Posts Tagged ‘John Lasseter’

Leave it to Jobs

Thursday, July 21st, 2011

Over the past three and a half years at GameChangers, we have gone through Cirque du Soleil-like contortions  to explain improvsiation and its value to business in the Networked World.

We have defined it as “A process for producing consistently positive outcomes from unforeseen circumstances.” We call it “serendipity by design.” “A game, a theme, and an exploration.” “Collaborative problem solving.” “Acting on environment and letting environment act on you.” Listening, Learning and Transformation.” “Agility + Ability.” “Freedom within Structure.” “Creating a cosmos out of chaos.” “Openness to opportunity.” “The Big Yes-And.” “Flexible Vision.” “How Tina and Amy Got Their Grooves,” and “Not comedy.”  Among others.

Leave it to Steve Jobs, interviewed in The Pixar Story, Leslie Iwerks’ 2007 feature documentary, to phrase it with the assured elegance of an Apple design.”Unplanned collaboration” is the phrase he uses.

“We wanted a place that would encourage unplanned collaboration,” said Jobs in describing the design of Pixar’s new studio. He repeatedly cites this this as the architecture’s objective.

He didn’t connect this phrase to improvisation, per se, but it’s as good a definition as we’ve heard. Improvisation is unplanned collaboration. And even though it’s unplanned, it’s all part of the design. In the architecture of improvisation, you fully expect to run into someone unexpectedly. When you do, you are prepared to exchange information, find an agreement, and build a scene together or continue one that had begun earlier. You expect that others might jump into this scene with you, and you are prepared for anything they might add. Through this process, in thousands upon thousands of such unplanned increments, each filled with its own unique potential to be productive, you move your narrative forward.

It’s hard to imagine a better case study for the value of improvisational design than Pixar’s studio, or a better model of what it means to be a GameChanger than Steve Jobs.JobsCirque1

Jobs also said it took ten years for Pixar to make any money. We’re just going to ignore that one. Play on.

The Caged Bird Effect

Thursday, May 21st, 2009

BirdandCage

Multi-tasking is a myth, in the sense that a person can only do one thing at a time, otherwise there is no true focus.  We can process on many parallel levels, but our actions happen in sequence. Skilled players can perform tasks so quickly in sequence that it looks like they’re doing two things at once.  This is an illusion, like a flip card with a bird on one side and a cage on the other.  Twirl the card fast enough and the bird appears to be in the cage.  Skilled players can make you think the bird is in the cage, when in reality it is the fast juxtaposition of bird and cage that creates this illusion. (more…)

TRON Story

Monday, November 5th, 2007

I had coffee on Friday with Michael Slane, a creative director at Exopolis, an uber-hip L.A.-based design agency, and the conversation got animated when the subject of TRON came up. Slane, like many artists of his generation, was profoundly influenced by the film. This phenomenon first came to my attention about ten years ago — 15 years after the film’s original release, when I casually mentioned to Mike Goeddeke of Belief Productions in Santa Monica, that I’d worked on TRON. You’d have thought I told him I had invented the internet, or Doc Martens. “You worked on TRON?” Goeddeke, himself a graphics genius, asked, getting all googley-eyed. “I love TRON.” From that day on, I’ve worn my participation in the film as a special badge of honor.

TRON 1

I began my career as TRON’s publicist, (more…)