Posts Tagged ‘Narrative’

Objectives vs. Outcomes cont’d

Thursday, January 19th, 2012

Tuesday night, we staged an invitation-only workshop for 25 friends, acquaintances and interested folks to let them experience the marvel that is GameChangers. After reviewing our performance, the GameChangers team’s consensus is that on this particular night we were not marvelous. We started 15 minutes late, got slow in the middle and rushed at the end. We felt that the experience was, at times, less than riveting for our audience.  A couple of people spent an inordinate amount of time on their mobile devices, and we know for a fact they were not tweeting about how great it all was.

Specific notes:

- After cautioning the audience at the beginning of the presentation about long monologues as a means of communicating, I wrapped up the presentation with a long monologue.

- Our direction was soft on a couple of the exercises. This resulted in a kind of sponginess in the middle of the two-hour session, with drawn-out explanations by Antonio and me, less focus by the teams, and a rushed ‘third act’ in the last 15 mins.

- As any improviser can tell you, you have to work on pieces of the process at a time. You cannot drop everything you know on your audience all at once. In my explanation of what we call ‘the orchestral model’ of business communication, and the concept we call ‘quantum narrative,’ I got into more detail than the audience was able to absorb in such a short window. ‘Too clever by half,”as they say in Blighty. ‘Ten pounds of potatoes in a five pound bag,” as they say in Boise.

- The teamwork that usually happens during our workshops was not so much apparent in this one. Things stayed more individualized, and less knit-together than we would like.

- The tempo at which we conducted the session was inconsistent. If I had been conducting a piece of music, it would have been in about 20 different time signatures, with me conducting at least part of the performance with my back to the orchestra. Missing cues. Dynamics roller-coastery instead of scenic.

These notes are related to our business objective for the workshop, which was to explain GameChangers and give attendees a sampling of what we do with our clients. At achieving this objective, we give ourselves a 50%. We were only about half as effective as we believe we’re capable of being.

So why are we not upset?

Two reasons: One is that because our process lets us see so clearly where the issues are, we have already taken steps to remedy them before the next open workshop.

The other, bigger, reason is that the outcomes of the session have been extraordinary, better than the outcomes of many workshops where our performance was actually  much better than it was Tuesday. A lot of credit for this goes to the people who were in attendance. One of the points we make in these introductions to GameChangers is to distinguish between objectives of the game, and the outcomes of the game, and wow, has that been our experience since Tuesday.

These are some of the outcomes:

- Our friend Ron Finley, the ‘renegade urban gardener’ connected with our friends Jenna and Adam from TakePart, who were in attendance. TakePart is the digital division of Participant Media. They are going to do a story about Ron.

- Erin Reilly, the creative director of USC’s Annenberg Innovation Lab, spoke yesterday to her faculty committee about having us do a one-day workshop there in March.

- Marcy and Strath Hamilton of Tri-Coast Studios, which is producing a lot of e-books, met a Ruby on  Rails coder named Patrick Maddox, who was in attendance Tuesday.  They’ve been looking for a coder. Now they’re talking to Patrick.

- T.H. Culhane and David Groder, who are working on a robotics education program funded by the U.S. Naval Research Dept., are making a presentation today (Wednesday) at Washington High School in Los Angeles, and are being joined by Ron Finley, who is a Washington High graduate. This is happening as a result of them connecting on Tuesday night.

- T.H. and Groder will soon get introduced by GameChangers associate Jamal Williams, who was in town from D.C. for the Tuesday workshop, to Nii Simmonds, the ‘Nubian Cheetah,’ a Ghanian-born D.C. resident and former investment banker who funds a program called Afrobotics, a robotics competition for African schoolchildren.

- Kevin Wall, who is producing the opening ceremonies and concert for the 2014 World Cup in Rio, was in attendance. Kevin learned for the first time that Fernando Godoy, who used to be an intern in at one of Kevin’s companies, is today a successful internet entrepreneur in Sao Paulo and is a partner in Spirit of Football 2014. Kevin and Fernando are going to meet the next time Kevin is in Brazil.

- Tri-Coast Productions and GameChangers are meeting this coming Monday to discuss two projects–a GameChangers ebook and a video series that would be produced and performed by people from our network of world-class improvisers.

