Archive for the ‘Games’ Category

JetBlue Scene

Monday, August 30th, 2010

Jeremy Redleaf, one of the new physicists of the narrative form and the creator of this brilliant siteOJN1initated the scene when he sent me this emailJBJeremy1

about this JetBlue adJetBlue1

which is anchored by copy that saysJBJeremy2In my role of Commentor On All Things About Improvisation in Business, I responded to Jeremy’s email with this GameChangers postJBGameChangers1in which i point out that ‘the first rule of improv’ if there even is such a thing, which itself is debatable, is not to say ‘yes’ but to say ‘yes and.’   ‘Yes’ is a state of mind.  ‘Yes and’ is action.  The most fertile ground in the world is useless until it’s planted.  ‘Yes’ is the ground.  ‘And’ is the seed.  My blog post inspired Jeremy…JBJeremy2C

Posi-ffiti!  Yes!  I love threads like this.  As usual, I’d tweeted a link to my blog post. I decided to yes-and Jeremy by calling JetBlue’s attention to its error with a Tweet.  I was able to Google their CMO, Marty St. George and find his Twitter account.  JBTweet2To Marty’s credit, he tweeted back within 15 mins.  This already puts @martysg and JetBlue way ahead of most CMOs in brand narrative game.  It also tells me that this is one vigilant, sensitive cat.  Dude’s running it like Ochocincomartysg1

here @martysg commits the improvisation error of denying.  He does this by being vague–what does “if you said ‘no quotation marks’ I might be with you” mean, anyway?–and acting as if I’d accused him of misquoting ‘John’, and seems to be saying that the mistake is not theirs, but mine, for calling them out on the wrong thing.  I responded by suggesting the ‘Posi-ffiti’ gameJBTweet3

and further suggested how to initiate the game…JBTweet11

@martysg blocks the game… martysg2By acting as if I’d said something I hadn’t–that ‘The Posi-ffiti Game’ would have to be played without ‘John’s’ permission–Marty kills the scene.  This was probably his intention.  He also implies that quoting people without their permission is MY style.  In one statement, he refuses my gift and pimps my character.  Nice.  This is classic old school management style, a familiar corporate game I call, “Parry and Thrust.”  It’s played  by stalling, and staying non-committal (”Hm…if….I might…”) and then landing a knockout blow (”Do something unethical?  Not us.  YOU maybe.  Not us.”)

Look, everybody understands that a CMO like @martysg will not alter an ad campaign because some nitpicker tweets him about the word ‘and’ in an ad.  Like I said, he gets credit for being open enough to have the conversation in the first place.  This is more responsiveness from a tweet than you’d get from 90% of all the CMOs in the world.  It is, however, short of the kind of action a person would get from an improvisational brand like Southwest Airlines.  Furthermore, what happened when @martysg did respond is precisely the point of my blog post.  The conversation didn’t go anywhere because Marty St. George ‘yessed’ and he did not ‘and.’

How might Marty have yes-anded?  Anyone who’s gone through a GameChangers workshop can give you a dozen games that would be more productive than ‘Parry and Thrust.’

The good news coming out of this exchange is that all is not lost.  Jeremy Redleaf has a new job description for OddJobNation: “Posi-ffiti Artist.”

To an improviser, Lost is just the first step on the way to Found.

The Trapped Chilean Miner Game

Thursday, August 26th, 2010

Several years ago, in a Level One improv class at I.O. West, I did a scene with Parvesh Cheena where he and I were given the situation of being trapped together in an elevator.   I immediately began McGuyvering my way out of the situation.   (”You got a paper clip?  We’ll pick the lock on that panel and…blah blah blah.”)  Big rookie mistake.  Our teacher, Sarah Gee, said to me, “If you get out of the elevator the scene’s over.  Show us who you are to one another while you’re trapped!”

TrappedMiners1This broke today over CNN. The 33 men trapped in a Chilean copper mine have begun to assume different roles that will help them survive the time, estimated to be months, it will take rescuers to drill through 2300 feet of solid rock to rescue them.  This is brilliant.  They’re designing a game to help them get out alive without going batshit crazy while they’re waiting to be rescued.  This is going to give us all a good look at how a game works, and how it informs and inspires group strategies.  One thing is already clear:  There are some good improvisers trapped in that mine.

To review, here are the elements of a game: Environment, Roles, Rules, Objective(s).

Let’s begin with the Objective.  Simple:  ‘Get out of here alive without going crazy.’  Same as most survival strategies.

The Environment of the Trapped Chilean Miner Game could not be more starkly defined:  A pool of darkness deep beneath the surface of the earth, and the rest of the world watching up above.  The contrasts between the Down Below and the Up Above are extreme, an archetype embedded deep in every human’s subconscious.  The Well, the Fallen Rubble, the Cave, the Mine–all tap deep into our unconscious, where our memories of the womb are stored.   As my friend Richard Wynn Taylor says, “It will remind us of something we’ve never seen before.”

