Posts Tagged ‘MIT’

Who Is Josh Weinstein?

Monday, June 21st, 2010

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

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

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

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

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

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

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

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

Pragmatic Chaos and the Winning Game

Friday, September 25th, 2009

NetFlix1In the Business section of its September 22 edition, the New York Times featured an article by Steve Lohr about a Netflix-sponsored contest with a $1 million prize for the best solution for helping the movie rental service improve its recommendation system (”If you like Movie X, we recommend Movies Y and Z…”)  The article included a number of insights into what we call a Winning Game:

1.  A winning game attracts winning players. By giving participants access to a very sophisticated data set, NetFlix’ contest was designed in a way that attracted highly-skilled programmers from around the worl.   The game itself serves as an organizing mechanism and a magnet for talent.

2.  A winning game invites collaboration.  The winning team, which called itself BellKor’s Pragmatic Chaos (pragmatic chaos–a great description of improvisation!) was composed of scientists, statisticians and coders from half a dozen countries who joined forces in the course of the contest.   By collaborating, they all increased their chances of getting to the prize.  Collaboration begins with communication.  It leads to learning.  It results in transformation.

3.  The performance of the team is more important than the performance of any one player. See #2.

4.  Successful outcomes cannot be scripted ahead of time, they must be improvised.  No one member of the Pragmatic Chaos team had the roadmap to victory before the game began.  It was the collaboration, and their ability to improvise, that guided them to the winning solution.

5.  In a winning game, there are no losers. Only one team got the $1 million prize awarded by Netflix, but there were many winners.  If you improve your performance through participation, you win.  If you make a connection, add to your knowledge, or get a fresh perspective on a problem by virtue of playing the game, you win.  The second place team in the Netflix contest, Opera Solutions, a NY-based data analytics company, not only got a lot of coverage for its brand in the Times article, its CEO, Arnad Gupta, described the $1 million prize as “trivial.”  “We’ve already had a $10 million payoff internally from what we’ve learned,” he said.

6.  A winning game is designed to improve everyone’s performance. Viola Spolin, the godmother of modern improv, distinguished between competition and contest.  A competition, by her definition, is designed to separate winners and losers, and inevitably results in an ego-fueled quest for status, dominance, and control of the narrative.  Because walls go up and knowledge gets hoarded, not shared, competition limits opportunities to collaborate and learn.  A contest, Spolin explained by way of differentiating, is a way of competing with oneself, and of improving the performance of one’s team.  It results in what she called extension.  Participating in a winning game makes you and your team better players than you were before.

The Times article mentions several other games that, like the Netflix contest, are designed to yield productive outcomes for all their players, among them the X-Prize Foundation, and InnoCentive, an online forum for collaborative problem-solving and innovation that launched in 2001 and has attracted the attention and participation of big brands like Eli Lilly Co., Avery, and Procter & Gamble.

Footnote:  The article quotes Michael Schrage, a research fellow at MIT’s Sloan School of Business and one of the most brilliant analysts of business innovation I know.  Schrage and I have corresponded about GameChangers and improvisation in business.  He told me in one email that he was an “improv kid,” from the South Side of Chicago, the same neighborhood where Viola Spolin lived and worked.  When he was in high school he built props for Second City shows.  “I cried when Del died,” he wrote.  And if you truly know improvisation, you know what Schrage means by that.

For sure, the game is changing.  And improvisers, in all walks of work and life, are the ones who are changing it.