Archive for the ‘Relationships’ Category

Miles Stroth: Listen Then Think

Monday, January 23rd, 2012

Listen4I take improv classes when I can, always from top-flight teachers. It helps me keep my edge by putting my performance under scrutiny and review that’s much more intense than what you or I experience in a workplace environment.  And it keeps me in a learning mode. You’ve probably never heard the name of my current teacher, Miles Stroth, but Miles is a legend in the improv community. He has influenced the art of improvisation as a performer and teacher, performed thousands of shows, taught thousands of students and changed the way they play the game.

I was struggling with my scenes in this week’s class, then had a little breakthrough in the last scene I did (we do dozens of scenes per class). The difference came about when I began by listening instead of thinking.

“Listen, then think,” says Miles. “Don’t try to make sense of the situation. Interact with it by listening.”

Here’s what happens when you think first instead of listening first:

You begin having a conversation about what’s in your head instead of about what’s in the scene. And because neither your scene partner(s) nor your audience can hear what’s in your head, you’re having a conversation with yourself, which distances you from the scene instead of engaging in it. You’re having a conversation with yourself.

Here’s what happens when you listen before thinking:

You can use your intellect to serve the scene (by doing something smart that propels the scene and makes your partner look good) instead of letting your intellect use you (“I am the smartest person in the room and here’s proof”). You’re having a conversation with reality.

Thinking is the ego talking; Listening is the world talking.

Listen. Then Think. That is the order of the opportunity in any scene you’re in.

Life is Long

Tuesday, January 3rd, 2012

ET1One night when my son, Alex (who’s leaving tomorrow for a job in NYC) was five years old, we watched the movie E.T. together at home. When E.T. left Elliot to return to his home planet, Alex cried. He was still sad when I tucked him into bed a little later.  “Why did E.T. leave?” he asked.

“E.T. had to go home,” I said. “To his family, on the planet where he lives.”

“I didn’t want him to go. I wanted him to stay with Elliot.”

“E.T. and Eliot were sad about it, too. But they love each other. And as long as they love each other, they’ll never really be apart. In their hearts, they’ll always be together.”

A pause, as Alex ponders.

“So you and I will always be together?”

“Yes, Son, you and I will always be together.”

Of all the motivational sayings used in business my least favorites express the idea that  ‘Life is Short.’

Because you see, Life is not short. Life is long. Our own lives are short, for sure. Birth, fornication and death—as the poet Ogden Nash so succinctly put it—are the facts when you get down to brass tacks. A human being’s life—or a whale’s or a bacterium’s—is a tiny spark in the night of eternity. But to say or act as if life itself is short generates the kinds of  hurrying and worrying that can cause us to miss much of what life actually is, or can be.

Life is long like the love a parent has for a child. There is nothing short about that. Nothing hurried. Time ceases to matter when we are proving our love.

Life is long like the warmth of a fire on a cold night. We are warmed as much by an experience as old as humankind as by the fire itself.

No matter what mountain we have chosen to climb, or what sudden twist of fate confronts us, when we behave as if life is short, we begin to hurry, and that’s when mistakes happen. As the basketball coach John Wooden said, “Be quick, but don’t hurry.”

My wish for 2012 is that we all find ways to appreciate the idea that life is long

That the reason we make footprints on the planet is to mark a path for who comes after, and that it’s not the size of the footprint that matters, but the direction of the path.

That we are patient with one another, and not short, abrupt, rude, inconsiderate, unkind—all the stuff we do intentionally or not, when we get impatient, when we are driven by the ticking of an internal clock that no one else can hear.

That we embrace the notion that our Success is inevitable, and so is our Failure.

That the Birth-Fornication-Death thing is fleeting, but poetry endures.

That we remember that nothing of value was ever harmed by the taking of time. (I thought Abraham Lincoln said it, but can’t find the citation. What’s likely is that even if Abe Lincoln did say it, someone said it before Abe. Because life is long.)