- Andy Sternberg has since Tuesday introduced us to two friends of his whom he believes will be interested in our work.

- We were able to continue a conversation with Nicholle McClelland Betelier, a marketing officer from IdeaLab, that began at a yoga retreat in December.

- A crypto-hipster named Som showed up uninivited, and asked some of the best questions and offered some of the most thoughtful comments of the evening. Thank you, Som, whoever and wherever you are! Please stay in touch!

- My favorite outcome of the evening came about thanks to a ‘gift’ from David Groder. At the very end of the session, after my long-winded closing monologue, Groder asked if we could go around the room and have everyone introduce themselves. All 25 people introduced themselves and described the work they’re doing. It was really remarkable, not only because it completely subverted the normal order of things—introductions at the end instead of the beginning!—but also because the people in attendance are doing brilliant things in the world. Attendees are working in robotics, social media, community development, urban gardening, fashion, cause-related marketing, transmedia storytelling, architecture, criminal law, venture capital, entertainment, academia, e-books, tech, watercraft stabilization, app development, etc. etc. etc. Introductions at the end became a very enjoyable kind of reveal. Almost everyone stayed and talked for half-an-hour or more after the session, and I believe most of that conversation would not have happened if not for David’s gift to the scene.

Never get objectives confused with outcomes. Objectives are what we use to assess and improve our performance. Outcomes happen as a result of having performed. Objectives are finite. Outcomes are unlimited. Objectives create focus. Outcomes generate value.

Post-event conversations were the most productive part of the evening

Post-event conversations were the most productive part of the evening

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Gamechanging Leadership

Thursday, December 1st, 2011

MountainTeam1AIn hierarchical organizations, leadership moves primarily from the top down. That’s its sole direction. In this model, the CEO is automatically the leader in every scene that doesn’t  involve the Board of Directors. The people who report to the CEO are the leaders in every scene that does not involve the CEO or the Board etc. etc. etc. until you get to the janitor, who is the leader of the broom. Every scene has a pecking order, and the pecking order has been decided before the scene begins.

In a business environment that changes at the speed of thought, there are lots of issues with this leadership model. Specifically, it’s too slow. it does not let an organization act quickly enough on opportunities or adapt cost-effectively to changing market conditions.

In networked organizations, by contrast, leadership is organic, it grows out of the structure of the scene and its problem-solving process, and not from a presumed hierarchy.

Visibly good leadership is essential to attract employees and customers to a brand and keep them engaged in its narrative, but that visibility can come from anywhere. Sure, it can and should still come from the ‘top.’ It can also come through the side door, from behind, the center, the edge, from out of left field, up from the ashes, or out from the shadows. It can be bombastic, it can be imperceptible, or any dynamic in between.

In networked organizations, leadership is everyone’s responsibility, and there is no single context for it, or one accepted style of leading. It is the scene that determines what leadership looks like, and what purpose it serves.

Further, being a leader is no bigger or lesser a deal than being a follower (i.e. team player). Just as everyone in a networked organization ix expected to be a leader, everyone is also expected to be a follower. A player’s leadership (or followship) status is a condition of the scene and the game, not necessarily a condition of his or her rank in the organization.

Among the questions addressed, on a scene-by-scene basis, in a gamechanging leadership model:

-Whose subject matter expertise, perspective, or professional experience is most important to the scene?

-How well-articulated and shareable is the vision?

-Is your scene’s narrative (and its possible outcomes) scripted ahead of time, or co-created by your team as a result of its problem-solving process?

-Are your team’s roles complementary and supportive, lacking expertise to solve the problem, or overlapping and in conflict?

-What is the balance, and who does the balancing, between listening and speaking? Between information and intuition? Deconstruction and construction? Postmortem and Premortem? Questions and declarations?

-How does a team stay focused on the problem at hand, while at the same time honoring historical and future organizational narratives?

-Who decides? How?

-What’s the game? When is it time to change the game or edit the scene?

And while there’s no one style or way of behaving that defines effective leadership, two things are true of all gamechanging leaders:

1) They listen first. 2) They do not script outcomes.