The Roles, as stated in the CNN story, are developing.  One of the miners has become a spiritual leader.  Another an entertainer who sings Elvis songs.  Expect that all or most of the miners will eventually define roles for themselves, some as group characters (’peacekeepers,’ ’storytellers,’ ’spokespeople,’ ‘mediators’ etc. etc.)  Some of the miners will play more than one role, depending on the scene they’re in.  Eventually some of them may trade roles, taking turns speaking to the media, for example.  What’s also interesting about the roles element of the game is that all 33 men trapped in the cave will, for the duration of their rescue, abandon the roles they were playing when they went Down Below: None of them will be playing the role of a miner.  Note also that ‘trapped miner’ is not a role.  It’s a circumstance.  Your circumstance does not define your role; it’s your behavior in your circumstance that defines your role.

Expect that in the coming weeks, we’ll be hearing about the Rules of the TCMG. These Rules will be designed to create agreement and establish ground rules for the miners’ interactions.  The rules will initially address the fundamentals such as sleeping, eating, sharing resources, communicating with Up Above etc., and then get more detailed.  The rules of a game will not be designed to create sameness or repetition, but to liberate performance, by empowering players to play their roles well.  The miners cannot afford to get weary of their roles.  It will be interesting to see how many rules will be set or influenced Up Above.

Unlike a reality TV show like Jersey Shore, where editors manipulate the juxtaposition of shots to create scenes and the sequence of events to construct a narrative, the ‘live-ness’ of this scene will demand improvisation, and that means the miners will be the primary architects of their narrative.

The intense focus on this particular scene by the world media, is going to make the elements of the game highly visible.  We will be able to track how well the trapped miners are doing by how focused and productive they are in playing their game.

What’s going to hold our interest about the Chilean Miner scene will not be the drama of whether or not they make it out alive.  The objective, the ‘Will they or won’t they’ aspect of the narrative, will only carry it so far.  What will hold our interest is how the miners behave in the meantime.  How well we get to know them.  Who they are to their families, and to one another.  What kind of character traits emerge. This is true of any narrative.  If you want to hold your audience’s interest, don’t focus on how you want it to end, but on how you want it to be.

When the miners’ survival becomes imminent, their game will transform from a survival strategy to a business strategy.  To the objective of ‘Get out of here alive without going crazy,’ they will undoubtedly add, ‘Make Money.’  When the miners finally walk into the light, the game may change, but it will not end.

Buena suerte, Mineros!

ChileanMiners2

GameChangers Glossary, A to G

Monday, August 23rd, 2010

Adapted from GameChangers–Improvisation for Business in the Networked World, by Mike Bonifer:

Addition–Entering a scene in progress for the purpose of contributing immediately to the team’s performance; contributing to a scene; giving a gift

Agreement, The Agreement Principle–A principle of improvisation, characterized by players’ openness towards each other and an organization or communications network’s openness at its edge; the group consensus around a game or theme that informs a scene

Audience–Those within and outside of an organization whose reactions and opinions will determine the success of a scene or performance

Audience, External–People outside an organization or network, including customers (and potential customers), competitors, bloggers, users, fans, viewers, etc. whose reactions ultimately determine the value of a performance or narrative

Audience, Internal–People inside an organization or network, whose judgment acts as a kind of filter on scenes and narratives before they reach the External Audience

Blocking–A performance-related problem that occurs when players impede the progress of a scene by refusing the gifts offered them by their teammates

Callback–The act of recalling information that was stated by a player earlier in a scene or in a previous scene.

Cast–Players who share the same business objective; also called a Group or Team; can also refer to the employees of an entire division or organization (Disney, for example, refers to all employees as ‘cast members’)

Casting–The process of selecting players who will comprise a business team

Character–Traits that make a player unique as an individual and consistently valuable to his or her team

Close, Del–Credited as one of the originators of longform improvisation, and one of its most influential teachers, Close (1934-1999) created ‘Harold,’ probably the most-performed structure for group improv theater performances; his proteges include Bill Murray, Dan Ackroyd, John Belushi, Amy Poehler and Tina Fey; legend has it that he willed his skull to the Goodman Theater in Chicago to be used in future productions of Hamlet, in which he was to be billed as playing the role of Yorick

Coach–A person who casts a team; an objective observer and critic of a team’s performance; one who establishes game-based strategies and standards of preparation and performance in directing a team toward its objectives; manager; director

Cosmetic Communication/Meaning–The surface level of communication within a scene, primarily through spoken dialogue; data; information. (See ‘Emotional Communication/Meaning‘ and ‘Meta Communication/Meaning‘)

Crazy Town–A performance-related problem that occurs when players indulge in fantasies, magical thinking, or egoistic behavior, until the scene becomes un-moored from any actionable reality.