That we see growth not as something that takes time, but as something that transcends time, because growth is happening now and always has been. What can take time is our own ability to see and make sense of it. The Disney animator Ken Anderson once pointed out to me, about the great old California Oak trees in Descanso Gardens near his home in Flintridge, CA, “The trees are dancing. If you could look at them over a long, long time you would see them dancing.” Life-is-short sees a tree. Life-is-long sees a dance.

That while our time here is limited, our ability to love one another is not. And that as long as we act out of love, our footprints will mark a path worth following.

Have a lively 2012! Don’t be the Tree, be the Dance!

Role Model

Monday, December 12th, 2011

Our friend, Howard was the publicist on the film, Tex, which was Matt Dillon‘s breakout role as a leading actor in a feature film. Young Dillon was barely out of his teens at the time, maybe even still a teenager, and was, by all accounts, a raw and rambunctious lad. He and Howard were in Atlanta visiting the nerve center of new media at the time, Turner Broadcasting, the first of the Superstations, where Young Dillon would be doing a series of interviews. After his first interview, he began chatting up a young Turner employee who was beautiful in a way that only southern girls can be. They can say everything without saying anything. A Turner exec pulled Howard aside to tell him Young Dillon had to back off the belle. “That’s Ted’s girl,” explained the exec.

Nobody, including Young Dillon, had to ask what this meant.LeadershipFlowers1A

The old role model of leadership was about control.  How do I get what I want when I want it?

Leadership in a networked world is not nearly as much about control as it is about adaptability. How does a team get the resources it needs to solve the problem?

Now—-

Just because leadership is highly adaptive doesn’t mean it is without structure. In fact, it’s the opposite: Because what it means to lead can change from scene to scene, it  calls for even more structure and definition than the old models did, when one org chart covered every leadership scenario.

We call our role model the 3A Role Model. Here’s why: There are three A’s to every role: Accountability, Autonomy, and Authority. When the 3 A’s are clearly defined and understood by all the players in a scene, and when they are complementary between players, leaders will emerge organically and authentically from that team and its scene.

When the 3 A’s are muddled, overlapping or disputed, leadership can get territorial and ‘status-y.’ When this happens, leadership  arises from something that’s not part of the scene—qualifiers like job titles, seniority, family ties, company politics, intimidation, scapegoating, etc.—all of which are unrelated to the problem to be solved in the scene and therefore offer only an illusion of leadership, not the real deal.

The 3A Role Model:

Accountability. We are Accountable to our team, and to the ‘game’ of solving the problem at hand. We are also Accountable to our company, to the agreement that we are engaged (one hopes) in generating something worthwhile in the world, and in caring for families, loved ones, communities, and ourselves. These are the most important aspects of Accountability, because they are intrinsic to teams and individuals. Beyond that, Accountability does, in fact, mean organizational responsibility–who reports to whom? This structure is extrinsic, though, and does not guarantee a good flow of communication. In fact, if leadership is extrinsic, scenes often produce a one-way flow of communication, which is a big no-no. Good leaders make it clear they are every bit as Accountable to their team as their team is to them. And so it flows…

Autonomy. If Accountability is the root system of an organization, nourishing and sustaining it from within, Autonomy is the leaf system, which has the potential to energize and give it life by drawing in outside resources and opportunities.  Autonomy means the freedom to decide and act on one’s own, without any other player’s approval or oversight. Nobody tells a leaf which way to turn! A company’s spirit of entrepreneurship and ability to innovate are liberated by Autonomy. Its ability to turn these energies into growth rests with Accountability and….

