Archive for the ‘Objectives’ Category

Mystery Table AT THE INNOVATION SUMMIT

Tuesday, April 3rd, 2012

Last Friday, at the invitation of Jonathan Taplin and Erin Reilly of USC’s Annenberg Innovation Lab, we conducted a 90-minute session at the 2012 Annenberg Innovation Summit on the USC campus. The objective was to summarize the thinking that came out of a day of presentations and panels with high fliers from the worlds of academia, technology, urban design, entertainment, non-profits and government. People like Henry Jenkins, Anne Balsamo, and John Seely Brown.

We used our ERGO (Environment, Roles, Guidelines, Objectives) game structure to design the session. The game involved 100 people seated at 12 tables. In 90 minutes, the group came up with 800 ideas grouped into four different themes and ranked from 13 to 1 in order of ‘impact in the next five years.’

The objective of the game was to generate and rank as many ideas as possible in the time we had, and then look at innovation as a process of identifying patterns and connections in large datasets.

Objective

Objective

As communicators, our 800+ ideas are our material the way a rock is a sculptor’s material. What we do with the material is what a sculptor does to a rock–chip away at it to reveal patterns and narrative elements concealed within the rock that are made visible through our process.

THE MYSTERY TABLE:

We noticed a really interesting outcome to  Friday’s game. (Remember: Outcomes are different from Objectives, and are where most of the value of a game resides.) Of the 12 tables, one table performed better than the others. It was a table of seven women and one man.  Their ages varied. And because we asked everyone to sit with people they did not know, we can assume at least some of them were new to one another. Yet their focus was better, their tempo faster, their agreements quicker, than any other table in the room, as far as we could tell.

Why? How? It is a mystery begging to be solved.

The people at that table understood our game well enough that they were able to adjust one of its guidelines without affecting the game in any way except to make it go faster.  That choice probably gave them an extra 5 minutes over the duration of the game that could be spent on idea generation instead of game mechanics.Many of the other tables got bogged down in game mechanics for 10 of the 90 allotted minutes. That gave the Mystery Table a 15-minute advantage over the less agile tables. That’s 17% more productivity over the 90-minute period.

I never saw them ask for help, but I saw one of them listening whenever a nearby table asked for help. That’s one way they communicated and shared efficiently. The work at other tables would come to a complete standstill as they got an explanation from Jenkins or Balsamo. The work at the high-performing table never stopped. I want to know more more about the Mystery Table, about what made their process so efficient.

If we’d have had another half hour in our session, we could have dug into the Mystery Table’s process. What was the game like for them? What choices did they make that kept things clear and focused? How did they listen to one another? How did they yes-and? How did they sort out any confusion they might have had? How was the decision made to change one of the game’ guidelines to make their ranking process more efficient? What secrets would this Mystery Table have revealed to the rest of the participants?

I am going to follow up with at least one of the people at the Mystery Table and let you know what he or she says about their process. Stand by.

Outcome

Outcome

Making it Go as We Up Along

Tuesday, March 20th, 2012
Drew Coolidge

Drew Coolidge

Most of the credit for this post goes to Drew Coolidge, an exquisitely gifted improviser I’ve had the fun of watching many times in action with his group Cartel, and before that in a group called Spank Drew (draw your own conclusions about what that team thought of him). On USSRocknRoll.com he writes about his three favorite improv teachers, and the gifts each of them gave him.

Here’s a summary of Drew’s post and my take on its applications to business:

From Eric Hunnicutt, he learned how to deal with fear. “Just be present. It’s not about getting rid of fear, if you’re present, fear has no room to exist.” Hunnicutt taught him.

When it comes to business, or life in general for that matter, who among us doesn’t have fears? A speech. A parent. A spider. A client. Hunnicutt’s advice to Drew about performing onstage is just as legit in any other context: don’t work at being fearless. That’s like treating fear as some kind of virus and yourself a victim in need of medication. Don’t go there with your energy. Instead, practice being present. If you’re completely absent, begin by focusing on your breathing. Your senses, all of them, and the space around you, all of it. Go from there. By giving 100% of your attention to everyone and everything around you, fear ceases to become a factor in your performance.