Denying–A form of blocking in which a player repeatedly contradicts or ignores other players, confusing the audience and fellow players; refusing to recognize another player’s reality

Edit–The action of making an entrance for the purpose of shifting the scene’s focus, or to begin a new scene; edits usually occur in concert with other players exiting the scene

Emotional Communication/Meaning–The most dynamic and meaningful level of communication in a scene. conveying its players’ passions and desires, where reactions (both positive and negative), and reinforcements/alienation are strongest

Energy–The pitch at which a player or group performs (and modulates) its performance; an umbrella term for the level of activity and intensity the audience observes in the group, and that players in the group experience in one another

Entrance–A player’s first appearance in a scene

Environment–The setting in which members of team collaborate to achieve their objective; any place where players interact; more expansively, any place where an audience experiences a brand; the overall business climate in which an organization operates, shaped by factors such as regulatory agencies, competitors, geopolitical factors and the desires, attitudes and beliefs of customers

Exit–A player’s departure from a scene

Fantasizing–A performance-related issue that occurs when players build outlandish, or wildly fictitious scenarios that do not acknowledge or act on the real world environment or the businessa; magical thinking; (see ‘Crazy Town‘ and ‘Invention‘)

Flatlining–A performance-related problem that occurs when players show no energy or life, impeding or halting a scene’s progress

Game–Rules, roles, environment and objective(s) defined; an exploration of a theme; a strategy used to achieve a business-related objective; games fall into two broad categories – productive and unproductive

GameChanger–A player who has mastered the art and practical techniques of business improvisation; a manager/coach or player with the ability to identify and support productive games and quickly change or edit unproductive ones

Gift–A move that supports the scene and the players in it; ‘giving gifts’ is one of the most powerful and effective moves a player can make

Grandstanding–A performance-related issue that occurs when a player wastes time and effort trying to contribute something ‘heroic’ to a scene; holding back for effect instead of engaging in the moment; habitually swinging for the fences or reaching for the ‘Wow Factor’; going for a home run when a single would better serve the scene

Group Mind– The tangible web of connectivity between players that achieved through a shared focus on a game and the exploration of a theme; the collective unconscious; not the same as ‘Group Think

Group Think–Rubber-stamping; going along to get along; consensus for its own sake; agreement that does not involve a game or theme; behavior that is not intended to achieve the objective, but rather to reinforce status; uncritical or unquestioning support for a political agenda, ideology or hierarchy

TO BE CONTINUED….

Fools With Rules

Wednesday, August 18th, 2010

This one’s for the golfers…

I used to joke with our neighbor back in Indiana, Euline Kieffner, that the reason she and I loved golf so much was that there was nothing more alluring to folks who’d grown up on farms like we had than a mown field with no manure in it.  Until four or five years ago, I was enchanted by the game of golf, and literally could not get enough of it.  I played and practiced it religiously, at one point working my way all the way down to a four-handicap, which is pretty damn good.  I could play.

Golf is a great game that can teach a person a lot about patience, persistence, imagination, focus, character, and the difference between trying to force positive outcomes and letting positive outcomes emanate from an open mind.  As my business focus has changed, so has my relationship with the game.  Today, I play rarely, maybe two or three times a year, and only on social occasions.   The romance is gone.  Occasionally, my Taylor-Mades and I stare wistfully at one another across a crowded garage, and remember how it used to be between us.

What fascinates me most about the sport of golf today, sad to say, is the wreckage to its most visible brand experience–the PGA Tour.  We’re talking multi-vehicle pile-up. Its shiningest star has lost most of his luster and its TV ratings have tanked in tandem with the Tiger brand.  The Tour’s newcomers have apparently had no life experiences to differentiate them from one another–all they know is golf.  Its core demographic is aging.  Its most interesting personalities have retired.

Last Sunday, while I did a little work in the office, more out of habit than anything, I had the PGA Championship—the last of the four ‘majors’ of the season—on the TV in the background. It held no inherent interest for me. And then, all of a sudden, it did.  Several of the game’s young lions—Rory McElroy from Scotland(?), a long-hitting lefthander with high follow-through named Bubba, a cool German named Kaymer I’d never heard of before, and Dustin Johnson, who hits it insanely long, were all fighting for the lead, along with a caddyshacker named Wen-Chong from China, who learned to play on that country’s first golf course, which was built only 20 years ago.  All of a sudden, it was a story worth following.

DustinJohnson1Over the last five or six holes the tournament’s drama became palpable.  None of the young guys were holding back, no one was playing not to lose, they were all winding up, letting it rip, and playing for the win, and it was riveting.  The tournament came down to a tie between two players, Bubba and the German, Kaymer, with Johnson playing the final hole of the tournament with a chance to win it.  He missed his par putt to win.  We were looking at a three-player, three-hole playoff for the championship.