Authority. Authority—-which stems from a 13th-Century Old French word, autorite, meaning “a book or quotation that settles an argument”—–is the ability to empower and disempower. It governs the other two A’s. To extend the permaculture metaphor, this is the planter or designer who decides what grows where. In the parlance of IT departments and gamers (and IT departments), this is ‘god’ or ‘superpower’ status.’ This ‘A’ regulates the other two ‘A’s', by deciding, for instance, the makeup of a team. Authority also means Authorship—of strategies, plans, vision, letters to employees, and the game elements of Environment, Roles, Guidelines and Objectives. It can also mean Authorization and Authentication: Who has access to accounts? Lists? Records and reports? Facilities? Fellow employees? Who can call a meeting? End a meeting? Okay a budget?

Ultimately, leadership is the art of role-modeling. When a team’s roles are modeled artfully, its leaders will emerge when and where they are needed.

Red Shoe State

Monday, September 26th, 2011

A good friend of ours grew up in a big family in the Midwest, the Middle Child of nine children. Five of Nine. As happens with Middle Children, he got the least attention of all the children, except when he did something out of the ordinary, or when the Oldest Boy needed someone to pound on after their dad had pounded on him.

Being extraordinary became a way of life for our friend. To this day, it doesn’t matter what scene he’s in, it doesn’t have to be world-shaking, it can be as simple as taking a walk in a park, he will find a way to make that walk unlike any other walk through any other park. Today, he and his family live in a beautiful home on Mullholland Drive overlooking Los Angeles, he is a millionaire many times over, and a philanthropist with a giving heart, especially for people who get pounded by life.

Earlier this year, I met the Oldest Boy, now a middle-aged man who still lives in the Midwest, who struggles to keep their old family business alive, and exudes disappointment and alcohol. He told me a story about the Middle Child:

“My parents and I went to visit him after he’d moved to Los Angeles,” said the Oldest Boy, “He and [his wife] had no money. They pretty much didn’t know where their next meal was coming from. He didn’t even have a decent pair of shoes to wear. So my parents said, ‘Let’s go get you a pair of shoes anyway,’ and we took him to a shoe store and let him pick out a pair of shoes, and he picked out a pair of red shoes! Red shoes! The guy’s going to have one good pair of shoes and he picks out red ones?!’ The Oldest Boy laughed at this as if the Middle Child had done something incredibly stupid, something that was still worth teasing him about, maybe even pounding him for.

Back when it could have changed his life, the truth was right there in front of the Oldest Boy, and he missed it. What he missed was his younger brother’s knack for doing things that were out of the ordinary. Our success comes from consistently making extraordinary choices. Those choices do not have to change the world to be extraordinary, they only have to change the game. When you can only pick one pair of shoes, pick the red ones.RedShoes1

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.

Quiz Question

Friday, June 3rd, 2011

At PlayCon 2011, between speakers, the audience got entertained by a series of trivia questions. One of them was this:

How many different ways are there to combine six 8-peg Lego bricks?

6LegoBricks1

The answer:

102,981,500  (Update:  Even though this number was supplied by the Toy Industry Association, I’ve since been notified by a tweet from LEGO_Group that the number of different combinations, according to Math Professor Soren Eilers from University of Copenhagen, is 915,103,765 if the bricks are the same color, 658,869,076,800 if they are different colors.  No matter which number is correct, for purposes of composition, the number is practically infinite.)

If that’s how many possibilities there are for half a dozen 8-peg Legos, just imagine how many different ways six people can connect!

Lego6Figures1

The possibilities are practically infinite. Yet so often when six people collaborate, the temptation is to script an outcome, as if, out of a universe of possibilities, we can pick one that is better than all the rest.

It is a mistake to focus on one specific outcome. Focus, instead, on the game, which has potential to generate limitless positive outcomes, and lets you explore more possibilities than anyone can script.

Quantum Narrative, Take 2

Monday, May 30th, 2011

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

I.  Story

Watson and Crick

Watson and Crick

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

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

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

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

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

II. Narrative

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

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

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

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

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

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

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

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

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

III. Artifacts

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

Artifacts are memorable, shareable expressions of narratives.