(The basketball legend, Larry Bird, once said about playing in an NBA championship game against the Houston Rockets that, while running a fast break, was he aware not only of where all ten players were on the court, he was aware of every fan in the first 20 rows of the arena. If someone was sitting down with a box of popcorn, or leaving their seat, Bird saw it while sprinting down the floor. We normally think of players confining their awareness to the court, but when our senses are 100% engaged, a line painted on a floor is just one more thing we notice. It does not define the limits of our awareness.)

From Dave Hill, Coolidge got insight into what improvisers call the group mind. The group mind is when all the players on a team tap into and share the flow of a performance. They are all on the same page, they are one organism, evolving in realtime right before our eyes. “It’s the product of individuals making strong choices and completely supporting the moves of the other players,” is how Drew boils down Hill’s gift. It naturally follows Hunnicut’s note. If you’re present, you can do this.

In business, everyone talks about teamwork, but dishearteningly few understand what Dave Hill taught Drew: Every player on a team can make the strongest, boldest, ballsiest individual move she or he is capable of making, and support those moves by their fellow players, and have all of it be consistent with good teamwork. (Oh, and group mind is not the same thing as groupthink. The two concepts are completely at odds with one another.) Agree on the game your team is playing and you’re on the way toward discovering the group mind.

From David Pasquesi, Drew received this gem: “The scene is already occurring, it’s our job to allow the scene to reveal itself to us. The tools for doing that are: 1. Listening (or Paying Attention) 2. There is no two.”

We call Lstening (or Paying Attention) ‘Heeding.’ In business, we can get so focused on the desired resolution to our ‘scene,’ that we forget to heed what’s happening in the moment, which is the only chance we have to improve our odds of success. Heeding results in opportunity recognition. Forget to heed, fail to recognize opportunity.

I’ve evolved the headline from Drew’s post a bit. He made it go, I heeded, and that’s how we up along. Spanks, Drew!

Replace Mistakenness with Effectiveness

Monday, March 12th, 2012

Mistakes, mistakes, mistakes! Are they not the businessperson’s biggest bogey? A misstated phrase in an email that blows up into a huge misunderstanding. A mis-labeled file that causes vital information to get dis- or mis-placed. A mistaken brand strategy  or pricing position for which the market shows no mercy. The ever-present and infinite range of possibilities for making mistakes have managers hitting the Maalox like macaws hitting a mango tree.

There is a different approach, one used by improvisers. It’s also an approach that will be familiar to agile developers. In improvisation, every ‘mistake’ is received, instead, as an opportunity. An opportunity for what? Depends on the ‘mistake.’ It could be an opportunity to learn. To upgrade a system. Improve a relationship. Refine a process. Eliminate a defect. Correct a mis-perception. Could be anything.

Here’s the flip: Don’t focus on eliminating the bad. Focus on creating the good. MistakesEffects1

The key to the flip is using the Activity Formerly Known as a Mistake as a kind of fulcrum for fast action. Don’t waste time dwelling on it or assigning blame. And especially don’t let your fear of making another so-called mistake limit your range of options in the future. If this is your M.O., it won’t be long before you are giving yourself no range of options whatsoever, and will only  engage in activities that are perceived as ‘risk free.’ That’s when you stop learning. When you stop learning you stop evolving. And when you stop evolving, you lose touch with the marketplace, which is evolving, with you or without you.

A mentor of mine, Art Swerdloff, used to have a saying that had been handed down to him by his mentor, the legendary film editor and former Dean of the USC Cinema School, Slavko Vorkapich: “There are no mistakes, only effects.” Vorkapich and Art were talking about film editing, but they could have been talking about any kind of communication process. According to their approach, it was impossible to make a film edit that was ‘wrong.’ Looking at their process like this let Vorkapich and Swerdloff perceive their work as a direct interaction with their audience. No edit is a mistake. Every edit produces an effect on the audience. Does it confuse them or underscore an emotion? Reinforce or change the flow of the story? Is the edit a jarring experience for the viewer? Does it surprise? Build or resolve tension? Add or shift perspective?

