Archive for the ‘Scenes’ Category

JetBlue Scene

Monday, August 30th, 2010

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

about this JetBlue adJetBlue1

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

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

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

and further suggested how to initiate the game…JBTweet11

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

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

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

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

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

The Trapped Chilean Miner Game

Thursday, August 26th, 2010

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

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

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

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

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

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

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

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

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

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

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

Buena suerte, Mineros!

ChileanMiners2

GameChangers Glossary, 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, 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….

The Customer’s Dual Roles

Wednesday, July 7th, 2010

SunMoon1It’s easy enough to see that in a selling scene, a Customer is your Audience.  You, in your role as Seller (and make no mistake about it, everyone in this world sells something) need the customer/audience to support you at the boxoffice, the gift shop, the showroom, the supermarket, the website, or anywhere else you can translate their ‘applause’ into revenue.  This has been true since studly village smithies were putting on a good show by hammering out horseshoes under the spreading chestnut tree.  A good performance gets rewarded by the audience. Selling doesn’t get any simpler than this.

It does, however, get a lot more complex, and in a hurry.  Here’s why:

In selling scenes, the customer plays two roles:  Audience and Scene Partner.  You, as a seller, co-create your selling scene with your customer as your scene partner.   He or she will then, stepping into the role of your audience, pass judgment on your performance.  Thumbs up or thumbs down?  Worth the price of admission or not?  Good collaboration or rocky relationship?  Will you generate positive word of mouth or negative reviews?  Your earnings depend on how your performance is received.

There’s no script for these scenes–at least not one your customer is going to be memorizing and reciting verbatim anytime soon.  You’re going to be improvising.  And this is a fact:  The best salespeople are the best improvisers.

Here are some ways in which good salespeople collaborate with customers on scenes that get a thumbs-up from those same customers:

They keep their scenes lively. They keep the dialogue moving along at a productive tempo.  They yes-and promptly.  They heighten by upping the tempo, the emotional pitch, or both.  They add useful information.  They perform with the awareness that a ‘dead spot’ in the scene now will be judged harshly by the customer-as-audience later.

They make their customer the hero of the scene. An improvisational salesperson is a Sherpa to the customer with some kind of allegorical mountain to climb.  The sales Sherpa has useful knowledge.  Charts a practical course to the summit.   Reads the weather.  Calculates the odds.  Comes well-equipped.  The sales Sherpa gives the gift of support, and in doing so, makes the customer look good.  The role of the sales Sherpa is not the same as playing a second-banana, a sidekick, a best friend, a wing man, a femme fatale or a fall guy.  These are Hollywood movie roles.   The sales Sherpa is exactly what the name defines: a Sherpa.  It’s a Himalayan thing.

They listen. Wow, do improvisers listen.  They hear things the casual listener doesn’t.  They remember the nuances, and use the throw-aways.  They know that the most important conversation of the day may happen on an elevator ride between the first and sixth floors before a sales presentation begins.  They listen with more than their ears.  They observe with all the senses.   And then, maybe then…they speak.   They understand that being silent and being mute are two completely different things, and that sometimes one sees more with one’s eyes closed than with them open.

They respect environment. In selling scenes, you, the seller, are usually a visiting performer in someone else’s theater.  In many ways, the ‘theater’ of a customer’s company is like any other theater.  Theaters have traditions and history that must be respected.  They are influenced by politics and patronage and star players with competing agendas.  They are invariably facing some kind of financial threat.  They are only as good as their last hit, and they have ridiculously high hopes for the next project.  They can be half-looney with romantic intrigue.  The improvisational salesperson sees and respects the arena in which the customer operates.  When performing at the Apollo, touch the Tree of Hope.  When visiting Ireland, kiss the Blarney Stone.

They build relationships. Relationships are the basis of all improvisation.  The relationships between players, between players and environment, and between players and audience, are all intertwined.  The best way to move toward a sale, to generate positive outcomes regardless of the circumstances, is to build and nurture these relationships.   Relationships will see you through the kinds of adversity, and capitalize on the opportunities, that no scripted sales program can predict or anticipate.

In selling scenes, the networked customer is a more potent player than ever.  He or she often knows as much about your product as you do.  Relationships with customers are frequently more sensitive, more fluid and more demanding than they were in the Industrial Age.  Customers use social media to converse frequently amongst themselves in scenes to which you, the seller, are not invited.  You can no longer impose your narrative on the customer, you’ve got to earn an invitation to participate in the customer’s narrative.

