Archive for the ‘Networked World’ Category

Chance Favors the Connected Mind

Thursday, September 30th, 2010

The author Steven Berlin Johnson, recently gave a TED talk on the subject of his next book, which will be his seventh: Where do good ideas come from?

He’s an observant man, so the observations come tumbling out of him in a 17-minute torrent, from why coffee shops were important to the Enlightenment, to the debunking of ‘Eureka’ moments.  If you want the full effect, step into the Johnson waterfall and view the video.

If you’re looking for a summing up, well, there’s a one-word answer to the question, ‘Where do good ideas come from?’ The answer is ‘Improvisation.’  Good ideas come from improvisation.  Check this out:

Johnson says, “Don’t protect ideas, share them.” This is precisely the concept behind of yes-anding.  Instead of scripting, blocking, denying, judging or yes-butting–all anathema to innovation–add to the ideas of others.  Walt Disney used to call this “plussing,” a phrase that has been adopted by Pixar Animation Studios.  In doing so, Pixar yes-anded Disney.  That’s how it works.  Ideas evolve.  And when you yes-and by sharing, they evolve faster and more purposefully than if you don’t.

Johnson says, “Ideas are a network.” This equates to the Group Mind of improvisation, where ideas belong not to any one individual, but to the group, and the scene.  Ideas are not isolated phenemona.  They always exist in relationship to other ideas, and other people.  An apple falling on Newton’s head was not his idea.  It was a connection between a number of ideas that described the physical world at that time.  Johnson says, “Chance favors the connected mind.”  He might just as well have said, “Chance favors improvisers.”  It was because he was able to connect it to other phenomena that the chance occurrence of an apple falling on his head became meaningful to Newton.  This is no different than what a good improviser does in a scene.  He or she turns chance into meaning by making connections.  That’s the work.  It’s not easy.  It is a practice that takes study, discipline and time.

Johnson says, “Ideas are a slow hunch.” This equates to the patience some of the best improvisation groups have for finding the game in a scene. My favorite example of this from improv theater is the L.A.-based group, Dasariski.  Those guys take their time about finding the game, this discovery arises organically–though quite predictably–from conversations, and it is a beautiful thing to see.  Good ideas are the equivalent of productive games in improvisation.  They often arise from anomalies or even mistakes.  They’re generative, that is, they led to other ideas.  Even though it makes for better anecdotes, ideas are not like a single frame from a movie, a frozen image—apple hits man on head!—they are montages of images, and jumps back and forth in time.  Ideas are narrative.

Johnson says, “Ideas are a product of environment.” Yes and this, too, is one of the most fundamental ideas of improvisation:  Environment fuels performance.  This is why Belina Raffy conducts improvisation classes in Europe that are based on Biomimicry, where performers mirror biology to help their innovation process.  Today, thanks to our connection with Belina (ideas are a network, remember?) we are beginning to play with biomimicry at GameChangers.   As Viola Spolin said, “Act on environment and enviroinment will act on you.”

Social Media Week Diary

Monday, September 27th, 2010

IMG_0178From beginning to end, Social Media Week in Los Angeles (with corresponding events in Bogota, Buenos Aires, Milan and Mexico City) was a  productive game, consisting of 95 events in all, of which I attended or facilitated eight.  Toby Daniels, the Founder and Exec Director of Social Media Week, Erick Brownstein, the L.A. producer, Ben Scheim and the Crowdcentric team, along with Meebo, L.A. Weekly and the other title sponsors, know what they’re doing and it showed.

The week’s events demonstrated again and again that what happens in social media doesn’t stay in social media.  Interactions in the social sphere have the potential to turn into valuable real world interactions:  business and personal relationships; jobs; art; activism; entertainment; awakening; health; transactions; fandom; travel; renewable energy; good food and drink; style; and let’s not forget money.  We’re in this to make the economics work, because if the economics don’t work, no one works.

To that end, there was an urgency to the presentations.  If social media is to drive economic growth, how will it happen?  That’s the question underlining every event I attended or heard about.  We pooled a lot of good answers, too, lots of ways that social media can generate ROI.IMG_0282

SMW week showed us that a movement need not begin massively.  Small groups can connect to large networks.  Local action sparks the mass movement, global networks can inform local cultures.  In the social sphere, flow is more important than stock, a trajectory is more indicative of potential than a position, and a community is a better audience than a demographic.