This approach transcended craft, and let them build a dialogue with their many collaborators—directors, cinematographers, composers, sound editors, et al—built on a vocabulary of effectiveness. If their discussion with their collaborators had focused, instead, on mistakes, it would not have been long before they’d get getting into one another’s business, and critiquing another person’s area of expertise. By focusing, not on the edit itself, but on the effect produced by the edit, they were able to their share their objective with their collaborators, and pursue it with a shared sense of purpose, with each collaborator working at the height of his or her craft.

Say it once more, maybe even say it out loud. There are no mistakes, only effects!

Then don’t let anything get between you and your effectiveness.

Objectives vs. Outcomes cont’d

Thursday, January 19th, 2012

Tuesday night, we staged an invitation-only workshop for 25 friends, acquaintances and interested folks to let them experience the marvel that is GameChangers. After reviewing our performance, the GameChangers team’s consensus is that on this particular night we were not marvelous. We started 15 minutes late, got slow in the middle and rushed at the end. We felt that the experience was, at times, less than riveting for our audience.  A couple of people spent an inordinate amount of time on their mobile devices, and we know for a fact they were not tweeting about how great it all was.

Specific notes:

- After cautioning the audience at the beginning of the presentation about long monologues as a means of communicating, I wrapped up the presentation with a long monologue.

- Our direction was soft on a couple of the exercises. This resulted in a kind of sponginess in the middle of the two-hour session, with drawn-out explanations by Antonio and me, less focus by the teams, and a rushed ‘third act’ in the last 15 mins.

- As any improviser can tell you, you have to work on pieces of the process at a time. You cannot drop everything you know on your audience all at once. In my explanation of what we call ‘the orchestral model’ of business communication, and the concept we call ‘quantum narrative,’ I got into more detail than the audience was able to absorb in such a short window. ‘Too clever by half,”as they say in Blighty. ‘Ten pounds of potatoes in a five pound bag,” as they say in Boise.

- The teamwork that usually happens during our workshops was not so much apparent in this one. Things stayed more individualized, and less knit-together than we would like.

- The tempo at which we conducted the session was inconsistent. If I had been conducting a piece of music, it would have been in about 20 different time signatures, with me conducting at least part of the performance with my back to the orchestra. Missing cues. Dynamics roller-coastery instead of scenic.

These notes are related to our business objective for the workshop, which was to explain GameChangers and give attendees a sampling of what we do with our clients. At achieving this objective, we give ourselves a 50%. We were only about half as effective as we believe we’re capable of being.

So why are we not upset?

Two reasons: One is that because our process lets us see so clearly where the issues are, we have already taken steps to remedy them before the next open workshop.

The other, bigger, reason is that the outcomes of the session have been extraordinary, better than the outcomes of many workshops where our performance was actually  much better than it was Tuesday. A lot of credit for this goes to the people who were in attendance. One of the points we make in these introductions to GameChangers is to distinguish between objectives of the game, and the outcomes of the game, and wow, has that been our experience since Tuesday.

These are some of the outcomes:

- Our friend Ron Finley, the ‘renegade urban gardener’ connected with our friends Jenna and Adam from TakePart, who were in attendance. TakePart is the digital division of Participant Media. They are going to do a story about Ron.

- Erin Reilly, the creative director of USC’s Annenberg Innovation Lab, spoke yesterday to her faculty committee about having us do a one-day workshop there in March.

- Marcy and Strath Hamilton of Tri-Coast Studios, which is producing a lot of e-books, met a Ruby on  Rails coder named Patrick Maddox, who was in attendance Tuesday.  They’ve been looking for a coder. Now they’re talking to Patrick.

- T.H. Culhane and David Groder, who are working on a robotics education program funded by the U.S. Naval Research Dept., are making a presentation today (Wednesday) at Washington High School in Los Angeles, and are being joined by Ron Finley, who is a Washington High graduate. This is happening as a result of them connecting on Tuesday night.