So be a Sherpa.  Know the mountain, and your customer will see that the climb is impossible without you.

Who Is Josh Weinstein?

Monday, June 21st, 2010

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

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

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

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

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

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

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

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

Fern and Betty

Friday, May 7th, 2010

I got my love of playing games from my mother, Fern.  When I was growing up, we watched all the TV game shows that our manually-adjusted outdoor antenna (with TV watchers inside the house shouting outside to the antenna-turner, “Too far!” or “Keep turning!” or “You had it!  Turn back!”) and our black-and-white Philco allowed.  One of our favorites was Password, and our favorite Password shows were those that featured Betty White as one of the guest celebrities.  We loved Betty.  She was smart, beautiful, funny, and Fern never failed to point out that she was married to the host of Password, Allen Ludden.  Having a husband who hosted a TV game show on which you were a celebrity guest was, I always figured, Fern’s dream marriage, not, as reality would have it, marriage to a farmer from Indiana who rehabilitated castoff horses by turning our farm into a riding stable open to a public that by and large did not know how to ride.  Fern’s game was much harder to play and, for her, not nearly as much fun as Betty’s was.

BettyWhite1A few years ago, I was asked by a network executive to videotape interviews with the alumnae of The Mary Tyler Moore Show, including Betty White.  The show had been off the air for many years but Mary clearly maintained her star status, and the rest of the cast deferred to her as such.  I, however, only had eyes for Betty.  Then, as now, she lit up the room with those smiling, sparkling eyes, and the sincere attention she gave to those around her.  Listening, I am more convinced all the time, is the secret to relating to the world, and Betty listens with the best.  Her ego does not get in the way of her reception, and as a result, her picture is always crystal clear.  What you experience is not the illusion of a human being, it is human.  It is not a portrayal, not a role.  It is true character.

After we had completed our interview, Betty and I had a chance to talk, and I got to tell her the one thing I really wanted to tell her, how my mom had been a big fan of hers since the Password days, and how she celebrated the relationship between Ms. White and her dream husband, Allen Ludden.  Then, on pure impulse, I asked Betty she’d mind calling Fern on my mobile phone and saying hello.  This was a no-no for someone doing my job, a line you did not cross, it was like kitchen help taking a seat at the dinner table.  But all I could think about was how happy Fern would be to get a phone call from Betty White.  “Of course I will”  Betty said.

Fern was not home.  The call went to voice mail.   Betty didn’t miss a beat.  “Fern, this is Betty White,” she said.  “I’m standing here with a handsome young man who claims to be your son, and he tells me you’re a Password fan.  That is so sweet of you.  We had so much fun on that show, didn’t we?…”  I don’t remember the rest of what she said, but I remember that the tone of her message was as if she and Fern were old high school classmates who hadn’t seen each other in ages.  Which, in a way, they were.

A couple of days later, the network executive called and the conversation eventually came around, as I figured it would, to the subject of the call I’d asked Betty to make to Fern.  “At first, I thought what you did was okay, and later I thought it wasn’t okay,”  said the exec.  She said she had no choice but to fire me.  I could not have cared less.  The happiness in my mother’s voice when she phoned to tell me about the voice mail from her BFF, Betty, was worth a thousand gigs.

I imagine that Betty White’s life has been a series of encounters just like this one, in which she has given the gift of herself, and treated her fans as her equals, her collaborators in a joyful conversation.  (”We had fun, didn’t we, Fern?”)  This is why she is still young and her world is still unfolding at the age of 88, and she’s hosting Saturday Night Live tomorrow night.

FernMeCasino1

3 AM, French Lick (Indiana) Casino

I see this same spirit in my mother, who, at the age of 82, still lives on the farm in Indiana, quilts, bowls, plays bingo, gambles in Vegas, sings in the choir, gardens, cooks amazing meals, mows the huge yard and can drink with the young folks at the Shamrock Pub until closing time.  When I talk to her on the phone, she’s usually the one who ends the conversation because, hey, she’s got things to do and has to get going.

Happy Mother’s Day, Mother!  Break a leg, Betty!  We love you both!