Here are some of my impressions from week:

—>On opening night, at Inner City Arts, a couple of blocks from Skid Row in downtown Los Angeles, Sir Ken Robinson simplifies the complex problems of sustaining  a healthy planet, and throws down the gauntlet to the crowd.  Even though he’s already a knight and everything, he wants us to go out and slay dragons!  He makes it sound like a noble quest, so sure, why not?

We don’t really have a choice, do we? As Sir Ken points out, the population of the earth is on a hockey stick, and it’s going to put such stress on the planet’s resources that, unless we can change the way we live and act toward one another, we are in for a bad ride.  The scarcer the resource, the bigger the war?  How’s that sound, for starters?  If we get ourselves into wars that last 10+ years when petroleum supplies are at their current levels, what kind of wars do we think are we going to get into when supplies have passed their peak? If we cling to the current business models, we are literally talking about endless war.  In fact, we may already be talking about endless war if the Pentagon gets it way.  There are currently over 700 military bases around the world.  No one in the military will project the U.S. getting out of there before 2016.  That is a 16-year war, ladies and gentlemen, costing trillions a year–that we know about. It’s military follies like these that, historically, bring nations to their knees.

—->Also on Opening Night, Dave Stewart of Eurythmics fame performs with two beautiful women, one a violin virtuoso, one a chanteuse with a stunning voice.  They are amazing together, really, especially the part where  Stewart and the violinist improvise a song.  When the singer joins them, they begin performing Eurythmics hits, and the thought strikes me, “That man is going to spend the rest of his career looking for a replacement for Annie Lennox, and he’s never going to find her.”

—->Meebo, Semantic Foundry and CrowdCentric host an event at the Pacific Design Center on Social Media and User Experience.  (It kills me to miss Rob Reed and Jonathan Taplin‘s session on Geo-Location, but those guys are here in L.A., and this event is hosted by a crew from NYC, so I choose the scarcer resource.)  I’m stunned at how deserted the Design Center is at 2 PM on a Tuesday.  It has never been one of those places crawing with pedestrians, most of its showrooms being by-appointment only, but even by those standards, it’s a ghost town.  It’s telling that the only signs of life in the belly of the Big Blue Whale, as far as I can tell, is coming from the 150 or so folks attending the SMW event.  It must mean something.

The presentations on user experience are good and smart, and a breakout session changes the dynamic just enough to hold most of the audience for three hours.  The art of designing user experiences has come a long way since the mid-90s, when no one knew what an ‘information architect’ was.  I like how UX designers are tying the customer experience to narratives.  We’re still not doing such a great job of defining what those narratives are, but we are at least recognizing that narrative is what connects buyers to brands, organizes complex datasets, and generates the trust that binds citizens to community.That recognition is, in itself, huge.

—->On Wednesday, I conduct the first of what will be three GameChangers workshops for SMW. This one is entitled ‘The Revolution Will Be Improvised—Brand Narratives in the Networked World.’ 30 people from all walks of life participate–from MBA students to a Malibu beach girl with a transmedia project funded with Brazilian money, to the V.P. of digital for Deutsch Advertising.  As always, we have a lot of fun, and everyone learns something.

—->On Thursday morning, I give a one-hour presentation entitled ‘Communication Trifecta’ at the Institute for Multimedia Literacy at USC, in which we focus on ‘three levels of meaning’ – Cosmetic, Emotional, Meta.Several people in the audience indicate that they’ve had improv training, so at the end of the talk, I call on one of them, and the two of us perform an exercise I call ‘the Geico Game,’ which turns out great, because she is so good. Always nice to end a scene energetically.IMG_0350

—->That afternoon, I conduct a three-hour GameChangers workshop focused on science communication for students and faculty at USC’s Viterbi School of Engineering. The class is part of a graduate seminar in science journalism taught by the renowned science journalist, KC Cole, at whose invitation I am here. It is a continuation of a program initated by Alan Alda, who joins us on Skype for the last 30 minutes of the workshop.  During the workshop, we play two Biomimicry games suggested to me by my friend, Belina Raffy, of Imprology in the U.K. It is the first time I have coached these particular games.  I could have done a better job of explaining them, but they work.

Over Skype, Alda and I talk shop for a few minutes which is awesome, because he is one of the original legends of the improv community. At the same time, I am a little self-conscious, because the class is just sitting there, listening to him ask me questions like, “Did you do any contact work?” “How did you create the focus that got them outside their heads?” “Did you find that ego was getting in their way?”