- T.H. and Groder will soon get introduced by GameChangers associate Jamal Williams, who was in town from D.C. for the Tuesday workshop, to Nii Simmonds, the ‘Nubian Cheetah,’ a Ghanian-born D.C. resident and former investment banker who funds a program called Afrobotics, a robotics competition for African schoolchildren.

- Kevin Wall, who is producing the opening ceremonies and concert for the 2014 World Cup in Rio, was in attendance. Kevin learned for the first time that Fernando Godoy, who used to be an intern in at one of Kevin’s companies, is today a successful internet entrepreneur in Sao Paulo and is a partner in Spirit of Football 2014. Kevin and Fernando are going to meet the next time Kevin is in Brazil.

- Tri-Coast Productions and GameChangers are meeting this coming Monday to discuss two projects–a GameChangers ebook and a video series that would be produced and performed by people from our network of world-class improvisers.

- Andy Sternberg has since Tuesday introduced us to two friends of his whom he believes will be interested in our work.

- We were able to continue a conversation with Nicholle McClelland Betelier, a marketing officer from IdeaLab, that began at a yoga retreat in December.

- A crypto-hipster named Som showed up uninivited, and asked some of the best questions and offered some of the most thoughtful comments of the evening. Thank you, Som, whoever and wherever you are! Please stay in touch!

- My favorite outcome of the evening came about thanks to a ‘gift’ from David Groder. At the very end of the session, after my long-winded closing monologue, Groder asked if we could go around the room and have everyone introduce themselves. All 25 people introduced themselves and described the work they’re doing. It was really remarkable, not only because it completely subverted the normal order of things—introductions at the end instead of the beginning!—but also because the people in attendance are doing brilliant things in the world. Attendees are working in robotics, social media, community development, urban gardening, fashion, cause-related marketing, transmedia storytelling, architecture, criminal law, venture capital, entertainment, academia, e-books, tech, watercraft stabilization, app development, etc. etc. etc. Introductions at the end became a very enjoyable kind of reveal. Almost everyone stayed and talked for half-an-hour or more after the session, and I believe most of that conversation would not have happened if not for David’s gift to the scene.

Never get objectives confused with outcomes. Objectives are what we use to assess and improve our performance. Outcomes happen as a result of having performed. Objectives are finite. Outcomes are unlimited. Objectives create focus. Outcomes generate value.

Post-event conversations were the most productive part of the evening

Post-event conversations were the most productive part of the evening

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Gamechanging Leadership

Thursday, December 1st, 2011

MountainTeam1AIn hierarchical organizations, leadership moves primarily from the top down. That’s its sole direction. In this model, the CEO is automatically the leader in every scene that doesn’t  involve the Board of Directors. The people who report to the CEO are the leaders in every scene that does not involve the CEO or the Board etc. etc. etc. until you get to the janitor, who is the leader of the broom. Every scene has a pecking order, and the pecking order has been decided before the scene begins.

In a business environment that changes at the speed of thought, there are lots of issues with this leadership model. Specifically, it’s too slow. It does not let an organization act quickly enough on opportunities or adapt cost-effectively to changing market conditions.

In networked organizations, by contrast, leadership is organic, it grows out of the structure of the scene and its problem-solving process, and not from a presumed hierarchy.

Visibly good leadership is essential to attract employees and customers to a brand and keep them engaged in its narrative, but that visibility can come from anywhere. Sure, it can and should still come from the ‘top.’ It can also come through the side door, from behind, the center, the edge, from out of left field, up from the ashes, or out from the shadows. It can be bombastic, it can be imperceptible, or any dynamic in between.

In networked organizations, leadership is everyone’s responsibility, and there is no single context for it, or one accepted style of leading. It is the scene that determines what leadership looks like, and what purpose it serves.

Further, being a leader is no bigger or lesser a deal than being a follower (i.e. team player). Just as everyone in a networked organization is expected to be a leader, everyone is also expected to be a follower. A player’s leadership (or followship) status is a condition of the scene and the game, not necessarily a condition of his or her rank in the organization.