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

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

IV. Narratology

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

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

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

Continual co-creation is essential.

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

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

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

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

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

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

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

V. Characteristics of Stories and Other Artifacts

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

They are designed.

They are made for sharing.

They are repeatable.

They are authored.

They have texts.

They tend toward genres and formulas.

They are inhabited by a finite number of players.

They are iterative.

The provide context and structure.

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

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

They are ‘causative’ in two ways:

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

2) They can cause predictable emotions and reactions.

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

VI. Characteristics of Narratives

NarrativeManifold3_bwThey have no beginning, middle or end.

They have infinite beginnings, middles and ends.

They are not bound by time, space or geography.

What is observed of them changes depending on the observer.

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

They are generative.

Themes are the ‘glue’ that hold them together.

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

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

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

Narratives are quantum phenomena.

VII. What’s the future of narrative?

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

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

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

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

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

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

VIII.  Ze Zen

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

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

Everything is a coincidence. This is not a coincidence.

When the story is ready, the storyteller will appear.

Letter from an Angry Mother

Wednesday, April 13th, 2011

Dear Children,

I know you are busy with your lives and your careers and such, and you know I’m not one to meddle or nag.  Live and let live, that’s my motto.  But as your Mother I’ve got to tell you that your behavior lately has been hurtful to me, and to the rest of our family. You seem to have forgotten that I am a living, breathing being, with real feelings. And right now my feelings are hurt. Badly.

I held you in my arms.  Fed you.  Gave you a nice home. Helped you grow into the people you are today. I guess I have failed, because the people you are today have wounded me.  I want to scream.  Sometimes I do scream.  Of course you don’t hear me, you only hear what’s coming out of your own mouths. How about listening for a change?

I made it possible for you to get an education, so you can do whatever it is you do for a living (I still don’t understand it!???) and yet you take me for granted.  Like I am nothing to you.  This is the treatment I deserve?  This is your response to a lifetime of love?

I do not ask for your thanks.  A Mother’s job is a thankless one.  I accept that.  Spare me the holidays.  Show me some appreciation, that’s all.  I will not be ignored! I will not go gently into the night!!!

How about I cut off your inheritance? You have no idea how close I am to doing it.  You’ve already blown through most of what I intended to leave you, anyway.  Take, take, take, and never give back, that’s you.

If you’re not going to show me respect, I promise you I’ll start taking back what’s rightfully mine.  How did you like it when I took back that piece of Japan last month? That hurt, didn’t it?  You felt that, didn’t you?  It is just the beginning of where this thing is headed unless you get your act together.

At one time, the family owned a million or more varieties of apples, did you know that?  What are we down to now?  Six?  Seven?  It took me ages to save up my precious minerals collection.  You walked off with it, and you’re not bringing it back, you think I don’t notice? It took me 10 million years to build the family oil business, and you’re going to blow through it in a couple of measly centuries?  Some nerve.  Frack me?  No, frack you!!!

The Dodo was my favorite tsotchke , you probably didn’t know that, did you?  Of course you didn’t, because it’s always all about you.  I loved that animal, it made me laugh every time I looked at it, and then you broke it.  I miss my Dodo.  It was one of a kind.  It cannot be replaced.  Too late for an apology.  Don’t even try.  I’m not forgiving you for that one.

Mustard gas?  That any children of mine would make such a thing is one of my greatest heartaches.  Agent Orange?  First of all, I resent like hell that you named it after one of my favorite fruits.  Second, I still have a rash in Southeast Asia, one of the most beautiful parts of my body (one of the few I have left) because of it.  Asbestos?  Awful stuff.  Zylon B? If only it were the bad science fiction it sounds like, instead of the awful reality it was. Still gives me nightmares. And then to top it all off, you take innocent little hydrogen, and turn him into a weapon?!! Honest to Gaia, where do you learn such things?  Who are your friends?

