Archive for the ‘Issues’ 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...

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.”

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!)

Bring Your Toolbox, Not Your Rulebox

Tuesday, January 11th, 2011

One of the best improv groups I’ve ever seen is the three person team, Dasariski, consisting of Bob Dassie, Rich Talarico, and Craig Cackowski, who perform at I.O. West in Los Angeles.  They are a great group for a million reasons.  My favorite thing about them is that they are incredibly patient about letting the game come to them.  They are as delighted as the audience by what they discover in their scenes, and they discover a lot.  It’s what makes a Dasariski show a delightful experience.

Talarico2When I saw that Rich Talarico would be conducting an 8-week class entitled The Way of Improv, I jumped at it.  We had our first class this past week and just as one might expect from a Dasariski player, the coaching was patient, and it was delightful.

Rehearsal space is sacred space, and I’m not going be reporting on these classes, but Rich said something wonderful early in the first class that is worth sharing.  I don’t think he’ll mind, because it is drawn from the commonly-shared language of improvisers.  He said, “We don’t have rules, we have tools.”

That, to me, is a perfect summation of what improvisation is all about.  Of course, there are rules to every game.  In business, there are rules governing every transaction.  What Rich meant is that the art of improvisation itself has no rules.  It has tools.  We put our tools to work to liberate performance.  Rules are just there to give shape and context to the performance.  In terms of improvisation, rules are to tools what the block of wood is to the hammer, what the plaster is to the putty knife.

When you invoke rules to guide your process you are using a block of wood to hit the nail.  You are throwing wet plaster at a crack in the wall.  To solve the problem, bring your toolbox, not your rulebox.

Is Social Useless?

Thursday, September 2nd, 2010

A response to Spencer Fry of Carbonmade, who recently posted a blog entry entitled: “Down With Social–Social is Immeasurable and a Waste of Time.”

Quantum1ASpencer, I agree to this extent:  The phrase ‘Social Media’ is so amorphous as to be essentially meaningless.  In fact, all media are social.  It’s like saying Wooden Tree, or Feathered Bird.

The most social medium is sexual intimacy, followed (if we’re talking relevance; preceded if we’re talking chronology) by meaningful face-to-face conversations, scaling out from there, and eventually reaching the nebulous netherworld of thoughtless Likes, meaningless Tweets and snarky YouTube comments.  Noise.  Cosmetic data with no emotional or meta resonance.

What’s usually ignored in conversations about Social Media platforms is the Science of Narrative.  Narrative is the force that makes media meaningful.  Narrative may not make the world go round, but it describes for us why and how it does.  It provides context for information that would otherwise appear as random.  The reason social messaging echos and evaporates is that it’s not connecting with a narrative.  (A hashtag or a mention does not a narrative make!)

The most relevant aspect of Social Media will turn out to be the lens it afford us with which to perceive narratives.  We are, I believe, at a stage in the history of narratology that parallels where physics was at the turn of the last century, when the science moved from the Newtonian to the Quantum.

Marketers who use social media as you have described it, as a fashion statement, are doomed to keep firing blanks at a target they cannot see.  They are using Industrial Aged models to engage in a Networked environment.  It’s like trying to split an atom with a pendulum.

Those who use it as a lens on narrative, will be able to direct ‘particles of meaning’ at the quantum narrative made visible by social technologies and capture the massive energy predictably released by these interactions.

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.

GameChangers Glossary, O to Z

Wednesday, August 25th, 2010

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

Objective–The desired outcome of a scene; the focus of a scene; the business goal of a scene; one of the four elements of a Game

Opening–An ‘overture’ prior to a scene or series of scenes in which a player or a group develops the themes for a performance; usually begins with a suggestion from the audience

Organic Opening–A style of group opening in which a ‘stream-of-consciousness’ dialogue and/or actions identify the themes for a performance

Organizational Environment–The overall physical presentation of a business to its audience; the ’stage’ upon which a business performs; includes exteriors, interiors, wardrobe, lighting, transportation, ambient noise, air quality, etc. etc.