And then, all of a sudden, we weren’t.  A PGA Tournament official pulled Johnson aside as he walked off the 18th green and told him that he had violated a rule by grounding his club in a hazard along the 18th fairway, one of the 1000+ sand bunkers that lined the course.

I’m not going to get into the specifics here, except to say that technically the officials were correct—Johnson had, in fact, let his club touch the sand prior to making his second shot.  Narratively, however, the PGA people blew it like I’ve never seen a call blown in a lifetime of watching sports.  There was no possible way for Johnson to know that the spot where his ball sat—a spot that had been trampled by tens of thousands of people during the tournament, and was tightly framed by hundreds in the gallery as he made his swing—was a hazard.  Besides that, if there had once been a border to the sand bunker, that border had been erased by the week’s crowds to the point where it no longer existed.  Given this, there was no way for the PGA officials to know for sure from looking at a replay whether the ball was ‘in’ a bunker or not.

This wasn’t some snap judgment in the heat of the moment by a referee or ump.  This was a deliberation.  A review.  A consideration.  And then, a horrible decision that took all the life out of the story.  Johnson was penalized two strokes, and eliminated from the playoff.

The tragedy of this decision goes way beyond any personal setback to Mr. Johnson.  The PGA brand desperately needed this story, needed the drama to keep building with the playoff between three of its new stars.  They had it.  It was happening.  The audience was engaged.  There was real enthusiasm from the broadcasters.  It was turning into the most interesting finish to a tournament in years.  All the PGA officials had to do was stay out of its way.  Instead, they committed the golfer’s most grievous mistake: they over-thought the shot.  And then they shanked it.

This was not the behavior of people concerned about what’s best for the game of golf, about supporting their brand’s narrative, or about nurturing the next generation of golfers.  This was vainglorious meddling by middle-aged men desperate for attention and fearing nothing as much as their own impotence.

Oh yeah, Kaymer won the playoff, but who cared?  Nobody outside of Kaymer’s girlfriend is talking about it.  All the fan conversation is about the idiotic ruling.

We see this a lot in business.  A compelling narrative begins to unfold, or an idea seems to be gathering momentum, and then, from out of nowhere, an expressionless manager with a rule book derails it.  It sucks for everyone involved except the person with the rule book.

If the rules don’t support your brand’s narrative, don’t change the narrative, change the rules.  If your managers, like those PGA officials, aren’t nuanced enough to understand what it takes to support your narrative, change managers.  This is what the PGA needs to do, pronto, to get its ailing game back on track.

The Terrible, Horrible, No Good, Very Bad Game

Friday, August 6th, 2010

FROM THE HUFFINGTON POST…

In tangling with a subject that’s loco, one runs the risk of going loco oneself. It’s probably why I’ve been struggling with this post, to the point of being driven crazy by it, for a week. Here we go, this time for sure, hoping that some semblance of sanity awaits you and me on the other side of the exercise.

The ‘Wall Street Game’ is destroying the economy. The end? Okay, on the chance that it’s not, that there’s still hope for dealing successfully with the godzillagram knocking on our door, let’s, just for the torture of it, keep going…

The game played by Goldman Sachs and all the predatory satellites in its system goes beyond crooked. It’s criminal. And worse than criminal, it is a crime that can’t be prosecuted. Here’s why: The game has been designed so that it cannot be played by human beings. It can only be played by programs. In milliseconds-long synapses of electrons that can be parsed only by machines, programs perpetrate crimes with no witnesses, no fingerprints, no conscience, no heart. The humanity, and along with it, the culpability, has been bred out of these programs. They are pure, unassailable, law-unto-themselves, math. Data for data’s sake. Programs designed to interact with other programs without any of the patience, tolerance or thought that will give a human being pause.

WebOfDebt1The originators of these programs are as guilty of their crimes as Smith & Wesson are of the next murder committed with one of their handguns, which is to say they cannot be held accountable. “That’s just the way the game is played,” say the originators. Exactly. This does not mean, however, that the way the game is played is any good, or helpful to the 95% of U.S. households that, together, control as much wealth as the top 1% do. What the programmers call ‘innocence,’ and ‘what no one could have anticipated,’ and ‘God’s work,’ is actually ignorance by design. What comes across as confidence is actually just a con. On Wall Street, nobody really knows anything. The machines are in control. So don’t bother asking.

Here is a good explanation by Ellen Brown of how the Wall Street game is rigged. Brown, author of Web of Debt: The Shocking Truth About Our Money System and How We Can Break Free, does an excellent job of unmasking the mechanics of the game that swings advantage toward the casin–errr–banks. She points a finger in particular at High Frequency Trading (HFT) software (I didn’t know its code originated with the Hollywood Stock Exchange of the dotcom era. Interesting.) that gives Wall Street’s traders the ability to make money in thousandths of a second with programmed trading.

