Posts Tagged ‘Fundamentals’

The Mighty And

Monday, November 29th, 2010

Yes“Getting to yes” is a popular phrase among business managers. (It is the title of a 1981 book by Harvard professors, Roger Fisher and William Ury.  A 1991 re-issue added an author’s credit for the original editor, Bruce Patton—apparently it took the authors ten years to get to Yes).  The book dealt with negotiating tactics, and spent a record number of weeks on the Business Week best-seller list.  Over the past 30 years, the book’s title has taken on a lot of meta meaning among managers:  Close the deal.  Don’t take “no” an answer.  Get ‘er done.  Reach agreement.  Earn eyeballs.  Satisfy the customer.

In a networked environment, it’s easy to get to Yes.  Anyone can say Yes to anything.  One could make a pretty good case that in large networks, especially when it comes to innovation, there’s an epidemic of ‘yessing,’ paralleled by an equally virulent epidemic of doing nothing about it.  This is a kind of safe harbor, an advantageous position for piggybacking on successes (“A big fan from the start.”) and distancing oneself from failure (“Not taking the hit for that mess.”)

As a description of a particular point in time, “Getting to yes” is fine (and the 1981 book has still-relevant advice for negotiations and sales).  “Yes” does not, however, describe a process.  It’s a status:  Thumbs up.  Good to go.  Roger that.  A big 10-4.  As a status it is, by definition, static.  And “static,” in a dynamic environment like the one in which business operates today, is death.And

By contrast, “Yes and,” a basic building block of improvisation, describes a process, an obligation by every player in the game to contribute, and actively build on the reality of the moment.  In terms of process, “Yes” is the icing. “And” is the cake.  “Yes” may get all the credit, but “and” does the work.  “Getting to and” invokes participation.  It demands collaboration.  It results in extension of ability and expansion of possibility.  “And” moves the narrative. It unlocks the adaptive processes demanded by a networked world.  Adaptation means movement.  And movement is life.

To live, to grow, to seize the potential of the moment, don’t make things good.  Make them better.

Zero History Lessons

Friday, November 12th, 2010
William Gibson

William Gibson

Where trajectories of fashion, business, government and technology will someday intersect, William Gibson is already there, reporting back in mindbending detail.  His novels are, for me anyway, like books of code, densely-clued mysteries about the near future, that challenge a present-day intelligence to unravel them.  Here is one clue that gets dropped over and over again in Gibson’s newest novel, Zero History:

In the future, improvisation is a must-do.

Page 135:  “Doing it, as a pickpocket had once advised him, as if it were not only the expected but the only thing to do.”  The improvisation:  When you invest in your scene, the scene makes choices for you.  ‘Doing what’s expected’ is someone else’s script for you, it’s a voice in your head that’s not even your own.  ‘Doing the only thing to do’ is the feeling that you are in tune with everyone and everything around you.  It is acting on the clarity of one’s intuition instead of  obeying the voices stored in the RAM of one’s rational mind.  Just don’t be using your new-found powers to pick pockets.  Not all improvisation is put to work for the good of the team.  Beware the bad game!

Page 171:  “THE ORDER FLOW” (Chapter title.)  Gibson’s characters talk about “the inability to aggregate the order flow”—the sum of everything being bought and sold around the world at any given moment in time—as being the dynamic that keeps markets alive.  “Stability’s the beginning of the end,” says the character of Milgrim, a high-level intuitive, quoting an even more intuitive base jumper named Garreth.  “We only walk by continually beginning to fall forward.”  The improvisation:  Always fall forward, never stand still.  Turn fails immediately into positives.  Embrace flow.  Stasis—a static state—is the enemy.  Harness chaos with structure.  Subvert structure with flow.

ZeroHistory1Page 202:  Garreth talking about whether a phone call that’s crucial to their fates will happen or not:  “Either way, we’ve moved it forward.”  The improvisation:  ‘Something happening’ and ‘something not happening’ are both opportunities to move your scene forward.  Don’t worry about what will or won’t happen, do something with whatever happens.

Page 225:  “You’re just doing this to see what happens,” says Milgrim.  The improvisation:  Do something and see what happens.

Page 234:  “…some kind of London PR hive-mind thing,” says a character named Heidi, a biker chick who uses taser-tipped darts as her weapon of choice.  “Wires are hot but there’s no actual signal.  Kind of subsonic buzz.”  The improvisation:  This is a description of the group mind.  Nothing perceptible is communicated.  What the group needs to know is simply, without ever being consciously transmitted, already there, waiting to be shared.