They understand that there are many ways to solve a problem, and that most of those ways will not be their own. This leadership model is the only way to act quickly enough on market opportunities and adapt cost-effectively enough to changes in the environment to stay competitive in the networked world.

NEXT: How we define Roles

A home for all our stories

Sunday, November 13th, 2011

JasonTerryHeadphones1I’ve written about it before, and it bears repeating, because it is such a beautiful concept. After his team had won the 2011 NBA Championship, Dallas Maverick guard Jason Terry (@jasonterry31) said something truly profound.

An interviewer asked Terry one of the most cliche questions in sports (paraphrasing): “Jason, what made the difference this year? How did the Mavericks finally win the championship?”

Terry gave an answer that was anything but a cliche. “We found a home for all our stories,” he said.  It might be my favorite sports quote of all time.

They found a home for all their stories.

That is such a huge idea, I’m going to write it again, just so I  can savor it once more.

They found a home for all their stories.

I think of Terry’s quote every time I see another inescapable headline or hear another sports radio host mention the scandal at Penn State. See, they found a home for all their stories, too. Happy Valley became a home for stories of geographic isolation, cultural myopia, personal idolatry, money, bigtime college sports, religion, patriarchy, imperialism, egotism, groupthink, pride, fear, careerism, irresponsibility and institutional insanity. And, oh yeah, the horror stories of a child rapist preying on the Happy Valleyness of it all.

(I think Terry’s quote gets to the heart of the Occupy Wall Street movement, too. America is supposed to be a home for more stories than those being imposed on most citizens by the financial oligarchs of Wall Street and the politicians who are their puppets. We are supposed to be a country where the stories we imagine for ourselves have a chance of coming true. Not a 1% chance. More like a 99% chance. For me, Jason Terry was the first person to Occupy Wall Street, because his quote was the first time I’d thought of politics in these terms: As a country, are we creating a home for all our stories? Or just for the so-called-success stories of a privileged and fortunate few?)

When you think about what kind of country or city you want to live in, or what kind of company you want to be, become, or belong to, think about it in Jason Terry’s terms. What stories will call you home?

Birds on the Brooklyn Bridge

Sunday, October 2nd, 2011

Occupy Wall Street is, I think, a protest against Unsustainable Games (UGs).

When people say ’sustainability,’ they can be referring to a lot of different cosmetic concepts (monetary policy, geothermal energy, funding for education or manufacturing, urban gardening, solar power, vegetarianism, LED lighting, gender and sexual equality, etc. etc. etc.). In fact, we know this ‘multi-causism’ to be characteristic of the OWS scene. The meta concept is, for all these causes, the same: Are you playing constructive or de-constructive games? Zero sum or positive sum games? Are your games sustainable or not? OWS is, ultimately, itself a game, one designed to focus attention on the UGs of Wall Street.

The protesters arrested yesterday on the Brooklyn Bridge represent the most creative generation living in the most creative nation on earth. No doubt they have roots in every language, race, religion, culture, science, art form and evolutionary instinct in the human species. And daily, on Manhattan Island, they are forced to confront the 1-percenters who control 99 percent of the nation’s wealth, people who are, for the most part, not creators, but extractors. That’s what their games are designed to do—-extract. These people getting arrested on the Brooklyn Bridge? they’re doing it to point out the difference between where the money is and where it needs to be for us to get a bigger bang out of the creativity they represent. 99 percent of our creativity belongs to 99 percent of the people. That’s a biological fact, Jack. It’s the ultimate sustainable resource. The protesters know this and are calling it to our attention with one of the games they and their friends originated, flash mobbing.

The OWS players understand that if the ratio of ‘99 percent of the wealth to 1 percent of the people’ ratio stays where it is, we will never get out the doldrums economically, because we’re getting no Return on Creativity. No ROC. Because we are putting most of our money where 99 percent of our creativity isn’t. For the ratio to change, the game must change. The OWS players grew up on games. They are the gamingest people in the history of the world. You think they don’t know a bad game when they see one? Wall Street plays bad games. They want game change.

Game change will come about only when we find ways to invest in the creativity of the 99 percent. We cannot afford to have the most creative Americans sitting on the bench right now. We need them in the game. Just not the old games. New ones. The OWS players are screaming at the coaches to put them into a game they can play.

