Posts Tagged ‘Process’

Kroyering

Tuesday, November 30th, 2010

Our friend, @InvisibleWork a graduate of the U.S. Naval Academy and UC-Irvine’s MBA school, tweeted last week to ask my definition of creativity.  I responded:  “the systematic elimination of everything not conducive to creativity.”

She tweeted back: “<= like this; like going through the process from the other end.”

Bill Kroyer

Bill Kroyer

The animation director Bill Kroyer taught me this game, which I call Kroyering.  It goes like this: To solve a problem look 180 degrees away from the problem. If you can define the problem’s opposite, you will have targeted the problem with just as much accuracy as if you were confronting it head-on.  This ‘exploration of opposites’ makes Kroyering a useful process, especially when you need to come up with an original solution, a creative breakthrough.  Why is this a cool tool?  Three reasons:

First, it gets out of creativity’s way. Like everything that’s natural in the world, creativity wants to happen.  Left to its own devices, it will happen.  If we clear out what gets in its way, creativity will express itself like a plant will find the sun. As Viola Spolin said, “Act on environment, and environment will act on you.”

Second, because a breakthrough is, by definition, something that didn’t exist before, it is not really possible to say what creativity is, or what form it will take, until it actually happens.  It is often more efficient to target what creativity is not.  For this reason, Kroyering offers a disciplined and cost-effective path to innovation.

Third, Kroyering makes institutional memory a positive force instead of an impediment, as it often is (At Disney, where I worked for many years,  the best way to stop any idea dead in its tracks was to say anything that began with, “Well, what Walt would have done…”  It’s why John Lasseter left Disney and ended up with Pixar.  Too many people at the time were telling him what Walt would (or wouldn’t) have done.)  A study by Dusya Vera and Mary Crossan (Organization Science, Vol. 16, May-June 2005, pp. 203-224) reveals that the best problem-solvers in an organization are those with the longest institutional memories, because they are more likely to disregard or subvert institutional memory to solve a problem. In other words, people with long institutional memories are in the best position to see and understand that a system that created a problem cannot be the same one that solves it.  Kroyering helps you identify what you can do differently by getting you out of the attic of your company’s history and into emptier space, where there’s room to expand your vision.

Here are a few qualities that, in my experience, are not conducive to creativity and can be eliminated from your working environment with help from the Kroyering Game:

Randomness; free association; outside-the-box thinking. Creativity craves intent, specificity and structure. Don’t try to get outside the box. Quantum physics tells us that there’s unlimited energy stored inside whatever box we’re in. Or…get yourself inside a different box!

Rigidity, dogma. Whatever creativity is, it’s the opposite of frozen, stuck in place, or with one unyielding position.

Aggression, destruction, violence. The harder you look for it, the harder it is to find.  The next new thing has to be teased and seduced from wherever it’s hiding.  Creativity does not send out invitations, but if we throw a party, Creativity is almost sure to come.  Creativity can’t resist a good party.  Just know that when the fighting starts, and well before the cops arrive, Creativity will be outta there.

Divergence. It is not the separating but the joining of ideas and people that results in innovation.

Dignity, manners. Creativity is impudent. It can be wildly messy. It’s like the weather that way.  Dress appropriately.

Hollowness, heartlessness, lifelessness, cold bloodedness. Sssss.

Eliminating these and other ‘non-conducive’ elements from your environment will help your creativity flow.  When you’re stuck for an idea, your process bogs down, or you can’t seem to get to the heart of a problem, try Kroyering.

The Game is the Frame

Sunday, June 13th, 2010

In a conversation with John Seely Brown and Erick B this past week at a party in Westwood hosted by the Deloitte Center for the Edge, we talked about creating value at the edges of networks, where the flow of information is fiercest.  (The new book, The Power of Pull, co-written by JSB with John Hagel and Lang Davison, explores this subject in depth.  My review to follow.)

JSB asked Erick and me how social networks (Erick’s area of expertise) and improvisation (mine) create value.

I asked rhetorically in return, “Why do pictures have frames?”

The conversation continued for a minute or so and then JSB repeated, “Why do pictures have frames? That’s a good subject for an article!”

So here it is, JSB.  An improviser’s answer to the question, “Why do pictures have frames?”  (Erick B?  You got anything?  Bring it!)

Frames impose discipline. How many times have we all heard the phrase, “Think outside the box”? Scary many.  Over the past ten years, it has succeeded “paradigm shift” as the #1 business cliché.  Worse than a cliché, it’s bullshit, because it implies that a good creative process is not subject to restrictions.  That it’s totally free. Random and unfettered.  A good process, in fact, begins with restrictions.