I call this game ‘Global Owning without Local Consent.’ Go Loco, for short. It’s just that crazy.

Because it relentlessly seeks victims to separate from their money like hustlers of a quantum three-card monte game, Go Loco systematically destroys the potential of money to be productive. Money is too busy changing hands and getting hustled to be put to work any other way. In this game, money talks only to itself, like a patient in an asylum.

We see the outcomes of this insanity all around: Foreclosures on every block; constant and permanent erosion in the jobs market; crippling household and national debt; crumbling infrastructure; broke education systems; a dispirited class of permanently unemployed. The game saps entrepreneurship of its passion by punishing risk-taking. It smothers human creativity with machine rationality. Because it is based on consumption, it regards sustainability as an enemy. Because it is pure data, it has no resonance as a narrative. No soul. It is a cousin to the game played by people who sit under a mountain in Utah and fly drones that blow up villages halfway around the world. Hey, it’s all just a game, right? Yes, it is. A terrible, horrible, no good, very bad one.

At GameChangers, we define a game as consisting of Rules, Roles, Environment and Objective(s). Here’s a breakdown of the Go Loco game in terms of these four elements:

Terrible Rules:
The rules of a productive game are known by all its players. This is not the case with Go Loco. Far from it. Its rules are so opaque and complex that no one holds an entire playbook. Its most significant rules are programmed like a virus (with no known antidote) to infect every significant, or anomalous, movement of money across the networks that carry financial data. The rules do not determine or care where the money is going, any more than a rattlesnake cares where a mouse is taking a kernel of corn. They are designed only to sense movement like the snake senses the mouse, then, like the snake, strike with blinding speed. The rules are machine-enabled executions of that old business bromide, “Follow the money.” With the added instruction: “And when you catch the money in an unlit alley, jack it and get some.”

Horrible Environment: Viola Spolin, the godmother of modern improvisation, said, “Act on environment, and environment will act on you.” Because the environment for the Go Loco game is ‘inside machines,’ those who ‘act on’ the game naturally begin behaving like machines themselves. The tasteless offices in which they work, the sameness banality of their attire, their fear of creative disruption, and their relentless calculating for advantage, all reflect the electronic latticework across which these players crawl like spiders on crack. Because players’ insides have a machined sameness to them, extra emphasis is placed on surface labeling, on cosmetics and appearance. How you appear becomes much more important than how you actually are, because how you actually are is so…unremarkable. All you talk about is money. Give a man a billion dollars and try talking to him about anything but the billion dollars. It can’t be done.

No Good Roles: Wall Street’s game is to business what pornography is to sex. Don’t for a second believe it has anything to do with love, or with having a relationship. It’s all about volume, baby. It’s as real as reality TV. What do we have that we can sell? How many units can we move? When the autistic boy who senses the world at different frequencies than you and me puts his hands to a machine running a program playing the game, the voice he hears will be saying, “Faster, pussycat, kill, kill!” Is it pure coincidence that Lawrence Fishburne’s daughter sold herself to the Matrix? Or did she hear the voice, too, and simply obey its instructions?

Very Bad Objectives: In improvisation, a game’s objectives are win/win. All the players benefit from the communication, learning, and transformation that result from playing. The Go Loco game is, by contrast, win/lose. Bigtime.

A lot of people will tell you winning and losing is inherent in the nature of trading, someone wins and someone loses, and the objective is to win more than you lose, and that this dynamic drives markets. There are two problems with excusing the Go Loco game for this reason: 1) It ignores the power of collaboration, which is where most of the growth potential exists in the networked business environment; and 2) in this game, the winners win so much (when’s the last time you made $28,000 in milliseconds? For doing nothing?) and the losers lose so much, the game produces extreme cycles of bubble-and-burst, of richer-and-poorer, that only promise to get more extreme, because the more the Go Loco programs eat, the hungrier they get. It is a zero sum game they play, and they will play it until the sum of all accounts not controlled by the programs is zero.

Now what? The big problem we have now is that in one breath we can find agreement that the current game is rotten, in the next breath we will be arguing over what to do about it, and as long as we’re arguing, the rottenness persists. The way to break through this dilemma is to quit worrying about what the new game should be and focus on changing the old one. One way to begin changing the old game is by changing the conversations we have:

From being about money, to being about how money is put to work.
From consumption to sustainability.
From fast food (or fast anything) to local food (or local anything).
From destination to journey.
From connecting the dots to connecting.
From owning the story to sharing the story.
From programmed to human.

Make moves that programs cannot see, with a gait that describes the glorious, inchoate lurching of love! Trust your intuition! Express what’s in your heart instead of your head for a change. Howl with your dog! Prove that it is we, and our beautiful gift of a planet, and not the programs, who are truly alive! Change the game!