The old game, in addition to being unsustainable, has left a bitter taste in the mouth of the world. Those protesters sitting on the Brooklyn Bridge? They’re bitter too. They’re bitter because they have the ability to change the game and they know it. They understand the scope of the work ahead, and are in a hurry to get on with it.

They have good taste, let them cook with it, and bring the world to our table again.  They have stories to tell that are not the same old stories, let them tell them. They have visions that are not blueprints of the past, let them build them. They hear music that has never been sung and have crazy ideas that no one else would even think of attempting. Let them sing. Let them try. We need that now. We need them. And every day the ‘1 percent to 99 percent ratio’ stays where it is, we are one step closer to losing them.

They are getting arrested for squatting on a symbol of America’s great creative past like birds who have come home to roost, when what they really want to do is fly.OWS1

The Hurricane with a Thousand Faces

Sunday, August 28th, 2011

I wasn’t going to write a blog post this morning, I have too much to do, flying to San Francisco later today for a workshop at Art.com with the miracle who is Ivy Ross and a small group of artists and storytellers from her amazing constellation of friends.

Then, as I was scanning my network, a pattern became too obvious to ignore:

Television news missed most of the Hurricane Irene story. Social networks did not. This may be the most visible, tightest-framed example I’ve ever seen of how narratives live differently, more dynamically, in networks than they do in the old inside-out media channels. And why improvisation trumps scripting.

From Wednesday on, the mainstream media beat the drum for a monolithic, fear-based narrative about Hurricane Irene. Don’t get me wrong. Precaution is good, and often necessary. “Worry,” William Inge said, “is the interest paid on trouble before it comes due.” The problem for the scripters of TV News is that this is the only narrative they had, and it became increasingly and visibly detached from most of the storm’s reality.

By Friday, CNN’s Wolf ‘Cry’ Blitzer was bouncing from correspondent to correspondent in search of bad news, and you could sense their desperation at not finding any. They were showing B-roll that could have been any Friday afternoon Raleigh-Durham traffic jam in the rain, and characterizing it as a panicking populace fleeing to higher ground. Politicians, camera whores that they are, played dutifully along.

By Saturday,  kids were dancing around in their underwear behind your intrepid TV c0rrespondents who were doing their best to file Admiral Byrd’s dying words even as the dancing kids spoofed their phony narrative. IreneStreaker1

Social and local networks, by contrast, were generating an entirely different portrait of the storm. It was not a picture of panic, but of ‘yes-anding’ the situation. Of neighbors connecting, and watching out for one another. Of helpful hyperlocal reporting about downed trees and street closures. Of beautiful photography from the beaches as Irene rolled in. Of friends gathering for a drink at their favorite martini bar, and bikers blazing through empty Manhattan streets.

Hurricane Irene Photo by Paige Minimi

Hurricane Irene Photo by Paige Minimi

When we play along with the fear-based narratives–be they our own or anyone else’s–there’s no opportunity, no expansion or growth. Irene is a scary bitch, stay inside, don’t answer a knock at the door, and whatever you do, don’t laugh at her or she will terrorize you like her sister, Katrina, did to New Orleans.

The reality of Irene is that she is a Hurricane With a Thousand Faces, and many of those faces are smiling.  Find yourself a smiling Irene and dance.

Twitter Girls Un-Game

Sunday, July 31st, 2011

@davidgadarian called out the pattern on his Twitter feed this morning:  “#pleasestop I seem to be attracting a run of new followers who are young attractive and who have no profile descriptions…”  Me too.TwitterGirls1

A pattern defines a game. And while this game is more sophisticated than flat-out spamming, and probably gets a higher click-though because of it, it’s worse in a way, because it wastes the time it takes to actually see that it’s spam. I saw the same kinds of ‘Follows’ Gardarian no doubt did. The fictional females in question had reasonably believable names. They were following more than a thousand people, so it wasn’t one of the totally ‘empty’ profiles that often characterize Twitter spams. But when Yolande and Aura both have the same profile photo, you know the ‘un-game’ is on.TwitterGirls2