A few people step in front of the camera and do short presentations for Alda. One of the biomimicry games, played by six grad students, has resulted in a silly design for an imaginary animal. Alda points out that what I thought was a shortcoming of their design, its ‘silliness,’ indicates that the group has collaborated freely, unconstrained by the ‘rational’ judgments of the left brain, and compliments them on it.  In pointing this out, Alda himself demonstrates one of the principles of improvisation—there’s opportunity in everything, even in what we might at first perceive as silly or inconsequential.  IMG_0354

—->Thursday evening at The Cimarron Group, a high end entertainment marketing agency….a ‘Fanthropology’ workshop for movie studio and music company marketing execs. I consulted with Cimarron’s social media team on this, but have no responsibilities for presenting it, and we’re there early, so Rick Shaughnessy, who flew in from Chicago for the week, and I sit in the Cimarron Bar, which is an old set from Melrose Place, and talk shop. The event itself is very well produced. Henry Jenkins, the famed author of Convergence Culture, is the featured panelist and Kevin Winston of Digital LA is the moderator. Within the space of an hour, the panel offers dozens of data points that are relevant to any brand looking to create and manage fan communities.IMG_0379

—->Friday…the Closing Night Party at The Room nightclub in Hollywood. Members of the SMW planning committee, the sponsors, and worldwide producers are all here. I’m especially happy to see smiles on the faces of Erick Brownstein of The New Agency, and the members of his L.A. team, including Dawn Sinko and Wendy Walz, who did such incredible work to pull together the week’s 95 events.   We all take a collective breath. Social media is a pebble dropped into the water, and we are all optimistic about where the ripples can carry us.

—->[CODA] On Saturday, Lee Fox, the energetic founder of KooDooz, a cause-related application for kids, hosts an event at the Santa Monica Library, about dealing with all the plastic in the ecosphere. There’s more than you want to know. I thought there was one gyre, as the massive island of floating trash in the Northern Pacific is called. Turns out there are three, each of them larger than the state of Texas. Lee screens the excellent documentary Bag It, a story told by a funny and personable guy named Jeb Barrier, who decides to take a closer look at the plastics industry after he gets some personal news about his family. I meet Ian Moise, the founder and CEO of Reuse Connection, and make a mental note to introduce him to my friend Deb Maher in D.C., where Ian is based, to tell him about Deb’s plan for turning recycled plastic into shipping pallets to replace the wooden ones that predominate today.

I take a picture of a kid wearing a costume made of plastic bottletops, which we learn in Bag It cannot be recycled, and often end up killing the sea animals who eat them. The kid gets it. We cannot deal with the challenges we face as problems to be overcome. They are too big, too overwhelming. In fact, in Bag It, one environmentalist says of the gyres, “There’s nothing we can do about them.” No, the only way to deal with the problem is for all of us to emulate the kid in the bottletop costume–to see a problem as art that has not yet been created, as a story that has not yet been told.IMG_0423

Social Media Week – Los Angeles

Thursday, September 16th, 2010

SMW3I’m producing, or helping with, four GameChangers events next week as part of Social Media Week in Los Angeles:

1) A two hour GameChangers workshop, ‘The Revolution Will Be Improvised:  Brand Narratives in the Networked World,’ at KCET television studios.  This will be a quick introduction into the fundamentals of improvisation for business communication, and an exploration of how, to be effective, brands must be prepared to improvise their narratives in the social media space.

2) A workshop billed as ‘Communication Trifecta:  Levels of Meaning in Presentations’ at the Institute for Multimedia Literacy.  This will be for students at USC who are learning to use new media tools and platforms to help them ‘get their show on the road,’ as my dad used to say.  We’re going to focus on how to give good presentations.  (Hint:  It’s not the presentation, it’s the presenter.)

3) A science communication workshop based on biomimicry–using processes found in nature to produce sustainable designs and business strategies–at the Viterbi School of Engineering at USC.  The workshop continues a program begun by the actor Alan Alda and science journalist K.C. Cole to help scientists improve their communication skills.  Cole, who was mentored by (and has written a book about) Frank Oppenheimer, creator of the Exploratorium in San Francisco, will be co-facilitating with me.  Alda will be viewing segments of the workshop via teleconference from Stony Brook U. in New York.

4)  A program on fan culture hosted by the Cimarron Group that will be moderated by the legendary Henry Jenkins of M.I.T. and USC, who’s like a Professor of Fanthropology.  The program will look at the ways that fan culture affects the marketing of motion pictures.

