameChangers followed and contributed (seven blog posts) to the narrative of the Chilean Miners…because we were curious about how the 33 miners happened to be wearing Oakley sunglasses when they emerged from the mine after their 69-day ordeal…because we made a connection with Jonathan Franklin, the correspondent for The Guardian, who was the only print journalist with complete access to the rescue site in Copiapo, and was responsible for the Oakley connection…because Penguin Press has just published Franklin’s book, 33 Men, the definitive account of the miners’ ordeal…and because a lot of companies are asking him to share his experiences and insights…

We have co-created a new GameChangers program inspired by Franklin’s observations during the 69 days at Copiapo.  The program will be offered in the U.S. and Europe.  We will present it for the first time on March 2, at a Global Leadership Conference sponsored by Diversey, Inc.  We are rehearsing it this Sunday in New York City, when Jonathan Franklin and I will meet for the first time in person.

We cannot stress this enough:  Narratives are the ultimate organizing principle in the networked economy.

33 MEN - 3dTraditional news reporting and the internet made us aware of ‘Los 33.’  Social media–Facebook, Twitter, this blog, etc.–helped us track and participate in their story.  Skype, email and telephone made personal conversations and collaboration between us and Jonathan Franklin possible.  The Applied Improvisation Network helped us extend the program to Europe.  Geo-locating apps–I can’t even tell you what they were– helped us locate and provide directions to our rehearsal studio in NYC.  I used a virtual concierge to book my travel.  And of course personal relationships made things possible that no technology or platform could.

Through it all, it was the narrative that guided us.  With a narrative as your guide, the choice of platforms becomes an objective process, a series of consistently logical decisions.  How best to participate in a narrative is an entirely different, and more productive, discussion from how best to deploy a platform.  Choose narrative!

Interestingly (and typically) the mainstream media, beginning with 60 Minutes last Sunday, have focused on the more sensational aspects of the ‘Los 33′ narrative—on the fact that in their darkest hours, when they had no idea if they’d ever be found, a few of the miners began to think about cannibalism, or that since their rescue they’ve been suffering from PTSD (this is news because?…).  In Where Are You Stuck? we focus on the positive aspects of the rescue.  On the heroic qualities of the miners and their rescuers.  Teamwork.  Altriusm.  Sacrifice.  Leadership.  Creativity.

In every crisis there is opportunity.  In every crisis, there is destruction.  For something to be created, something must be destroyed.  Doors open and close in unison.  Shiva is the god of creation AND destruction.  Productive change entails creative destruction.

When the times are a-changin’, getting stuck can become a chronic problem, because individuals and organizations get frozen deciding (or avoiding deciding) how to respond to the changes they are experiencing.  The challenge confronting anyone looking to get ‘unstuck’ is all about focus.  Will your focus be on the creative or the destructive aspects of the change?  Will you see the opportunity, or obsess on the loss?  Will you bang on closed doors or walk through open ones?  Will you cling to the status quo until you realize, perhaps too late, that what worked in the past isn’t necessarily what will work in the future?  Interestingly, this is the challenge facing the Miners today.  Working deep underground isn’t an option any more.  That is a closed door.  What got them out of the mineshaft isn’t the same process that will get them out of the ‘mindshafts’ in which they find themselves trapped today. When context changes, everything changes.  Including the nature of heroism.

What made the Miners heroic in the eyes of the world is still within them, but like anyone else, they will have to change their game to suit their new situation.  This time, unlike the 69 days they spent in the mine, they have a choice.  Choosing to move consistently in the direction of creativity, opportunity and the newly-opened door is a challenge each of them will have to confront in his own way.

Check out the Where Are You Stuck? program, and fill out the response form to let us know how we can best help you.

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

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.)

Kroyering

Tuesday, November 30th, 2010

Our friend, @InvisibleWork a graduate of the U.S. Naval Academy and UC-Irvine’s MBA school, tweeted last week to ask my definition of creativity.  I responded:  “the systematic elimination of everything not conducive to creativity.”

She tweeted back: “<= like this; like going through the process from the other end.”

Bill Kroyer

Bill Kroyer

The animation director Bill Kroyer taught me this game, which I call Kroyering.  It goes like this: To solve a problem look 180 degrees away from the problem. If you can define the problem’s opposite, you will have targeted the problem with just as much accuracy as if you were confronting it head-on.  This ‘exploration of opposites’ makes Kroyering a useful process, especially when you need to come up with an original solution, a creative breakthrough.  Why is this a cool tool?  Three reasons:

First, it gets out of creativity’s way. Like everything that’s natural in the world, creativity wants to happen.  Left to its own devices, it will happen.  If we clear out what gets in its way, creativity will express itself like a plant will find the sun. As Viola Spolin said, “Act on environment, and environment will act on you.”

Second, because a breakthrough is, by definition, something that didn’t exist before, it is not really possible to say what creativity is, or what form it will take, until it actually happens.  It is often more efficient to target what creativity is not.  For this reason, Kroyering offers a disciplined and cost-effective path to innovation.

Third, Kroyering makes institutional memory a positive force instead of an impediment, as it often is (At Disney, where I worked for many years,  the best way to stop any idea dead in its tracks was to say anything that began with, “Well, what Walt would have done…”  It’s why John Lasseter left Disney and ended up with Pixar.  Too many people at the time were telling him what Walt would (or wouldn’t) have done.)  A study by Dusya Vera and Mary Crossan (Organization Science, Vol. 16, May-June 2005, pp. 203-224) reveals that the best problem-solvers in an organization are those with the longest institutional memories, because they are more likely to disregard or subvert institutional memory to solve a problem. In other words, people with long institutional memories are in the best position to see and understand that a system that created a problem cannot be the same one that solves it.  Kroyering helps you identify what you can do differently by getting you out of the attic of your company’s history and into emptier space, where there’s room to expand your vision.

