Posts Tagged ‘Environment’

Los Mineros Part Six: Act Three Begins

Sunday, October 10th, 2010

ONE IN A SERIES…LosMineros1C

One of the ways GameChangers defines a ‘Scene’—no matter what its duration, could be minutes, could be months—is with a classic three-act structure.  We label these acts Connect, Adapt and Deliver.  Continuing with our analysis of ‘Los Mineros,‘ the Trapped Chilean Miners scene, we can clearly see that the scene is entering its third act. The drill boring through the 2,300 feet of solid rock to the hollow where they are trapped has just made it through to them. That’s a clear signal for the heightening of energy and emotion, increasing tempo and sharpening focus that typically indicate the beginning of Act Three of any scene.

Here’s how the three-act structure has defined Los Mineros to date.

Act One:  Connect.  This is where we first heard about this story.  We were introduced to the main characters.  The conditions of their life-threatening predicament were explained to us.  With the news that it was going to take a long time to reach them, a kind of ticking clock was set in motion.  The clock was not life-or-death, but it helped us frame the scene in our minds.  The ‘Game’ —defined by Objective, Environment, Roles and Rules—came into focus.   A lot of the meaning associated with this act was cosmetic—that is, strongly oriented toward data, raw information, clinical analysis.  A mythic theme, one you might call, ‘Trapped in a Cave,’ got defined.   All of this earned the audience’s attention on a global scale.  Clearly, this was going to be a story that many, may people could relate to.

Act Two:  Adapt.  In this act, complications were introduced to the scene, and communication began to turn toward the Emotional level of meaning, as emotions like Urgency, Fear, Jealousy, Camaraderie, Patience, Frustration and Surprise colored the events during this stage.  We began to learn more about the main characters, and new characterss–wives, mistresses, politicians, drillers, NASA scientists and a newborn baby—entered the scene to interact with the main characters and make the scene deeper, richer, more complex.   This is where the scene often takes unexpected turns, hence the need for the characters to adapt.  Three drill bits were tried before one worked.  Original plans were discarded in favor of new ones.  A miner’s wife and mistress both showed up at the rescue site on the same day.  The newborn baby’s name got changed from what its parents originally intended—to Esperanza, the Spanish word for ‘hope.’   In other words, everyone involved rolled with the ever-unfolding reality.  They had to improvise.  There was no script for this.

And now…

Act Three:  Deliver. Typically, the third act is shorter than the first two.  This has the effect of compressing time, as does the increasing tempo of entrances and exits, and the steady release ‘new news’ by the world’s media.  We are building toward a 24-hour news cycle in a couple of days in which Los Mineros will dominate current events. It is during this cycle that the scene will reach its emotional apex, and the audience will feel more pull and lean forward more than it has at any other time in the scene.  There will be a lot of postscripts added after this climactic 24-hour cycle, but in terms of the three-act structure, this scene will have ended, and new scenes (you can think of them as ‘sequel’ or ‘spin-off’ scenes) will begin.

For business communicators, the three-act structure is a really useful framework.  It gives players and audience alike a sense of where you are in your scene, and helps you organize the many narrative elements that are part of it.   It will give you the ability to put the emphasis where it belongs, when it belongs there.

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

Peter Arvai’s Unexpected Prezi Scene

Monday, July 26th, 2010

SCENE:   Not long ago, I attended a presentation by Peter Arvai, the co-founder and CEO of Prezi, a Flash-based app we use as often as we can as an alternative to PowerPoint.  The presentation was attended by a mix of students, young professionals and educators, maybe 40 people in all.

Arvai1_CaptionArvai’s presenation rambled all over the place.  He seemed to have no one particular point he was driving at.  Frequently, he’d turn his back to the audience, look up at his Prezi projected on a large screen, scratch his head, and navigate around the Prezi until he found the next thing he wanted to talk about. Sometimes he got a little lost as to where in the Prezi he could find what he was looking for.

On top of the seeming incoherence of his story, Arvai, as a Scandanavian by upbringing, isn’t what you’d call an animated personality type.  His voice has a pleasant, sing-songy quality, like small waves lapping at a dock on a lake. His performance style doesn’t have that build-build-build-bada-bing! quality that TV packages into bites like Nabisco packages cookies.

Afterward, outside the room, I heard people panning the presentation.  “Boring.” “You’d think he’d have it more together.”  “I can’t believe that guy’s the CEO!”

The people who were disappointed were looking for a particular form or style from Arvai, and probably looking to be entertained for an hour by a showman, a pitchman, a visionary, a clown, or a pundit.  None of that materialized, so waaaah!  They were like children who didn’t get the toys they wanted for their birthdays.

These people, I think, missed the gift Arvai gave them:  He showed himself learning! It was one of the most interesting and disarming games I’ve ever seen a CEO play in a presentation.  To show the audience how one uses Prezi, he was willing to get himself lost in it.

In a totally unforced and improvisational way, Arvai showed how putting Prezi to best use means working with themes, chipping away and shaping them to a narrative, purposefully getting lost in the material so that you can find meaning in it, as if the information you put on the Prezi screen is a stone and your narrative is a sculpture.

I thought it was brilliant.  Another thing I liked about his presentation is that it was conversational, which was good for the relatively small room we were in.  Arvai showed that ‘always-on’ doesn’t have to mean always being the center of attention.  You can be ‘always on’ if you step onto the stage as if a conversation were taking place before you got there and you’re joining it.  That way of ‘always performing’ is more genuine and easier on the life of your batteries than if you have to crank up the voltage every time you step in front of a group of people to talk about your product.