Sweet Spot

Wednesday, July 21st, 2010

GolfBallTee1I used to play a lot of golf, and the game taught me a lot.  One bit of wisdom came my way one Sunday afternoon from a golfer named Jim Bishop, while he and I were playing the classic old Wilson Course at Griffith Park in Los Angeles.  He told me that one reason he plays golf is that it that offers a person the chance to experience perfection.  “Every now and then,” he said, “you make a perfect swing.”  As any golfer who took the game seriously would, I understood exactly what Bishop was talking about.

On occasions, something amazing happens in the game of golf, when you transcend the conscious boundaries of all your prior experiences with the game, let go of your expectations, and become a passenger on the boat of your own brilliance.  You experience the patient takeaway, the coiling in the hips, the shoulders in perfect orbit around the spine, your back leg buttressed like a telephone pole, until you are behind the ball and then, your entire being uncoils through the ball, not swinging at it as much as passing a wave of energy through it, and in immortal words of Carl Spackler, “Cinderella story. Outta nowhere.”  There it is.  You feel it for just an instant.  Perfection.

A golfer pays a price to get there, because most often golf is crap and collapse, frustration, bad behavior and the sudden and unexplainable disappearance of one’s powers.  In other words, it’s a lot like life, which why everyone should play golf at some point in their lives.  It teaches you a lot about how to persist in the face of adversity.

Like the game of golf, the work we do requires a lot of patience and, like golf, work is all about managing adverse events.  The professional golfer, Frank Beard, once said that he hit exactly the same good shots an amateur golfer hits, he just hit more of them.  The same is true with our work.  Success looks the same for everyone.  You make money.  You enjoy the interactions.  You go home happy.  It is the consistency of our game, and the ability to manage adversity, that distinguishes the real players from the weekenders.

It doesn’t matter how great a player you are, there are times when you just have to take an unplayable lie, stroke and penalty, or when you find yourself out of bounds and have to hike back to the tee and start all over, stroke and distance.

Then there are times when work comes together like the perfect swing.  When your biggest client calls to thank you for solving a couple of problems, your oldest client makes things new again, and your newest client signs the contract.  When a friend makes news for doing something cool and funny.  When you begin a journey that is going to take four years and promises no end of excitement.  When you get to study with one of your favorite teachers for two hours.  When you have tickets with friends for a great concert tonight.

This is one of those days for me, and I wish you all the same.  Because we all know that soon enough we’ll be hooking them deep into alligator country again, trying to locate our ball in places where, as Lee Trevino once said, “there’s things with no shoulders living in there” and be asking ourselves why in the hell we put ourselves through it.

We put ourselves through it because we are promised times when perfection smiles on us, and we experience the satisfaction of seeing ourselves and the games we play in a new light, when we are capable of doing, in the context of the game, what we had only dreamed about before.

Apparatus and Apparition

Thursday, June 24th, 2010

Observing the interwebs abuzz today about the long (up to an 11-hour wait in L.A.!) iPhone lines, and the lines already forming (three days ahead of the first screening!) for the next Twilight sequel, I am reminded of this scenario:

Piaggio1A friend of ours who works in sales gets honored often as a leading performer at his company, a large and established organization which is one of the 87 current members of the S&P 500 that have been members since its inception in 1957. The honoring happens at lavish banquets attended by the company’s top managers and featuring a pricey speaker.

Understand that our friend is a madman, who rides his three-wheeled Piaggio motorcycle with the governor of the state where he lives, has 28 tattoos— including one on his (hairy) chest of a man pushing a lawnmower, next to which he shaves a smooth swatch as if the tattooed lawnmower has mowed his chest; and as a hobby he spent a couple of years performing standup comedy as a Catholic priest (he’s Jewish).  None of the tattoos is visible outside our friend’s business suit. Nobody at his company knows he does stand-up under a stage name while wearing a Roman collar.   He plays the company game, but it is far from the only game he plays.

Our friend told us that the speaker at a recent banquet where he was honored as his division’s Salesperson of the Year gave a speech about ‘Finishing First.’ About how nothing else would do. About how a person has a choice between finishing first and being a loser. How in sales, there is no prize for second place, first place is the only place that matters. You either make the sale or you don’t.

Our friend approached the speaker after his speech and struck up a conversation that went like this.

FRIEND: Nice speech.
SPEAKER: Thank you.
FRIEND: What’d you get for it? Forty thousand dollars?  Am I close?
SPEAKER: Uh..that’s in the ballpark.
FRIEND: You know, our first choice for a speaker was Colin Powell, but he wanted two-hundred thousand dollars and we couldn’t afford it.  So it looks like finishing second worked out pretty well for you, didn’t it?

“When I saw the look on his face I felt bad for saying it,” says our friend. “But I couldn’t resist.  It was such an obviously lame premise.  There are all kinds of situations where finishing first has nothing to do with your success.”