The tweets from these fictions had a kind of personality to them, touchpoints to popular culture.TwitterGirls6

A quick look reveals the commercial objective of selling new technology. Not that there’s anything wrong with selling technology, but to do it using fictions like these only calls the authenticity of the merchandise itself into question. Can I count on the reliability of a product when I’ve been tricked into it by a bot? Spam by any other name is still spamming. TwitterGirls4

I’d dig deeper into this to find out what agency is behind this faux cleverness, but I’ve already spent enough of my time and intelligence on it, and can only echo David Gadarian. #pleasestop! Brands who play inauthentic games like these are wasting time–their possible customers’ and their own. Deceitful narratives always come with a cost, and the biggest problem is that the deceivers have no way of knowing or controlling what that cost is going to be.

What is a Theme?

Monday, July 11th, 2011

SarahLawrence2Last week GameChangers got hired to conduct a ‘thematic exploration’ of a client’s brand. Most of us, at one time or another in our educational lives, if not our working lives, have had to wrestle with themes. What are they? And, when it comes to business, what purpose do they serve?SarahLawrence6

Themes are Big Ideas. That’s part of it, but only part of it–because ideas can get too big, and, like a balloon so large it cannot be inflated, they will never find their definition, nor serve their purpose.

‘Stardom’ is a Big Idea. So is ‘Food.’ They are not themes. They are un-inflatable balloons, weighted down with so much meaning we can never get them off the ground. What makes a Big Idea buoyant? What gives it definition and gets it off the ground? Explorability.SarahLawrence5

The Big Idea must be Explorable (by at least two people at any one time). When a theme is Explorable, we can map to it. It can help guide us, and give us our bearings. At any given time, we can assess our position with regards to it. Themes, by virtue of their Explorability, suggest action. We can do something about them, through them, with them.SarahLawrence3

‘Reality Show Stardom’ is a theme. ‘Food of Love’ is a theme. (’Love of Food’ is another theme altogether.) When a Big Idea is Explorable, we can tell, and others can tell, objectively, whether we are engaged with the Big Idea or not. If we are studying dance at Sarah Lawrence, we are, in all probability, not exploring the theme of ‘Reality Show Stardom.’ It’s easy, by contrast, to imagine a hundred moves that do explore that theme. If we propose marriage over dinner, we’re sailing in the ‘Food of Love’ balloon. If we’re eating Cheerios and checking the box scores from last night’s game, we’re in a different balloon. Explorability gives Big Idea shape and definition, and carries us into new territory.SarahLawrence4

Which brings us to the business purpose of a theme:

The exploration of a Theme transports us. That, by itself, would be enough to make the exploration of a theme a valuable exercise. The buoyancy inherent in a Big Explorable Idea gives wings to our actions and adds to our sense of purpose. If a theme is strong, rather than get lost in the exploration of an idea,we have the potential to discover ourselves it it.

There’s a second big reason that Themes are important to business and brands: Themes are the glue that bind your brand to your customers. They are common ground that you explore together. Social media are the mechanisms, a garage full of vehicles, so to speak. Themes define the conceptual, physical and virtual territory you and your customers can explore together.

The narrative belongs to the customer. By exploring Themes that are authentic to your brand and relevant to your customers, you increase the probability that your product will play a meaningful role in their lives.

All photos in this post are from http://www.slc.edu/graduate/programs/dance/

All photos in this post are from http://www.slc.edu/graduate/programs/dance/

Fresh Quote

Sunday, June 12th, 2011
Jason Terry

Jason Terry

Interviewed after his Dallas Mavericks’ victory tonight over the Miami Heat for the NBA championship, their star shooting guard Jason Terry was asked how they did it, and he said (I’m paraphrasing)…

“We found a home for everybody’s stories. Everybody’s story came together here. Dirk (Nowitzki’s), Jason (Kidd’s), mine, Shawn Marion’s, Stojakovich, Berea, Tyson Chandler, Deshawn Stevenson’s–all our stories, together, made this happen.”

This is a really great expression of a team concept, especially, for a pro athlete in the wake of a big victory, when the cliche is to spout cliches, thank God and sponsors, credit the opponent for a hard-fought game, and then say something about going to Disneyland. A quote about the secret to the Dallas Mavericks’ success that they that they built a narrative consisting of all their individual stories? That’s an athlete’s voicing  fresh thought. And it’s an idea that can benefit any organization.