Among the questions addressed, on a scene-by-scene basis, in a gamechanging leadership model:

-Whose subject matter expertise, perspective, or professional experience is most important to the scene?

-How well-articulated and shareable is the vision?

-Is your scene’s narrative (and its possible outcomes) scripted ahead of time, or co-created by your team as a result of its problem-solving process?

-Are your team’s roles complementary and supportive, lacking expertise to solve the problem, or overlapping and in conflict?

-What is the balance, and who does the balancing, between listening and speaking? Between information and intuition? Deconstruction and construction? Prenatal and Postmortem? Questions and declarations?

-How does a team stay focused on the problem at hand, while at the same time honoring historical and future organizational narratives?

-Who decides? How?

-What’s the game? When is it time to change the game or edit the scene?

And while there’s no one style or way of behaving that defines effective leadership, two things are true of all gamechanging leaders:

1) They listen first. 2) They do not script outcomes.

They understand that there are many ways to solve a problem, and that most of those ways will not be their own. This leadership model is the only way to act quickly enough on market opportunities and adapt cost-effectively enough to changes in the environment to stay competitive in the networked world.

NEXT: How we define Roles

Objectives and Outcomes

Monday, October 31st, 2011

Games are structure. They create focus, encourage participation, and stimulate the Group Mind, which gives players the freedom to work at the height of their intelligence toward collaboratively solving a problem. At GameChangers, we define game structure as ‘ERGO’–Environment, Roles, Guidelines and Objective. If you can define these elements in your scene, you’ve called out a game.

A ‘scene’ can be a single meeting or a years-long campaign. It can address an immediate crisis or seek lasting change in an organization’s culture. Whatever the reason for your scene, you always have the ability to apply game structure to it.

In addition to defining game structure, we help our clients sort out productive games from the unproductive ones. It should come as no surprise to anyone that there are a lot of unproductive games getting played out there. They can be unproductive for a lot of reasons. Here’s a big one: Games that treat Objectives and Outcomes as the same thing are not good games.

Objectives are structure. Outcomes are performance. These are two very different things. Here’s an example we sometimes use in our workshops to illustrate this point:

What is the Objective of the game of basketball? It’s to put the ball in the hoop. This objective has not changed since Dr. James Naismith nailed a peach basket to the balcony of the gymnasium at Springfield College in 1891. Other elements of the game, the E the R and the G, have evolved dramatically, the O has not. It is remarkable for its unchangedness.

The Objective: same as it ever was

The Objective: same as it ever was

Now…what are the Outcomes of the game of basketball?  Let your mind play with that question for awhile, and see what kind of responses pop up. Here are just a few that I myself have experienced: the Ireland (Indiana) Spuds high school basketball team; Hoosiers; my first pair of Chuck Taylor white canvas high tops; numb fingers from playing in 30-degree weather at recess; the fact that I first learned about Crispus Attucks because Oscar Robertson played for Crispus Attucks High School; Marv Albert’s arrest and subsequent rehabilitation; LeBron James leaving Cleveland; Dude Perfect; Magic and Bird; Rick Mount; George McGinnis; Wilt vs Russell; a rubber band that I wore on my wrist for a year; the Chuck Taylor black leather high tops that Corey Feldman wore in my film, The Lipstick Camera; the Chuck Taylor brand; the relationship between Spike Lee and Michael Jordan; Bobby Knight; Extreme HORSE with my friend Tim; hoops with my sons and their friends; coaching at the Y; the 2002 and 2003 Loyola Cubs CIF Championships; my friendship with Jamaal Wilkes; Ernie Barnes’ paintings…you get the idea…while there’s only one Objective, there are many possible Outcomes. And that’s just me. Your Outcomes are different from mine. Outcomes are an ever-expending set of possibilities.

This same dichotomy between Objectives and Outcomes is applicable to any game structure for your business. The Objective is the constant; the Outcomes are the infinite unknowns, where all the possibilities and all the upside reside.