Our friend Barbara Groth, CEO of the design company, Big Buddha Baba, put something on her Facebook profile earlier today that seems to applie to Arvai’s prezi:

“Whatever it is you’re seeking won’t come in the form you’re expecting.”
— Haruki Murakami

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.

Saluting Leroy Stick

Thursday, June 3rd, 2010

BPGlobalPR1Leroy Stick authors the brilliant BPGlobalPR Twitter account.  If you’re not following it, you should, because it’s another  good window on how social media acts on environment, and it’s one of the most engaging narratives you’ll find in any medium, tragic and hilarious and ultra-tuned to the zeitgeist, all at once.  It is a running commentary on what happens when a brand believes it can impose its own reality on a world that knows better.

Two days ago, Mr. Stick explained the genesis of BPGlobalPR.  Thanks to @andysternberg of Live Earth for pointing it my way.  Here’s an excerpt:

You know the best way to get the public to respect your brand?  Have a respectable brand.  Offer a great, innovative product and make responsible, ethical business decisions.  Lead the pack!  Evolve!  Don’t send hundreds of temp workers to the gulf to put on a show for the President.  Hire those workers to actually work!  Don’t dump toxic dispersant into the ocean just so the surface looks better.  Collect the oil and get it out of the water!  Don’t tell your employees that they can’t wear respirators while they work because it makes for a bad picture.  Take a picture of those employees working safely to fix the problem.  Lastly, don’t keep the press and the people trying to help you away from the disaster, open it up so people can see it and help fix it.  This isn’t just your disaster, this is a human tragedy.  Allow us to mourn so that we can stop being angry.

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!

To Find Solutions, Expand Environment

Tuesday, March 16th, 2010

W.E O'NeilMy longtime friend, Gary Stratman, an engineer for W. E. O’Neil Construction, and I got together in Chicago on Saturday for a beer at a bar near Soldier Field.  Rich Erickson, the President of W. E. O’Neil, was there, too, and joined our conversation, and at a certain point, Rich and I found ourselves explaining to Gary the value of improvisation in solving technical problems.  Rich came up with this excellent example of how improvisation solved a construction problem:

Several years ago, O’Neil had a job demolishing and re-constructing the interior of a large building outside Chicago.  While doing the demolition work, they discovered that ground under the building was contaminated.  Before they could re-build, they’d have to de-contaminate the soil.  This would result in a delay of 3 months, pushing the work into the winter, and a budget overage of $150,000.  The client balked.  The $150K was not in its budget for the demolish/re-build.  O’Neil and the client were at odds, facing what seemed guaranteed to become a no-win scenario, until Rich posed this question:  “If the soil hadn’t been contaminated and the job were to be completed on the original estimated date, what would your winter heating bill for the building have been for the three months we’re going to be delayed?”

The answer to the question?  $150,000.   When the environment in which the problem took place was expanded to include not just the foundation but the entire building, and was not fixed in time but spanning a three-month period in the life of the building, the money was suddenly available.  The client with no qualms, paid the overage out of its building maintenance budget.

Myopia is the enemy.   To shed new light on a problem, expand the environment in which you’re looking at it.  Remember that the problem isn’t the broken wing, the problem is that the bird cannot fly.BirdSky1

GameChanger of the Month – September, 2009

Thursday, October 8th, 2009

LittleFenway2In 2001, on the 8-acre homestead near Jericho, Vermont, where he and his family live, Patrick M. O’Connor, fan of the Boston Red Sox baseball team, IBM employee, GameChanger, built a wiffle ball field that’s a replica of Fenway Park in Boston.  He called it Little Fenway.

Act on environment, and environment will act on you.  Patrick O’Connor acted on his environment by building a place that expressed his appreciation of a game, a team, a place.  It was an invitation for friends and family to gather.  That environment has, in turn, acted on many, many others, and moved them to take action.  Since its construction, wiffle ball tournaments held at Little Fenway have raised $717,800 for charity, including $215,000 raised for the Travis Roy Foundation in a tournament in August of this year.

The game is wiffle ball.  The change is that, thanks to Patrick M. O’Connor, now you can play it in Fenway.  The result, which could not have been predicted,  is awesome.LittleFenway3

Celebrating Revolution

Saturday, July 4th, 2009

Revolution1A memory is only as good as our ability to turn it into action.  We remember what we want to keep alive.

It has never been more important than it is on July 4, 2009, that we remember the founding of the United States of America as a Revolution, an overthrow of a distant ruling elite that had lost touch with the people.

Because today we need another Revolution.

We need a revolution against the kinds of businesses the U.S. has invested in way too heavily for the past 125 years, the businesses that sustained the oil-and-war economy built by people like George W. Bush’s granddad, businesses that President Eisenhower in the 1950s labeled the military-industrial complex.  Today the news media is complicit in the complex.  After all, what is more likely to keep you glued to the feeding tube than something scary happening right outside your front door? (more…)

GameChanger of the Month – April 2009

Wednesday, May 6th, 2009

Lifton1Jimmy Lifton, a musician/entrepreneur/producer/writer/director who, with his wife, Paulette Victor Lifton, founded Oracle Post, a well-regarded post-production company in Los Angeles, has been named April 2009′s GameChanger of the Month because of a move he made public on April 14, with the announcement that he’s going to build Unity Studios a new 104-acre film and TV production facility in Michigan.

Lifton deserves accolades for this move because it expresses the ‘Three E’s’ of Gamechanging–Emotion, Environment and Education–and also because until we put a lens on the Unity Studios scene, there was no such thing as a ‘Three E’s of GameChanging.’ So thank you, Jimmy, for that.

Here, minty fresh, are the Three E’s, as expressed by Jimmy Lifton: (more…)