We saw this theme again seconds later when the Mavericks’ owner, Mark Cuban, deferred to the team’s previous owner and founder, Fred Carter, by asking Mr. Carter to accept the championship trophy. When Cuban was interviewed by the TV announcer, he couldn’t get the team’s coach, Rick Carlisle, to the mike quick enough. For someone known to love the sound of his own sound bites, this ‘best supporting actor’ role is a new one for Cuban, and he wears it well.

The Miami Heat, by contrast, are a team of individual stories that have not yet found a way to co-create a championship narrative. In the wake of the season, the stories about them will be all about divisiveness, disappointment and unfulfilled promise,  about who was responsible and who should take the fall.  The team’s stories, in other words, will continue to exist independently of one another, without really benefitting the franchise brand.

Your company, your brand, your team, isn’t a single story, it is a narrative composed of all your stories, and your customers’ stories, too. Evolved leaders like Jason Terry and Mark Cuban don’t inflict their story on the organization, but rather, create an environment in which individual stories can flourish in the shared pursuit of the business objectives.

Well-said, Mr. Terry! Well-played, Mavs!

Rory’s Story Cubes

Tuesday, May 31st, 2011

Recently, Reyne Rice of Toy Trends gave me this wonderful gift, a game created in Ireland called Rory’s Story Cubes. It’s super simple to play and endlessly complex in terms of its outcomes. I don’t know what makes a better game than that. And at $7.30 a set, how can you NOT?IMG_3940

The game consists of nine dice, each die with six different icons, 54 in all. Players roll the dice, line up the nine icons they’ve rolled, and tell a story the icons inspire. There are of course all sorts of variations on this version of the game. When Reyne gave me the Story Cubes at lunch she rolled her dice and told a story that involved her background in improvisation and theater. When my turn came, we changed the rule to be: one person rolls the dice, we take turns putting them in order, and then take turns telling the story, with our turn telling the story coming on the dice the other person has placed in the queue.

A couple of days after Reyne gave the gift, I was with a friend who was working through some difficult career choices. I still had the Story Cubes in my bag. I handed them to the friend, and suggested he roll the dice and tell a story about the next year of his professional life. The story he told was amazing and inspiring. What was muddled in his mind became suddenly very clear. What was clear was not the story itself. What was clear is that no matter what kind of roll of the dice he gets, he will have ability to author his own story. And it can be a good one.

Games are a device for exploring narratives. Good games yield good stories like Ireland grows shamrocks. Thank you, Reyne!  Roll on!StoryCubes1

Quantum Narrative, Take 2

Monday, May 30th, 2011

(Note: This is a re-write of a post from January, 2010, which was a typically (for me) crappy and muddled first draft. The re-write is a contribution to an upcoming seminar on “Quantum Physics and Storytelling’ at the University of Bath, which came to my attention via the Storyhood site belonging to PhD candidate, Mike de Kreek, whose work focuses on the relationship between neighborhoods and stories.)

I.  Story

Watson and Crick

Watson and Crick

We create and share stories as a way of interpreting our experiences and making sense of the world. Stories turn chaos into cosmos. Our ’story sense’ guides us through life. Stories are the basis of community. They energize our relationships. Shape our careers. Filter our music. Impact everything from our spiritual beliefs, to the schools we attend, to the products we patronize.

It is through stories that we assign meaning to objects and events.

DNA, for example, became meaningful on a global scale in 1953, in a story told by scientist-storytellers Watson and Crick in a brand-new, double-helixed protein-based language. Before 1953, scientists knew the DNA story existed, but they didn’t have the tools to see it, the language to describe it, or the storytellers to make it mean something to the masses.

The discovery of DNA—as with any kind of breakthrough in human consciousness—poses an interesting ‘tree falls in the woods’ question. Before we tell a story about something, does it have meaning?

Was DNA ‘meaningful’ before 1953? Definitely. Had to be. Deoxyribose Nucleic Acid was doing its thing before we had the words to describe what the thing was. So if we weren’t telling stories about DNA, how was its ‘invisible meaning’ expressed?