Page 319:  “Follow the accident.  Fear the set plan,”  says Garreth.  “I thought you loved plans,” says Heidi.  “Love planning.  That’s different.  But the right bit of improv makes the piece.”  The improvisation:  Think of your process as a series of scenes, in Gibson’s lingo, ‘pieces.’  Preparation is more important than planning.  Planning goes out the window in the first few beats of your scene, but preparation will be there for you throughout.

Zero History also has juicy insights into the future of marketing and brand strategy, which I’ll post separately.

Now go do something to see what happens.

GameChangers Glossary, H to N

Tuesday, August 24th, 2010

Adapted from GameChangers–Improvisation for Business in the Networked World, by Mike Bonifer:

Heighten–To build emotional involvement and energy in a scene

Improv–See ‘Improvisation

Improvisation–spontaneous communication designed to generate positive outcomes from unforeseen circumstances; interpersonal and group communication that is instinctive and informed by experience, knowledge, serendipity and respect for environment; improv, as performed in theaters, such as with improv comedy; a conversation with the community; the pedagogy, philosophy and process defined by Viola Spolin in her 1963 book, Improvisation for the Theater; a games-based methodology for generating communication, learning and transformation

Initiation–The first meaningful words or lines spoken during a scene; in this case, ‘meaningful’ refers to anything that directly involves the group’s progress toward achieving the scene’s objective(s).

Interrogation–A performance-related issue, often arising in interviews or employee reviews, that arises when one player only asks questions and never acts on the information revealed by the answers;

Invention–A performance-related issue that occurs when players work with speculative or subjective information instead of the reality of the scene.

Invocation–An exercise that lets players examine a subject from the third-person (“It is”), second-person (“You are”) and first-person (“I am”) perspectives in order to identify themes for a performance.

Issue–Any performance-related problem which can be remedied by better execution of GameChangers business communication techniques.

Judging–A performance-related problem that occurs when a player subjectively assesses a scene while the scene is taking place.

Justifying–A performance-related problem that occurs when a player self-consciously explains his or her (or their team’s) actions in a scene, especially when the behavior does not align with the GameChangers principles.

Liminal–relating to the threshold of perception that players break through by participating in a game; relates to perceptions of one’s own abilities and to what one’s perceptions of what is generally possible; transcending the status quo

Meta Communication/Meaning–A symbolic or allegorical representation of ideas and concerns that exist on a societal, cultural or archetypal scale; the symbolic representation of a macro trend, widely held belief, or aspect of the human condition; (See ‘Cosmetic Communication/Meaning‘ and ‘Emotional Communication/Meaning‘)

Monologue–A speech given by a single player in a scene; a speech shared amongst multiple players in the course of a scene or presentation.

Narrative–A flow of thematically-connected events that can be related after the fact as a story; organizational memory and vision of the future that inform scenes performed in the present; a purposeful alignment of ideas and events, such as for a brand.

Negativity–Traits, ideologies and behaviors that halt a scene’s progress through skepticism and a disagreeable inclination to oppose, deny and/or resist the ideas or involvement of other players; pessimism; the antithesis of the attitude required for productive collaborations.

Network–The communications matrix of an organization, brand or individual; those who are connected by a communications matrix or belong to an organization; defined by John Seely Brown, John Hagel et al as consisting of ‘core’ and ‘edge’

Networked World–The highly communicative, internet-supported global stage on which business gets conducted

Objective–The desired outcome of a scene; the stated purpose of playing a game; the business goal of a scene; one of the four elements that comprise a Game

Opening–An ‘overture’ prior to a scene or series of scenes in which a player or a group develops the themes for an upcoming performance; usually triggered by Suggestions From the Audience

Organization–The manifestation of a business or brand to its audience; the operational structure of a business or brand; a company or group with a shared mission and business objectives (see ‘Network‘)

TO BE CONTINUED…

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….

Applied Improvisation, Part Six: Belina on Biomimicry

Sunday, November 29th, 2009

I attend a session on Improvisation and Biomimicry conducted by Belina Raffy from the U.K. As if there’s any doubt that improvisation is the most natural thing in the world, consider these points from one of Belina’s slides:

1) Nature creates freedom within structure;

2) Nature recycles everything;

3) Nature rewards cooperation;

4) Nature demands local expertise;

5) Nature curbs excesses from within.