Chernobyl?  Nuclear reactors and vodka? That was a bright idea. First, you poison me with  radiation, then you invite tourists to see the results?  Why?  So you and your kids can laugh at the featherless geese?  Have the geese not been humiliated enough?  (Yes, they have!)

Is anyone ever going to take responsibility for the mess you made in Bophal? Someone did it, and someone is going to clean it up, and we are going to wait right here until that happens, I don’t care how long it takes. And if one of you doesn’t own up to it, all of you will.

How is that cancer thing working out for you? Nobody had cancer before you brought it home, we didn’t even know what the stuff was. Now we can’t get rid of it. What’s the matter with the genes I gave you?  Nothing is ever good enough for you, is it? You’re weaving a tangled web, that’s all I can say. What are those hard red things you call tomatoes, anyway?  The corn was just fine until you came along. What is so bad about four teats on a cow? Why must you try to make six? Stop meddling with my DNA! It’s my responsibility. Keep your noses out of it!

PlanetEarth2Another thing—my air conditioner isn’t working. Why? Because I have you for children, that’s why. You broke it with your incessant smoking, and I don’t see you offering to fix it. Fine! Tell the police they’ll find my body in the kitchen, propped against the open refrigerator, where I went to get one last breath before my lungs turned to ash.

My water!  What has happened to my beautiful water? I turn my back for a minute, and you’ve dumped so much of your crap into it that all I hear is complaints from the other family members. The dolphins and whales won’t shut up about it. The salmon don’t spawn like they used to.  The octopi are pissed.  I’m not even going to go into what the plants have to say. I’ll say it for them. Thanks for nothing!!!

Have you no idea how much pain I am in?  I’m sick.  Last year I had a leak in my gulf that didn’t let up for months, and my turtles and birds are still hurting.  I get the cold sweats.  I cry for no apparent reason, until I can’t cry any more. The doctors don’t know what’s causing the vomiting, which I do with awful regularity.  My nausea is the only constant of my existence.

You have hollowed me out.  Drained me.  The only feelings I have toward you are angry ones.  Maybe venting like this is what it will take to get your attention, or make me feel better anyway.

Don’t make me lose my temper!  The last time I lost my temper, I killed the dinosaurs, you know.  That was me.  Boom!  Just like that. Gone in a heartbeat. It was an accident.  The Creator slugged me and I slugged back, and the poor dinosaurs got in the way.  I am not a cruel woman, as you often claim (don’t tell me you don’t, I’ve read your diaries!!!)  Anger can be a cruel thing, though, the reason being you never know who’s going to get hurt by it. The dinosaurs happened to get caught in the middle of a quarrel between me and the Creator and that was that.  You do not want a repeat of that scene, I promise you.  Or maybe you do.  Maybe we’re going to find out.  That’s how angry I am.  Your behavior is a slap in my face, and don’t think I won’t slap back. I will. Promise.

You’re the only species that has made a practice of killing your own kind, did you know that?  The rest of the family are disgusted by this. To make matters worse, you glorify it in your games and your stories like it’s a good thing.  I hang my head. When I think that children of mine are doing this, I want to die. I do.

You cannot leave your spent rods and your empty drums and your plastic gyres lying around the house like it’s the morning after a frat party and not expect to suffer the consequences!

You cannot not pump me full of your potions like I’m some daft heiress you’re poisoning for her dowry and expect to get away with it!

You cannot not take what is mine and pretend it is yours without waking up someday to the reality that you are a generation of thieves!

Here’s an idea for you.  Leave!  Move out of the house!  If this is the way you’re going to treat me, take your smokestacks off the roof and your jet skis out of the driveway and get out!  The rest of us can use the room. The coyotes would be happy to have your bedroom.  Do you think the trees care whether or not we have cable?  Probably not.

You are my Children, and this should not have to be our relationship. Truly, though, I am at my wits end, at a loss for what to do about the horrible way you are treating me.