II. Narrative

Here is my theory: Before it gets expressed as a story (and after, too) meaning resides in narratives.

A narrative is a flow of events connected to a theme.

A story is the conscious structuring of events to elicit meaning.

Before anybody ever put the letters DNA into a meaningful sequence, there was this theme, call it, ‘What Are We Made Of?’—a theme as old as the first time a mother wondered what made her babies look different from one another.  Any and all events connected to this theme comprise its narrative.

Before DNA came into being, its meaning was already present in the ‘What Are We Made Of?’ narrative.

Before 1953 and the birth of the DNA story, this potent narrative produced such meaningful artifacts as Mendel’s genetics experiments with pea plants, Shakespeare’s Hamlet, Thomas Jefferson and Sally Hemmings’ offspring, X-rays, ancient Egyptian seeds that had been placed in fermenting yeast to alter their growing traits—and the musings of every mother who ever wondered what made her babies look different from one another.

A narrative connected to a meaningful theme like ‘What Are We Made Of?’ has transformative potential.

We need this distinction between story and narrative because thanks to the internet, we have the tools to experience and the language to express meaning as never before. Things that meant something before the internet don’t mean as much now. And things that didn’t exist two years ago mean a lot today. We live an an Age of Meaning, and narratives, as the ultimate source of meaning, are ultra-important to our understanding of the networked world.

How narratives live in networks will a huge factor in how we connect and engage with one another, how we make sense of, and transform, the world in the 21st century.

III. Artifacts

In addition to stories, narratives deliver meaning in all kinds of other media—memes for example. Memes are not stories, but are important to how we connect with one another in networks. A hamster eating popcorn and a dancing baby are not stories. A rumor is not a story. A headline is not a story. A link isn’t. A tweet isn’t. A status isn’t. A sales transaction, in and of itself, isn’t. Yet these forms and many others can, like stories, hold meaning and therefore they have value. We call stories and all the other meaningful media generated by narratives ‘artifacts.’

Artifacts are memorable, shareable expressions of narratives.

The popular meme of a hamster eating popcorn is an expression of a narrative with a theme we could call ‘Loveable Pets.’ We smile at a dancing baby because it’s a quick glimpse of a narrative with the theme ‘Precocious Children.’

All narratives contain enough meaning to generate a practically limitless quantity of artifacts. What hangs in the balance is the quality of the narrative. Does it inspire or repress? Is it productive or reductive?

IV. Narratology

Our ability to store and experience narratives in networks has opened a new era in the ‘narrative sciences’–filmmaking, journalism, theater, business communication, publishing, branding, education, gaming, etc.—that mirrors what happened to the science of physics in the early part of the previous century.

‘Narratologists’ today are discovering, like Einstein’s community of physicist friends did, that stuff is connected in ways we had not previously had the ability to imagine. Networks abound with invisible and non-linear (the U.S. military calls them ‘asymmetrical’) relationships that have the potential to mushroom in a heartbeat into massive manifestations of energy with the power to create and destroy worlds.  Conceptual worlds. Virtual worlds. Physical worlds.

The distinction between story and narrative is also important because in a networked environment, it is increasingly difficult, perhaps impossible, for any one individual, organization or agency to script, and control stories and other artifacts efficiently. That is how business used to get done. When the number of communication channels were finite, ‘script-and-control’ models were optimal. This is no longer true. Your network’s appetite is bigger than what you can feed it purely in the form of scripted-and-controlled content.

Continual co-creation is essential.

V. Script-and-Control vs. Continual Co-Creation

With an infinite number of channels available to us, narratologists can put new, more flexible story strategies into play. In this environment, ‘co-creation’ models are optimal. Continual improvisation and collaboration are required. In the new narrative-focused models, the emphasis is not on authorship, but on participation. Communication is not a matter of control, but of liberation.  Only a co-creation model can generate enough meaning to satisfy a robust network’s appetite.