Digg the Toyota Scene

Thursday, April 8th, 2010

When Toyota hit the icy patch in their narrative this January, they did not do what most organizations their size would do, they didn’t do what the Tiger Woods brand did when the Escalade hit the fire hydrant:  huddle, confer, strategize, ponder, debate, script, re-write, close ranks, assume a defensive posture, call in damage control experts, and use all of it as an excuse for Not Doing Anything.

No, they improvised.  And by that, I don’t mean they flew by the seat of their pants, or made it up as they went along.  From the CEO on down, they jumped into the conversation with the audience and performed aggressively to build a narrative that countered the media hysteria around the recall and the ambulance-chasing members of the legal profession who fanned its flames.ToyotaLogos1

This is what improvisation is.  A conversation designed to connect the performers with their community.  Not a monologue, a strategy, a script or a campaign.  A dialogue. Observations and comments.  Listening and responding.  Action and reaction.

AdWeek this week highlights one component of Toyota’s conversation with the audience:  a Digg Dialogg with Toyota’s head of U.S. Sales, Jim Lentz.  One of the more telling beats in the article is how skeptical J.D. Power & Associates, the traditional arbiter of performance and quality in the automotive industry is about this tactic.  They don’t see ‘movement’ in their polls, they say.  The jury is still out, they say.  What the J.D. Power people fail to grasp is that the conversation itself is the movement.  The fact that it happened, along with untold other interactions between the brand and audience, constitute a flow of events that defy any one snapshot’s (i.e. poll’s) ability to capture its effectiveness.  Trying to measure one data point in a narrative with a million data points is foolish.  J. D. Powers is trying to apply old school metrics to a new school process.  It’s like taking a poll about how people feel about Rings and using it to gauge the audience’s perception of Lord of the Rings.

No doubt there’s a major problem with Toyota’s process, the company has admitted as much.  Its quantity got ahead of its quality.  It began thinking of its audience as consumers instead of customers.  It’s a big, big, issue, with immense implications for the brand.  What’s impressive is that they didn’t let the immensity overwhelm them.  They didn’t look for an epic solution to the epic problem.  Rather, they began a journey of epic proportions., and they are conducting it one conversation, one scene, at a time.  They are contrite, but they are not backpedaling, or wasting time deliberating.  That would cause the narrative to lose its momentum.  They didn’t script a narrative and then try to force it on the audience.  They improvised, with the conviction that their journey will eventually re-connect them with their community, and win back its confidence and its applause for their performance.

GameChangers for Sales

Monday, March 29th, 2010

WorldsGreatestSales1Every business conversation that’s unscripted–and that’s about 99% of them–is an improvised scene.  How ably we improvise usually determines the success of the scene.  In sales, the audience for the scene is the customer, and the ultimate ‘applause’ is a sale. Furthermore, in sales scenes, the customer is not just the audience, her or she is also a player in the scene.  This is important for salespeople to understand, because it means you are asking the customer to judge their own performance in your scene together.  If they they give their performance in your scene a thumbs-up, chances are you’ve got yourself a sale.

Big Note:  The customer judges his or her performance, not yours, in the context of the scene you co-create.

The implications of this are huge.  Here are a few:

1.  Learn the script, then throw it away. The single biggest mistake salespeople make is trying to follow a script.  The customer doesn’t know your script!  In trying to stick to a script known only to you, you’re putting your customer in the worst possible position–that of a performer who doesn’t know his or her lines.  The playwright Christopher Durang built an entire play, The Actor’s Nightmare, around this premise.  You following your script and trying to get your scene partner to play along with it is The Customer’s Nightmare.

1A.  Don’t show your script to the customer. If the customer does know your script, because, let’s say, you’ve sent them your PowerPoint deck in advance of your presentation, you cause a whole other set of problems.  For one, you’re not giving them anything new.  You are, in essence, asking them to play a role you have written for them, which fosters a kind of built-in resentment.  Another problem with showing your hand ahead of time is that it burdens the audience with expectations.  By knowing ahead of time where you’re going, they will be measuring the scene against what they imagine it will be–good or bad.  Thanks to the internet, the customer already has access to plenty of data about your product.  Save something for your sales scene!