Please do better.  There’s still time to heal these wounds, but not a lot.

Love,

Your Mother

Farminess Guide

Tuesday, January 25th, 2011

Farminess1Nothing ever goes away.   The essential nature of a thing does not disappear.  It changes.  Evolves.  That’s how nature rolls.  It is through change that a thing makes itself timeless.  It is through change that it makes itself known.  It may take a different shape, or be reflected through a new reality, but whatever it was that made a thing what it was in the first place will still exist in the world.  For example, Communism may have fallen in the Soviet Union, but it is alive and thriving in every petty bureaucrat, baked into every Bridge to Nowhere, and encoded in every lie told by a government to its people.  Magic Johnson may no longer play basketball, but the exuberance with which he played the game is, today, alive in some gangly kid from a small town in Hunan Province, who’s sharing her own brand of hoops magic with her teammates and fans.  We may lose a loved one, but we do not lose their love.

If only because it invokes a sense of nostalgia in me personally, I’m happpy to report that the small family farm is thriving.  As a rural lifestyle it barely exists, of course.  Most of the economic vitality over the next century will be in urban areas.  The essence of the family farm–call it ‘farminess’–has morphed into something new.  In fact, in my observation, the essence of the family farm is maybe more present in the world today than ever.  Very few of those reading this will have grown up on a family farm, so there is no way for you to recognize this essence.  Not having experienced the change from what it was to what it is, it will be almost impossible for you to see.  I’m writing this post as a kind of guide, to help you see and appreciate the farminess that’s present today in the networked world.

Nobody said it is an easy life.  Your fortunes hang on every harvest, and when the harvest isn’t good, you may have to take a job off the farm for a season or two.  One bad hailstorm can wipe out a year’s crop; one virus can decimate your herd.  It is, however, a good way to experience life.  Your property is  intellectual not earthen, but it is just as tillable, and contains more growth-friendly enzymes and more potential for generating wealth than the sweetest acre of Nebraska farmland ever did.  You get to be around your family a lot, and they get to see and experience what you do for a living.  Everybody pitches in.  The sense of community is strong.  The work ethic is strong.  The food is healthy and delicious.

Here’s a Farminess Guide, seen through the change from what it used to look like, to what it looks like today…

40 Acres and a Mule—>A Server Farm and a Team of Siberian Engineers

Milk Cow —> Computer. (“Give, Asus, give!”)

Quilting Bee —-> Scrum

Hayride —-> Rave

Dead Animal Truck —> Wayback Machine

Manure Spreader —-> Drudge Report

Eating —-> Exercising

Local Bank —-> Kickstarter

Pitchfork Through the Foot —–> Piercing

Seed Planter —-> Twitter

Church Social —-> Facebook

Trips to Town Once a Week —-> Trips to Wherever, Whenever

Trespasser —-> Hacker

Successful Farmer Magazine —-> Lifehacker

Spring Flooding —–> WikiLeaks

4-H Club —-> Club Penguin

The Weather —-> The Cloud

Old Grey Mare Who Ain’t What She Used to Be—> Silver ’72 Dodge Charger Awaiting Conversion to Biodiesel

Skunk —-> Spammer

Pine Tar Stain —-> Tattoo

Outhouse —–> Biodigester

Pond —– > Hot Tub

Barn Raising —-> Agile Development

Growing Season —-> Year to Quarter

Butchering Day —> IPO

Cropland —-> Network

Whiskey Still —-> Marijuana Plant

Barn —-> Studio

Smokehouse —-> Food Dehydrator

Gas Tank —- > Solar Charging Station

Grainery —-> Database

Windmill —- > Wind Turbine

“We will kill the old red rooster when she comes.” —-> “She’ll be bringing Chinese takeout when she comes.”

Any fellow farm kids have anything to add to this?

Stay farmy, my friends, and I’ll see you around the bonfire I mean at Burning Man.

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!