So you’re waiting in line for the iPhone or the Twilight.  Cool.  It’s a happening.  A social event.  Remember, though, that meaningful transactions happen in the line, with other people, not at the end of it, with an apparatus or an apparition.

Enjoy the ride and you won’t ever have to worry about whether you’ll be the first to arrive.

Who Is Josh Weinstein?

Monday, June 21st, 2010

On his excellent MBAStoryteller site (yes! more MBA storytellers!) Nabil Laoudji, who’s in the Sloan MBA program at MIT, posted this 2006 video by Josh Weinstein.

Weinstein’s video demonstrates brilliantly how our perceptions shape our opinions.  That’s the obvious learning.

There are other, subtler ideas expressed in this video, too, which is why I really dig it.  It has lots of subtext:

The absence of knowledge makes perceptions more malleable. Because Weinstein is unknown to his subjects, slight adjustments in his appearance seem to cause wild fluctuations in perceptions (the edits themselves also shape perception, but I’ll comment only with subjects’ behavior here).  Anyone or any brand that seeks to limit knowledge?  This is why.  Manipulation of perceptions.  In a business environment where knowledge is so easily shared and transferred, limiting knowledge in order to manipulate perceptions is not good business.

Consistent character encourages learning. Weinstein’s character, a slightly bemused, inquisitive observer of human nature, seems consistent throughout.  As a storyteller, he uses this truth to get honest reactions from his subjects—that is, because he’s consistently in character, we can be pretty sure the subjects’ reactions are their own, and not something he has manipulated them into doing   Imagine if, instead, he’d played different characters in the interviews—aggressive, stupid, coy, flirty—we would not have been half as interested in or trusting of what his subjects had to say.  He and we would not have learned half as much.

Interrogation is not dialogue. The questions all go one way.  Weinstein does this to control the narrative and make a point.  Generally, however, dialogue is much more productive than interrogation.

This is what a lot of market research looks like. Like market research, Weinstein’s film is a series of snapshots.  It is an interrogation of the audience, not a dialogue.  Because of the way the interviews are conducted, the audience’s multi-faceted responses are nearly all flawed.  It doesn’t matter how much data you have if its facets are flawed and unrelated.  Many facets do not a diamond make. It is the interrelationship of the facets, their connection to one another, that illuminates the stone.

Admit your ignorance. Nearly everyone in the video is willing to guess about Weinstein’s identity, and in doing so they accept a ‘rule of the game’ that underscores their ignorance.  This is a fine storytelling device for Weinstein’s video, but it’s a toxic game in business.  For some managers, however, this is THE  game.  A conversation consists of them waiting for a ‘gotcha’ moment, when they can prove you wrong, ignorant, or both.  People pretending to know what they’re talking about are just as much to blame for this game as those who expose them.   Beware of games designed to show up anyone’s ignorance!  Admitting your ignorance is a first step toward learning.  Guessing, or faking knowledge, is not.  Ultimately, Weinstein’s video delivers the goods in the form of questions answered, but not before he demonstrates just how elusive the goods can be.

Harpo’s Rules

Sunday, June 20th, 2010

Harpo1Underneath his fright wig and his goofy screen persona, Harpo Marx was one beautiful human being.  In his autobiography, Harpo Speaks, he lists his family’s rules.  It’s some of the wisest advice a father ever gave his children:

1.  Life has been created for you to enjoy, but you won’t enjoy it unless you pay for it with some good, hard work. This is one price that will never be marked down.

2.  You can work at whatever you want to as long as you do it as well as you can and clean up afterwards and you’re at the table at mealtime and in bed at bedtime.

3.  Respect what the others do. Respect Dad’s harp, Mom’s paints, Billy’s piano, Alex’s set of tools, Jimmy’s designs, and Minnie’s menagerie.

4.  If anything makes you sore, come out with it. Maybe the rest of us are itching for a fight too.

5.  If anything strikes you as funny, out with that too. Let’s all the rest of us have a laugh.

6. If you have an impulse to do something you’re not sure is right, go ahead and do it. Take a chance. Chances are, if you don’t you’ll regret it–unless you break the rules about mealtime and bedtime, in which case you’ll sure as hell regret it.

7.  If it’s a question of whether to do what’s fun or what is supposed to be good for you, and nobody is hurt by whichever you do, always do what’s fun.

8.  If things get too much for you and you feel the whole world’s against you, go stand on your head. If you can think of anything crazier to do, do it.

9.  Don’t worry about what other people think. The only person in the world important enough to conform to is yourself.

10.  Anybody who misteats a pet or breaks a pool cue is docked a month’s pay.

Hope your Father’s Day was as happy as mine!

The Power of Pull

Wednesday, June 16th, 2010

This is not a review.