A big reason Walt Disney decided to give up filmmaking to focus on his new theme park in Anaheim (coincidentally right around the time of Watson and Crick’s DNA discovery in 1953) was that, unlike his films (”Snow White” had a jiggy couple of frames in it that bothered him the rest of his life), the theme park would, in Walt’s words, ‘always be in a state of becoming.’ With the opening of Disneyland, Walt Disney got into the co-creation business.  Together, Disney and the guests at his theme park explored a narrative you could call ‘The American Dream.’

Since its opening in 1953, Disneyland has hosted over 600 million visitors, and it’s safe to say that most of those guests have generated artifacts in one form or another that depict ‘the American Dream.’ It’s a Great Big Beautiful Tomorrow. It it’s a Small World after all.  It’s an actor’s life for Me!  And a pirate’s life! And a Bug’s Life!

Over the past 56 years, the content Disneyland paid for—in the form of photo shoots, television programming, cast performances, etc.—is Dwarfed by co-created content. Google lists ‘about 58,000,000’ search results for ‘Disneyland.’ How much of that do you think Disney paid to produce?

As Viola Spolin (coincidentally born in Chicago just like Walt Disney), said of improvisation, advice Disneyland and its guests have taken to heart, “Act on environment, and environment will act on you.”

How much meaning can we liberate from a narrative in the form of stories and other artifacts? is a question we should ask ourselves, in one way or another, at the beginning of every working day.

V. Characteristics of Stories and Other Artifacts

StoryBalls1They unfold in linear time, with a beginning, middle and end.

They are designed.

They are made for sharing.

They are repeatable.

They are authored.

They have texts.

They tend toward genres and formulas.

They are inhabited by a finite number of players.

They are iterative.

The provide context and structure.

They are mappable in conceptual, physical and/or virtual geography.

They are hierarchical. Characters and objects in them gravitate toward high or low status, events toward high or low importance.

They are ‘causative’ in two ways:

1)  Everything in a story happens because of something else;

2) They can cause predictable emotions and reactions.

In the sense that they are causative, artifacts are Newtonian.

VI. Characteristics of Narratives

NarrativeManifold3_bwThey have no beginning, middle or end.

They have infinite beginnings, middles and ends.

They are not bound by time, space or geography.

What is observed of them changes depending on the observer.

They can occupy two or more places in space at the same time–they happen here at the same time they’re happening across the room or the planet.

They are generative.

Themes are the ‘glue’ that hold them together.

They resemble the playing of a game by a vast number of players (think of the artifacts generated by a popular MMORPG and you get the idea) more than they do the dynamic between author and audience.

A narrative is non-causative, that is, everything is related, but how and why things relate depends on the environment and the players.

They emphasize thematic consistency over literalness.  There is no ‘right’ or ‘wrong’ way to explore a narrative.

Narratives are quantum phenomena.

VII. What’s the future of narrative?

In a complex communication environment, narrative, and the artifacts it generates, are the best way to resolve complexity, and in fact, this is what Gen Why? kids do extraordinarily well.  Their sense of narrative is unprecedented, and their personal narratives are the stars they steer their ships by.

In an interesting post on filtering, Tim Kastelle and John Steen explain that there are five kinds of filtering: Naïve, Expert, Network, Heuristic and Algorithmic, and, further group these five genres of filtering into two categories, Mechanical and Judgment-Based. That’s How we filter. Narrative is What we filter. Most people give no more thought to how they filter than Grandma gives to the air filter in her car. What they think about and act on, the way Grandma steered her Cadillac to a particular destination, is narrative.

The science around all this is still in its infancy. You can see glimmers of it in transmedia, massive multiplayer games, distributed production models, theme parks, social media, alternate reality games, activist brands, smart badges, business in China, remixes and mashups, augmented reality, micro-loans and the video of your dance in the musical, Hair.

As to what the future of narrative is, it’s a trick question, because there is no future to narrative.  Narrative happens in the Now. It is the world as we experience it in this second. This heartbeat. This breath.

The Future and the Past belong to stories. The Now belongs to narratives.

Like Disneyland, narrative is always in a state of becoming.

VIII.  Ze Zen

We are spider-like, connecting our webs and heeding their vibrations.

We are dowsers, feeling for the tug of an invisible stream.

Everything is a coincidence. This is not a coincidence.

When the story is ready, the storyteller will appear.