A sculptor chooses a rock.  The rock is a frame. The sculpture is already in the rock, and it’s the artist’s job to coax it out.  The rock tells the artist what tools to use.  How much time to allocate.  How much force to apply to the coaxing process.  The nature of the rock suggests where the sculpture will eventually live.  The artist can only create within the limitations of the rock, and yet, within those limitations, there is unlimited potential to bring something delightful to life.  The artist uses the frame of the rock to test his or her own limitations to make something of value.  Our limitations are not in the rocks we choose, but in ourselves.

For improvisers, the game is the frame.  The game liberates potential because players know that everything required for a great performance is already in the game, waiting to be discovered.  In terms of business, ‘framing games’  put the emphasis where it belongs, on human potential, and not on a particular system or platform.

ArtFrame1Frames create focus. The eye knows where to go.  The geometry of the frame introduces–to both the artist and the beholder–spatial and temporal relationships.  These relationships between the art and its environment, and between elements of design within the frame, give meaning to what’s inside the frame.   Likewise, the act of framing helps define relationships within networks; and between a network and the business environment.

Frames provide context. Unless the immense amount of communication coursing through a network is given context, it tends to be read as raw data by platform- and metrics-obsessed managers.  Data is not narrative.  Data is not theme.  Data without a framing game to give it context is meaningless, like water without a container.   All it does is evaporate.   The molecules are still there, but its usefulness vanishes into thin air.

Frames invite valuation. Let’s face it, business needs numbers.  The margins must be there.  How much is the time of a employee at the edge, in steady communication with players outside the company’s network,  worth?  Framing games make valuation possible.  (Not easy.  Possible.)

In The Power of Pull, JSB, Hagel and Davison describe ‘shaping strategies’ for networked organization, which are analogous to the framing games described above.

If this has whetted your appetite for the subject of ‘why pictures have frames,’ you can deepdive into this conversation between the renowned academics, David Bordwell and Henry Jenkins, part 3 of a series about framing transmedia narratives.

GameChanger of the Month – August 2009

Tuesday, September 8th, 2009

RoughEdges1Five years ago, Mona Hoffman quit a secure, high-paying, high-status job at a good old fashioned Midwestern manufacturing company where she was a valuable employee, and began a journey inspired by the book Concrete Countertops by Fu-Tung Cheng.  Her journey has resulted, this year, in the formation of Rough Edges Design, which produces interior design items made of concrete.  The first product line is lamps.  Others are soon to follow.

Mona Hoffman is August’s GameChanger of the Month because her brand is an exploration of themes that matter.  One of her responsibilities at her former company was sustainability, and the company, though appreciated as a major employer in the community where it’s headquartered, was not committed to moving in that direction (its major product lines are made of wood).   Another of her passions is craftsmanship, the ability to turn readily available materials into something extraordinary.   In transforming herself into an artisan who works with concrete, she combines the themes of sustainability and craftsmanship.  The exploration of these two themes creates and informs the Rough Edges brand narrative.

Mona Hoffman is the GameChanger of the Month, because in forming her new company, she acted on what she is passionate about, yet she didn’t leap before looking.   Rough Edges Design is grounded in diligent study and immersive apprenticing in the craft of concrete-shaping.  The transition from cushy-and-corporate to rough-and-tumble is not one to make without a lot of preparation.   Preparation is the key to a successful journey.  Preparation gives you the ability to improvise in a way that a plan, no matter how meticulous and thought-through it is, cannot.   A GameChanger prepares.

Works like The Unknown Craftsman, by Soetsu Yanagi informed Hoffman’s education.   Yanagi’s words, though originally written in another language about artisans from a different culture, described a world familiar to her, one in which everyday objects and materials become sources of what Yanagi calls “calm and friendly beauty.”

Having spent her professional life in a world of zero-tolerance manufacturing and super-repeatable processes, Hoffman has created a brand where the production process, by design, yields unexpected results, where “flaws” are in fact an artifact of the human touch on the material, and are embraced as part of the product’s charm.

Mona Hoffman is the GameChanger of the Month because she interacts with the familiar in a way that makes it new and remarkable.   This is the alchemy of improvisation.  With its artful line of lamps, Rough Edges Design literally turns heavy material into objects of light.  And if that ain’t changin’ the game, we don’t know what is.

RoughEdgesLamps

GameChanger of the Month – June 2009

Tuesday, July 7th, 2009

TrueBlood2GameChanger of the Month kudos for June go to Digital Kitchen, the Chicago-based company that produced the title sequence for the HBO series, True Blood.

You don’t have to love vampire stories to appreciate the artistry that went into the 91-second sequence.  The imagery and sound work on every level, and establish the tone of the series with perfect pitch.  The title sequence speaks to the subconscious like it can read our minds.  It seeps and bleeds into  into every shadow of the stories that follow.   It informs a viewer’s understanding of the show’s characters.  It keys the soundtrack.   There’s a lot to be learned from this title sequence.  And not just how to build title sequences, either. (more…)