This is an appreciation.

PoP_CoverJohn Hagel III, John Seely Brown, and Lang Davison’s new book, The Power of PullHow Small Moves, Smartly Made, Can Set Big Things in Motion, describes the business environments most of us are living in these days:  fluid, complex, generative, with networks, not machines, as their framework.  The book itself reflects this.  Its structure mirrors the structure of a network.  Its concepts are expressed as a matrix.  This gives the Power of Pull depth and perspective that asks quite a bit of the reader.  I had to go through the book twice to even begin to grasp its concepts and their implications to business.

The reading expands as you’re reading, as if you could stop at almost any page in the book and use it as a lens to zoom in on some aspect of business in the 21st Century.  What will it be like?  How will it change us? How can we change it? Who will prosper? What will hold us back? What’s the relationship between chaos and control? Between core and edge? It’s a lot to ponder.  This is not some fluffy recipe for feeling good about the future.  This is an important assessment of the work to be done.

The Power of Pull labels this evolution ‘The Big Shift.’  Make no mistake, The Big Shift is a life-altering change of game.  It is the tornado to Oz.  It is the jump to hyperspace.  It is the event that turns everyday turtles into Ninjas.  Prepare to be transformed by what you read.

Here’s a small sampling of the many concepts expressed the book that can make the difference between survival and prosperity in the networked era of business.

Push vs. Pull. ‘Push’ business models are (the GameChangers term for it) ‘Industrial Age’ models.  They are machine-like, hierarchical, heavily scripted, and emphasize planning over preparation. As one manager told me recently, “We are supposed to plan for every contingency, but you can’t plan for every contingency.  It’s impossible.”  ‘Pull’ models, by contrast, are dynamic, nimble, and emphasize preparation over planning.  In the Pull model, plans are designed to evolve, and deviations from the norm are seen not as failures but as opportunities to learn and grow.

Stocks vs. Flows. Push models treat knowledge as a scarce commodity.  A stock.  A ‘Push’ manager says, “I know but I can’t tell you.”  Pull models treat knowledge as an abundant resource.  A flow.  A Pull manager says, “Here’s what I know that can help solve the problem.”

Fast Learning. Push models called for standardized institutional learning.  Everyone worked off the same playbook.  In the networked world, there’s no time to transfer knowledge from edge to core, have it interpreted, codified and re-distributed to the edge as institutional dogma.  By the time the core has reacted, the opportunity to put the knowledge to use has been lost.  Because they treat knowledge as abundant and not as a scarce commodity, Pull models are free to direct flows of knowledge not just to the core, but to wherever in the enterprise there is a problem to be solved.  This is a far more efficient way for a company to apply its knowledge than the old Push model.

Small Moves. As improvisers we learn that the little things can make the biggest difference to performance, because the little things that have the ability to expand into big things, and the audience loves this.  Big things, by contrast, can only get so big as to be unmanageable, or be broken down into manageable chunks.  The small moves have manageability built into them. Networks are designed to knit together small moves into significant phenomena.  When communication is significant, markets move.   And when markets move, money gets made.

Serendipity. (I neglected to include this in the original post, and it’s important.)  Serendipity is an unforeseen positive outcome.  Because networks contain infinite potential for serendipity, it is essential to take it into account in the Pull model, as Hagel III et al certainly do.  Improvisation can influence serendipity in two ways:  First, because unforeseen positive outcomes are what improvisers intend in every scene, it invites serendipity; second, it is a process for turning the unforeseen events into positive outcomes.   Push models automatically regard what is unforeseen as negative.  Pull models (and improvisers) greet what is unforeseen as an opportunity to make something positive happen.

What JSB, Hagel III and Davison describe in The Power of Pull is a kind of magnetism.  The cover of the book shows iron filings aligning along magnetic fields.  This is my one quibble, what I’d call a slight disconnect in their narrative:  If The Power of Pull is, in fact, meant to describe magnetism, then the concept of Push can’t be discounted or discredited quite so much as the authors seem to want.  Magnetism involves both Pull and Push, attraction and repulsion.  There is a relationship between the two.  Just because we are divorcing Push to marry Pull doesn’t mean we’ll never deal with Push again.  We had kids with Push.  We built some wealth together.  As the authors themselves point out in the book, without a core there can be no meaningful edge.  Push will never be entirely out of the picture.

There is a whole new language coming into existence to describe business in the networked world.  This language invokes new rules, like the 140 characters rule; and defines new ways of collaborating, like the crowdsourcing game.   The Power of Pull freshens the lexicon by describing how and why business is changing, must change, to prosper in the new realities made possible by networks.  If, as I believe, this is magnetism we’re talking about, the work of realizing the new realities will consist in equal parts of rejecting the negative, attracting the positive, and not messing with the in-betweens.   Push, Pull or Get Out of the Way!