Pandering–A performance-related problem that occurs when a player appeals to an audience’s basest instincts; in improv comedy, this is known as ‘going for the easy laugh’

Performance–The actions taken by a player or group to achieve an objective; a scene or series of scenes designed to earn the audience’s approval and achieve an objective; participation in a game; the object of analysis  (by a coach/manager and/or audience) of a group’s effectiveness; an improvised scene or series of scenes; the effectiveness of a brand’s narrative in the marketplace

Pimping–A performance-related problem that occurs when a player makes an unreasonable demand or sets unreasonable expectations of other players; setting up a scene partner to look bad; asking a scene partner to perform in a way that conflicts with the scene partner’s role and/or character.

Play–Participation in a game; spontaneity; full engagement with one’s environment and scene partners; a design for achieving positive outsomes from unforeseen circumstances; performance; the enjoyable, shareable and scaleable pursuit of an objective; (see Improvisation)

Player–Anyone who plays a role in a scene; one who collaborates with others to achieve an objective; one whose work is informed by a sense of play; improviser

Quantum Narrative–The flow of experience, perception and communication–both conscious and unconscious–in which all living things participate;  a thematically-connected definition of these experiences, perceptions and communication; the material from which linear (i.e. ‘Newtonian’) narratives get produced

Role–The set of job-related responsibilities and duties for a specific player within a scene; unlike Character, roles can vary from scene to scene, and can also vary in terms of status; playing a role is often colloquially referred to as ‘wearing a hat’; one of the four components of a Game

Scene–Any interaction between two or more players who share an objective

Scene Partner–Anyone with whom a player interacts during a scene; a teammate

Scenic–Description of an environment that is rich with visual information and objects of inspiration

Scripting–A performance-related problem that occurs when a player plans how a scene will go beforehand; the imposition of one player’s narrative on the other players in a scene; dogmatic then sticks to the ‘script’, even if unforeseen events within the scene call for actions different than those planned

Scripter–A player who goes into a scene with his or her mind mind up about what the scene should be; a player who imposes his or her narrative on other players; the worst thing you can call an improviser

Spolin, Viola–An educator, community activist, author and theater director (1906-1994), who, along with her mentor, Neva Boyd (1876-1963), established the game-based theories and practices upon which GameChangers, and much of modern improv theater, is built; ‘the godmother of modern improvisation’; the author of the seminal textbook, Improvisation for the Theater (1963; U. of Chicago Press); Spolin’s son, Paul Sills (1927-2008), used his mother’s techniques to modernize and commercialize comedia del arte as ‘improv comedy’ through his work at the University of Chicago as co-founder of the Compass Players and as the co-founder and original artistic director of Second City Theater

Status–The level of authority associated with a player’s role in a scene; in Industrial models, status did not change from scene to scene, the CEO, for example was high status in every scene he or she (oh wait, we said Industrial, make that just ‘he’) was in; in the Networked Model, the CEO’s (or anyone else’s) status can range in status from scene to scene.

Status Games–A genre of usually unproductive games in which defining and preserving status is the objective; includes games such as ‘Kissing Ass,’ ‘Who’s Going to Tell Him He’s Wrong?  (Not me!)” and “I’m The Decider”; these games usually need excessive follow-up, as reality must catch up to the fictions generated by managers who focus on status instead of objectives that can be shared by the group

Story–The historical artifact that emerges from the playing of a game; the arc of a scene or performance, often said to consist of Beginning, Middle and End; the ‘Newtonian narrative’ that results from interaction with a Quantum Narrative; a snapshot in time of narrative flow; narrative history; an artifact produced by engagement with one’s art; the historical record of a player or group’s interaction with its environment

Suggestion From the Audience–Any idea or piece of information given to a group prior to a performance by those who will judge the effectiveness of that performance; includes market research, customer relationship management, results of spidering and other listening technologies; organizational imperatives; brand statements; directions from manager/coach, etc.