Here are a few qualities that, in my experience, are not conducive to creativity and can be eliminated from your working environment with help from the Kroyering Game:

Randomness; free association; outside-the-box thinking. Creativity craves intent, specificity and structure. Don’t try to get outside the box. Quantum physics tells us that there’s unlimited energy stored inside whatever box we’re in. Or…get yourself inside a different box!

Rigidity, dogma. Whatever creativity is, it’s the opposite of frozen, stuck in place, or with one unyielding position.

Aggression, destruction, violence. The harder you look for it, the harder it is to find.  The next new thing has to be teased and seduced from wherever it’s hiding.  Creativity does not send out invitations, but if we throw a party, Creativity is almost sure to come.  Creativity can’t resist a good party.  Just know that when the fighting starts, and well before the cops arrive, Creativity will be outta there.

Divergence. It is not the separating but the joining of ideas and people that results in innovation.

Dignity, manners. Creativity is impudent. It can be wildly messy. It’s like the weather that way.  Dress appropriately.

Hollowness, heartlessness, lifelessness, cold bloodedness. Sssss.

Eliminating these and other ‘non-conducive’ elements from your environment will help your creativity flow.  When you’re stuck for an idea, your process bogs down, or you can’t seem to get to the heart of a problem, try Kroyering.

Scott Avidon offers $25,000 for a job lead

Tuesday, November 16th, 2010

ScottAvidon1

This came across the Huffington Post yesterday.  I love Scott Avidon’s approach to a job search.  It is generous and ingenious.  It reminds me of our friend Erick Brownstein’s cousin, Alec, who got a job as an art director in NYC by buying the names of all big agency Creative Directors as Google keywords, so that when they Googled their own names, his C.V. was in the top five results.

In his ‘brand narrative,’ Avidon does a good job of communicating on the meta level, and he speaks well on the emotional level, too.  The images he uses on his job search blog are pure meta, not the least of which is the fact that his own image is balanced with the other five.  It suggests a balanced life.  But not TOO balanced.  Avidon, an industrial designer by training, has laid out the page so that the images and the program description near the bottom are justified left while the rest of the content on the page is centered.  It doesn’t matter whether this is Avidon’s conscious design or an accident, it’s brilliant,  because it uses the meta meaning in design to communicate the INCOMPLETENESS of the narrative.  Something’s missing.  Something we, in the audience, naturally want to fill.  We are coded as human beings to strive for completeness, and the incompleteness on Avidon’s page gets us leaning forward, into his narrative, as a result.

As a systems thinker, Avidon has plugged, somehow, into the HuffPost network in order to expand his narrative in a quantum way that is of his doing, but is now, by his design, out of his control.  His work now consists of channeling the chaos that ensues.  This is good narrative science, and conjures up something that cannot be present in a flat resume.  Energy, vitality, generosity, creativity, dimensional thinking.

Compare Avignon’s narrative to a typical job query or resume, which is primarily cosmetic: information, facts, history, data points, objectives. There’s no comparison.

Employers today are looking to invest in personal narratives, in trajectories, and in generative, ‘Yes-And’ thinking.  Companies hire individuals who can make good moves when faced by unforeseen circumstances.  Who share their own success with their team.  Who can be engines of newness and positive change.  That you’re knowledgeable at what you do is just table stakes that can get in the game, maybe.  Whether or not you can change the game in your favor is what really counts

I hear Oblong Industries is hiring.  They need Scott Avidon on their team.

Gaga Got Game

Tuesday, November 9th, 2010

Gaga2GagaYoutTube1The former Stefani Joanne Angelina Germanotta seemingly arrived on the scene fully formed as Lady Gaga and ever since girl found her game, she has played her heart out.  Music bloggers and critics compare her to Madonna, or call her Cher-esque.  Tabloids warn Christina and Mariah that there’s a fresh queen of pop on the block.  Elton John annoints her his new goddess.

And yet none of these analyses, nor all of them in the entirety, do justice to the gamechanging quality of Lady Gaga’s appeal, and the attraction she has for her fans, whom she has dubbed The Little Monsters.  Calling her the next Oprah would be closer to the mark, because she’s on her way, if she’s not there already, toward becoming a cultural phenomenon the likes of which her generation has not yet seen.

Here’s why:  Better than perhaps any pop culture persona of our time, she understands that her narrative belongs to her audience.  Instead of giving the Little Monsters an iconic persona they can imitate–as popstars like Madonna, the Beatles and Elvis did–Lady Gaga gives her fans a window to their own identities. Her repertoire is so dense with meta meaning, she evolves so persistently–getting on a plane playing one role, for instance, and getting off the plane playing another role–that her narrative is always fresh, she is continually being reborn before our eyes.

Fluent in the universal languages of spirituality, music, fashion, design, choreography, makeup, theater, fame, humor, honesty, hard work, sisterhood, branding, myth, equality, and improvisation, she speaks through all of them, often through many of them simultaneously, to connect with her  her audience.  What she says to them through these many languages always boils down to this:  “Look at me and find yourself.”

This is why the University of South Carolina teaches a course entitled Lady Gaga and the Sociology of Fame. It is why senior citizens, hotel workers, Russians, college students and young people all find her captivating.  We are all Little Monsters in search of ourselves.

Brands and organizations can learn a lot from Gaga:

Be true to your essential character, and you can play a thousand roles authentically.  Choose big themes and explore those themes energetically.  Express yourself in all kinds of languages, the more the better.   Always keep your narrative moving and evolving.  Don’t try to define what you are supposed to mean to your customers.  Instead, shimmer with meaning, just like Gaga, and let your customers know that in your brand they will discover some new part of themselves.

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.”