Focus on your Objective, yes, by all means, absolutely! From a process standpoint, it is the most important thing, the target, the point of the exercise, it can even be your motivation. It is not, however, where the action is. Not where growth and extension occur.  If the only action you’re open to is achieving your Objective, you’re missing most of the possibilities of the game.

The game is put the ball in the basket. The possibility is Oscar Robertson.

"High Aspirations" by Ernie Barnes

"High Aspirations" by Ernie Barnes

The Brown M&Ms Game

Saturday, July 30th, 2011

EddieVanHalenM&M1Van Halen famously had an item in their concert contracts that required brown M&Ms removed from the rest of the M&Ms in their dressing room and backstage.  “No brown M&Ms’ has been often re-interpreted by pop psychology as narcissistic indulgence or obsessive control. It is remembered as a demand associated with rockstar vanity.

In reality, it was no such thing.

In reality, as David Lee Roth describes in his 1998 autobiography Crazy from the Heat (first edition paperback selling  for $123.41 on Amazon?!), and Ira Glass documented in a story that first aired July 24, 2009, on This American Life, the fine print about the M&Ms was a game designed by Van Halen  to make sure every part of its contract was read and observed by the local promoter and crew, especially the details of stage and stadium safety. Early in the stadium concert era of the 1970s, there was a lot of variance in stadium electrical systems and construction, and the supergroup, who traveled with 9 semi-trailers of equipment, wanted to make certain their concerns about safety were addressed with the same focus and attention to detail that goes into separating the brown M&Ms from the rest.

In the words of Jeff Bartsch on Editmentor.com:

“If the band rolled up to the next venue and found brown M&Ms in the backstage candy bowl, they immediately demanded a full line-item review of the entire rider contract.  Eddie Van Halen specifically buried the M&M Clause, because concert promoters who don’t pay attention to one part of a contract usually don’t pay attention to the rest of it, and resulting technical issues could be disastrous, even deadly.”

In a 2010 Fast Company article, the Heath Bros. describe the brown M&Ms as a ‘canary in a coal mine.’ They interpret it as a kind of red flag used by David Lee Roth to catch careless oversights of details in their contract.

We see it as a game.

The brown M&Ms were the anomaly that defined a game, a game whose objective was to eliminate brown M&Ms, and whose result was safety.

Note that there’s a big difference between the objective of a game and the results achieved by playing it! For example, the objective of chess is to checkmate the opponent’s king. The results of playing it are strategies and counter-strategies, study, focus and the testing and extension of one’s abilities.

A canary in a coal mine doesn’t really define a game, because the results are, for the most part, binary. The canary lives, or the canary dies. The canary in the coal mine tests only one thing—the presence of lethal gas. No fresh dialogue results from it, no unexpected discoveries, the processes following either outcome have already been scripted. The Heaths’ analogy is weak, because a productive game like ‘Brown M&Ms’ has a nearly infinite number of possible outcomes.

Variations of this game can work for any team involved in QA, Safety, Compliance, Supply Chain, Facilities Management, Engineering, etc., where there’s little or no tolerance for error. It’s not a game you can play too often. Played too often, your ‘brown M&Ms’ will no longer be an anomaly, and the game will lose its bite.

The advantage of playing a game like this is that it brings every imaginable detail into play, not just those you and your legal team can stipulate in a contract or manual. When you call attention to the ‘brown M&Ms,’ you initiate a dialogue about the details of your working relationship that holds far more possibilities for problem-solving in real time than the necessary, but inevitably frozen-in-time terms of a contract.

Leave it to Jobs

Thursday, July 21st, 2011

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

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

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

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

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

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

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

A GameChanger Visits Disney

Wednesday, July 20th, 2011

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

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

Jonathan Franklin in conversation with Disney Animation

Jonathan Franklin in conversation with Disney Animation

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

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

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

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

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

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

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

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

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

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

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

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

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

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

A good game was had by all.

Legendary Disney Animation director John Musker draws for the Franklin girls

Legendary Disney Animation director John Musker draws for the Franklin girls

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Poor Game, Rich Game

Thursday, June 23rd, 2011

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

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

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

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

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

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