Symbolic Movement–Meta communication that moves a narrative forward

Theme–An idea inspired by a suggestion from the audience and generated in an opening or first scenes in a performance; the idea whose exploration provides the conceptual and narrative ‘glue’ for a performance; that provides the inspiration and foundation for a scene or performance

Upstaging–A performance related problem that consists of of stealing focus or negating the contributions of another player to make yourself look better; trying to good at someone else’s expense; blocking the audience’s view of another player in a scene

Yes and, Yes anding–Accepting a scene partner’s reality or declaration, then adding useful information or contribution of your own in order to arrive at a new idea or reality shared by the group; a shorthand phrase that describes the most fundamental concept of improvisation, the agreement between players that results in transformation

Zone, in the–see ‘Group Mind

THIS IS A LIVING LIST; PASS IT ALONG AND ADD TO IT, AS WE WILL CONTINUE TO DO HERE AT GAMECHANGERS.

GameChangers Glossary, H to N

Tuesday, August 24th, 2010

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

Heighten–To build emotional involvement and energy in a scene

Improv–See ‘Improvisation

Improvisation–spontaneous communication designed to generate positive outcomes from unforeseen circumstances; interpersonal and group communication that is instinctive and informed by experience, knowledge, serendipity and respect for environment; improv, as performed in theaters, such as with improv comedy; a conversation with the community; the pedagogy, philosophy and process defined by Viola Spolin in her 1963 book, Improvisation for the Theater; a games-based methodology for generating communication, learning and transformation

Initiation–The first meaningful words or lines spoken during a scene; in this case, ‘meaningful’ refers to anything that directly involves the group’s progress toward achieving the scene’s objective(s).

Interrogation–A performance-related issue, often arising in interviews or employee reviews, that arises when one player only asks questions and never acts on the information revealed by the answers;

Invention–A performance-related issue that occurs when players work with speculative or subjective information instead of the reality of the scene.

Invocation–An exercise that lets players examine a subject from the third-person (”It is”), second-person (”You are”) and first-person (”I am”) perspectives in order to identify themes for a performance.

Issue–Any performance-related problem which can be remedied by better execution of GameChangers business communication techniques.

Judging–A performance-related problem that occurs when a player subjectively assesses a scene while the scene is taking place.

Justifying–A performance-related problem that occurs when a player self-consciously explains his or her (or their team’s) actions in a scene, especially when the behavior does not align with the GameChangers principles.

Liminal–relating to the threshold of perception that players break through by participating in a game; relates to perceptions of one’s own abilities and to what one’s perceptions of what is generally possible; transcending the status quo

Meta Communication/Meaning–A symbolic or allegorical representation of ideas and concerns that exist on a societal, cultural or archetypal scale; the symbolic representation of a macro trend, widely held belief, or aspect of the human condition; (See ‘Cosmetic Communication/Meaning‘ and ‘Emotional Communication/Meaning‘)

Monologue–A speech given by a single player in a scene; a speech shared amongst multiple players in the course of a scene or presentation.

Narrative–A flow of thematically-connected events that can be related after the fact as a story; organizational memory and vision of the future that inform scenes performed in the present; a purposeful alignment of ideas and events, such as for a brand.

Negativity–Traits, ideologies and behaviors that halt a scene’s progress through skepticism and a disagreeable inclination to oppose, deny and/or resist the ideas or involvement of other players; pessimism; the antithesis of the attitude required for productive collaborations.

Network–The communications matrix of an organization, brand or individual; those who are connected by a communications matrix or belong to an organization; defined by John Seely Brown, John Hagel et al as consisting of ‘core’ and ‘edge’

Networked World–The highly communicative, internet-supported global stage on which business gets conducted

Objective–The desired outcome of a scene; the stated purpose of playing a game; the business goal of a scene; one of the four elements that comprise a Game

Opening–An ‘overture’ prior to a scene or series of scenes in which a player or a group develops the themes for an upcoming performance; usually triggered by Suggestions From the Audience

Organization–The manifestation of a business or brand to its audience; the operational structure of a business or brand; a company or group with a shared mission and business objectives (see ‘Network‘)

TO BE CONTINUED…

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.