2.  Your number-one concern is getting your customer to feel good about your scene. You do this by helping them look good.  You help them look good by ‘giving gifts,’ to use the parlance of improvisation. There are unlimited ways to give gifts in a sales scene, ranging from sharing a dinner at a great restaurant to enlightening a customer with knowledge, to conferring status on them by having them enlighten you with knowledge.  Whether they ‘applaud’ your scene by making a down-payment on a timeshare, driving off your lot in a new car, or by clicking to buy a better mousetrap, chances are they’ll be doing it because they felt good about the interaction with your and your brand.

3.  A scene is not a soliloquy. You are sharing the stage with the customer.  It’s a dialogue.  Give and take.  OgilvyOne recently announced a contest to find the World’s Greatest Salesperson.  They’re asking contestants to ’sell’ a commonplace item, a red brick, using YouTube.  The winning video will not be the best soliloquy, but the one that’s best at generating and sustaining a dialogue with its audience–via YouTube comments, Twitter, Facebook and other platforms.

4.  Begin by listening. As with longform improvisation, a good way to get things rolling is to take a ’suggestion from the audience.’  When you begin your scene by listening instead of speaking, you give your audience/customer the opportunity to invest themselves in the scene.  Their satisfaction at seeing an idea they’ve given you turn into action will earn their applause.

5.  Build and heighten.  A scene should be designed to expand, its energy elevate, its theme evolve.  Surpass where you started.  Never end up back where you began.  Don’t be afraid to start your scene with the seed of an idea and let it grow.  Be afraid of starting with a grand vision that diminishes during the course of the scene.

6.  Agree on the game. What you’re looking for in your scene is quick identification and agreement on what we call ‘the underlying game.’  We define a game as:  Roles, Rules, Environment and Objective.  The sooner you can define these, the sooner you can agree on them, and the sooner you agree on them, the more likely you are to close the sale.  ‘Yes-anding’ the customer is the single best sales technique there is.

6A. The customer’s objective is not a sale. The customer isn’t in the scene to help you hit your quota or earn a commission.  A sale may be your objective but it’s not theirs.  Theirs may be to prove their love, earn the respect of their peers, look good to a boss, save money, gain status with their neighbors, or ensure the birth of a healthy baby.  Your objective is to help them achieve their objective.

CONTACT US TODAY TO BOOK A ‘GAMECHANGERS FOR SALES’ SESSION FOR YOUR TEAM!

Over Under Sideways Down

Tuesday, February 23rd, 2010

One of the characteristics of networks is their flexibility. What our communication channels looked like yesterday may not be what they look like today. This, of course, can be an asset or a liability. The net that allows us to build new relationships, discover markets and expand our potential for taking productive action is the same one that swallows channels and markets like a singularity sucking down solar systems in nanoseconds.  The global financial system, guaranteed, is right now teetering on the edge of such a debt-and-greed-spun vortex.  Call it The Bank Hole.

TheBankHole1In our crazy race to escape these kinds of vortexes, we can turn direction-blind.  We pick a course of action, or someone picks a course for us, and in our all-out effort to escape a certain fate, we go heads down as hard as we can for as long as we can in that direction, like barn-sour horses galloping toward a distant barn.  A strategy, as Umair Haque points out in his latest HBR post, can be just as bad as a locked-in direction, because it can confine or limit one’s options instead of liberating them.

What Haque advocates, and what we could not agree with more, is adopting a set of behaviors (he calls these behaviors ‘Wisdom’) that foster liberation of the ideas and the ethical actions that can deliver us from the Goldman-Sachs Singularity, and whatever else sucks.  These behaviors have no time frame, because they are timeless.  They cannot be quantified, because they are potentially limitless in number.

One of these behaviors (me, adding to Haque’s list) is to Envision.   And by that I don’t mean Ayn Rand’s old Burt Lancaster-as-One-Of-A-Kind-Genius concept of vision but what I call ‘Viola Vision’, which consists of ’seeing and sharing what we see.’  This kind of envisioning expands our horizons, and gives us infinitely more options for escaping what sucks.  So in your quest for solutions, don’t forget to:

Look over. It’s how you get perspective on a problem.

Look under. Play with the dynamic of concealment and revelation.  Respect roots.  Dig deep.

Look sideways. My friend, the animation director John Musker, talks about stories as ‘taking an unexpected left turn.’  A sideways move can shake up your narrative in a way that keeps you on your toes and your audience engaged.

Look down. Who needs a helping hand?  Some days, this the only question worth answering.