Only the GameChangers workshop at KCET is open to the public. If you’re in Los Angeles  next week, please plan to attend.  The biomimicry workshop will be streamed live online (follow @socialmediaweek on Twitter for the video link.)   You’ll also want to check out the full schedule of events for Social Media Week. There’s something in it for everyone.  And a lot of it will be streamed live.  You can track it via @socialmediaweek on Twitter, and on the Facebook page and lots of other channels, too.  The new networks have thousands of channels, dontcha know.

Ultimately, all human discourse is social media.  The fact that we have new platforms for doing it doesn’t guarantee we’re going to be any good at it.  For organizations and individuals alike, getting good at social media means getting good at human skills like listening, finding agreement, and synthesizing different points of view into a brand new whole.  That takes improvisation.  And that is why GameChangers is so committed to Social Media Week.  Social media platforms are the stages, and every stage needs its play.

Social Media Week in Los Angeles is being produced by Erick Brownstein and The New Agency.   The event began last year as the brainchild of Toby Daniels and his company, Crowdcentric, in New York City.

Is Social Useless?

Thursday, September 2nd, 2010

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

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

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

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

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

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

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

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.

Quoteworthy

Tuesday, August 10th, 2010

Our friend Christian Wach, one of the founders of Spirit of Football, sent us this quote:

“Paying attention to the last ten years means we need to realize that nonproprietary, distributed production is not the poor relation of traditional proprietary, hierarchically organized production. This is no hippy lovefest. It is the business method on which IBM has staked billions of dollars; the method of cultural production that generates much of the information each of us uses every day. It is just as deserving of respect and the solicitude of policy makers as the more familiar methods pursued by the film studios and proprietary software companies. Losses due to sharing that failed because of artificially erected legal barriers are every bit as real as losses that come about because of illicit copying. Yet our attention goes entirely to the latter.”ChristianWach1A

Created in America

Monday, August 9th, 2010

In noting President Obama’s rallying cry for a program to support small businesses in America, the White House published the following in the President’s Facebook news feed:

A minority in the Senate is standing in the way of giving our small-businesspeople an up-or-down vote on the jobs bill. That’s a shame. We need to decide whether we’re willing to rise above the election-time games and come together—not just to pass a jobs bill that is going to help small businesses hire and grow but al…so to rebuild our economy around three simple words: “Made in America.”

While we wholeheartedly support a jobs bill that will help small businesses like ours, ‘Made in America’ is an Industrial Age idea that has very little resonance in the Networked World.  Nothing substantial can be built around anything as meaningless as that statement.  Here’s why…MickeyMouse&Abro1

The problem is that making stuff is not what America does any more, not exclusively to ‘Brand America’ anyway.  Stuff gets made all over the world.  What’s the most ‘American’ brand you can think of.  Disney?  Coca Cola?  Nike?  ‘Made All Over the World’ is the truth of these brands, and the same is true for any other brand vibrating on a network frequency.  The Budweiser Clydesdales are Belgians now.  Deal with it.  In light of these new truths, ‘Made In America’ becomes just another piece of empty political rhetoric, designed to dampen disagreement rather than to foster any large-scale agreement around a new economic narrative.

What we need is an idea that will generate new narratives, and new ideas about how to stimulate the economy.

One of our favorite American companies, ABRO Industries, based smack dab in the heartland of America, South Bend, Indiana, with 25 employees and projected 2010 sales exceeding  $150M, does over $40M of sales a year in Nigeria alone with products it manufactures in South America.  Most of ABRO’s products are made outside America, and yet most of the wealth it generates comes back to this country.  How?  It originates the business cycle and the brand.  It creates networks to market its products around the world.

“Made in” is no longer an differentiator for American business.  ‘Created in’ still is.

What makes American business unique, what we can count on every time, is Creativity.  The true American brew isn’t Budweiser,  it’s the idiosyncratic brew of cultures and personal histories that make the American narrative unique in the world.

What matters about Disney is not where it’s made.  After all, its primary product, happiness, can be conjured up anywhere in the world.  What’s unique and irreplaceable about the Disney brand is that it was created in America, born out of the imagination of a Scotch-Irish Socialist-Farming Depression-Era Cartoon-Making Hollywood-Bound Space-Racing Commie-Fearing Polo-Playing Chain-Smoking Family-Loving Chili-Eating Anti-Semitic Dandy From Kansas City Who Dreamed He Was a Mouse.