Yet how many organizations and brands attempt to circumvent biology? The new organizational model, as we point out at GameChangers, is more biological than mechanical. Only by embracing what is natural and biological can a networked organization stay in sync and in tune with its environment. Humans, are, after all, biological organisms, and participants in the Ecosystem, Gaia, God’s Plan, The Grand Experiment, or whatever you want to call it. It is our obligation to play along. Thank you Belina!Trees1A

Skateistan

Wednesday, August 12th, 2009

Sometimes, the way to solve a problem is to come at it from an oblique angle.  In fact, it’s often helpful to look in the “opposite direction” of a problem for the keys to its solution.  Paradoxically, focusing on a problem is not always the best way to solve it, especially when it’s long-term or systemic.  Focusing on a game that solves the problem is often a better way to go.

A story on CNN this evening demonstrated this fundamental of gamechanging.  Two years ago, Oliver Percovich  an Aussue skateboard enthusiast,  formed a non-profit group called Skateistan, to give some fun to children who don’t experience much of that in their war-shredded society.  Later this year, the skateboarders of the “Republic of Skateistan” will begin ollying in a new 19,000-square-foot skate park and will be taking English and computer classes as part of the program.

Skateistan2

Skateboarding is probably a hundred eighty degrees from most of the problems facing Afghanistan, which means that the Skateistan game is probably a step in the direction of solving them.  Thanks to Oliver Percovich, at least the possibility has been created that one day “killing it in Kabul” will mean kickflipping and nosegrinding intead of mortar attacks and suicide bombs.

Skateistan5

The Life Drum Core and Pete Carroll

Thursday, April 16th, 2009

A part of my work with the World Wildlife Fund for its Earth Hour event in Los Angeles on March 28, I helped organize a group of young musicians to perform at the event.  My guitar teacher, Lonnie ‘Meganut’ Marshall, put together a group of kids who played drums on recycled plastic buckets they’d painted to fit the theme ‘Funeral for Fossil Fuel’.

LDC1

The Life Drum Core, as Lonnie named the group, was a big hit.  They got coverage on all the local TV stations, and on the night of Earth Hour, their four-minute performance was well-received.  They ended up afterward jamming with the mayor, who grabbed his own recycled bucket and began banging out a beat.  (He wasn’t bad.) (more…)

How to Get Hired When Your Life Depends on It

Tuesday, February 3rd, 2009

I’ve noticed it, and if you’ve driven past a Home Depot lately, you’ve probably noticed it, too:  A surge in the number of day laborers looking for a gig.  On the occasional morning I drive past the Home Depot at Sunset and St. Andrew Street.,  I see 40 or 50 men waiting outside the the entrance to the parking lot, hoping to get hired for the day.  One day last week, I stopped to talk to them.  It was sort of an unintentionally mean trick on my part.  They of course wanted me to hire them, and that was not my aim.

HomeDepot1

My aim was to learn what kind of strategies these men use to get hired.  After all, what could be a more honest scene than one that has to be productive if a player wants to eat that night?  When lives literally depend on one’s behavior, how does one behave?  This is obviously far from scientific.  I draw no firm conclusions from it, and neither should anyone else.  But everything, even five minutes talking with day laborers outside a Home Depot, is a learning opportunity if you are open to it.

In my brief and chaotic encounter with the day laborers on the sidewalk in front of the Home Depot, here’s what I learned: (more…)

GameChanger of the Month – August 2008

Saturday, September 6th, 2008

On the radio, the reporter is talking to a first-time high school principal of a new charter school in New Orleans…

As I’m always on the lookout for scenes that demonstrate improvisation at work, the story gets my attention. The woman is starting a job she’s never done before, yet clearly with the confidence that she is prepared for the experience. That’s an improviser talking. I turn up the volume…

ChannaCook1

The subject of the story is Channa Cook. Her age is 28. She and Kristin Leigh Moody are the co-founders of Sojourner Truth Academy in New Orleans, a new charter school that opened to its first class in August (then had to close its doors for awhile to let Hurricane Gustav blow through, but is now open again). (more…)

Workshop Clips

Thursday, April 3rd, 2008

Video clips from GameChangers workshops at Twelve Horses Interactive and an Executive MBA Class at Notre Dame. The Twelve Horses engagements typically have from 8 to 10 people participating. The MBA class had 65 people in it.