Making stuff means replicating it, and that means commoditizing.  Anybody can do that.  Originating stuff–growing Walt Disneys and Apples and Pixars and Lady Gagas and ABROS–that’s what America still does best.

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!

Old Spice Gamechange

Tuesday, July 20th, 2010

OldSpiceMan1When he was working at Twelve Horses Interactive (now part of One to One Interactive) in Reno in 2007-08, Dean McBeth (@evilspinmeister) participated in some of the very first GameChangers workshops.

Dean has since joined the Wieden+Kennedy Agency in Portland, where he’s a Sr. Community Manager and digital strategist for the Old Spice brand, and one of the principal architects of the currently-raging ‘Old Spice Guy‘ social media campaign.  When Dean and I chat, as we did, by phone, this morning, the subject of improvisation in business is never far away.  It’s always gratifying to hear how the learning Dean took away from GameChangers has blossomed into marketplace performance for him and his clients, never more so than with the Old Spice online campaign.

I ask him about the genesis of the campaign.

“We already had a ‘pop media darling’ (in Old Spice Guy, played by actor Isaiah Mustafa), and we wanted to amplify the existing asset of the television commercials.  Our global interactive Creative Director, Ian Tait, said, ‘Why don’t we have Old Spice Guy reply to comments on YouTube?’  That was the idea that got us going,” McBeth says  “In terms of digital media, we didn’t want to limit ourselves to YouTube.  The question became, ‘How do we expand to every major community on the web?’”

Dean and his counterpart in W+K’s New York office, Josh Millrod, designed a strategy that involved charting all recent online comments about Old Spice, identifying anyone who mentioned Old Spice in a positive way, and ranking these people in terms of their influence.  The most influential people on the list were combined with ‘regular folks’ who, by comparison, may not have had a ton of Twitter followers or Facebook friends, but whose comments the W+K creative team found humorous or inspiring in some way.

This Influencer List, which eventually totaled “between 30 and 40 people,” according to McBeth, was combined with traditional PR channels, to create a core audience for the first wave of Old Spice Guy videos.

Then, in one shooting day, the W+K team shot personalized videos for everyone on the Influencer List, with each video written and directed as a response to the Influencers’ previous comments about Old Spice. ”We wanted to be talking to people who already had an affinity for the product,”  says McBeth.  “The messages were geared to how they’d commented.  We wanted to give them the biggest yes-and we possibly could.”

The W+K team was disciplined about addressing Old Spice Guy videos only to influencers who were already ‘having the conversation’ and avoiding those who weren’t.  “We knew that nothing could kill the campaign faster than sending a personalized video to someone like a Howard Stern who maybe hadn’t said anything previously about Old Spice.  We could’ve crashed in a hurry,” says McBeth.

At the same time, the W+K team kept an eye on influencers like Stern and Ashton Kutcher, who command big online audiences, and when these high profile players commented on the first wave of Old Spice Guy videos, they became candidates for response videos of their own that were produced in a second wave, also shot in a day.  Kutcher eventually got a video addressed to him, and it’s how Alyssa Milano got to be a player in the Old Spice game.

McBeth calls the videos “strategic smart bombs,” and describes them as “gifts” to their recipients.  Interactions with an already-existing narrative about the Old Spice brand.

Shooting 30 to 40 videos in a single day is about 30 to 40 times the typical output for a top-tier agency like Wieden+Kennedy.  The Old Spice team had to be incredibly nimble.  Scripts had to be written, approved by the client and performed as first drafts. A table full of props on the shooting set gave Mustafa and the creative team opportunities to keep the actor’s performances playful and personal.

McBeth2Wieden+Kennedy’s client for the Old Spice brand, Procter & Gamble, “couldn’t be more pleased,” according to McBeth.  “They see it as a new paradigm for brand marketing.  We should be seeing numbers soon that will show tremendous results for both awareness and sales.”  With the success of the Old Spice Guy campaign, Wieden+Kennedy’s other clients are, naturally, clamoring for viral brand mojo of their own.  One thing is certain, the ability to improvise will be key.

McBeth did not learn until after the campaign had been produced that Millrod, his co-creator in W+K’s New York office, has a hobby.  Improvisational jazz trumpet.   If there had been any question before, this new bit of information finalized the answer for McBeth:

“Improvisation is the single most important factor in the success of the Old Spice Guy campaign.”

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.