Posts Tagged ‘Rules’

Poor Game, Rich Game

Thursday, June 23rd, 2011

WeMakePlay1This morning at breakfast, Barb Groth, founder of the ultra-good experiential design company, Big Buddha Baba, told me a story: A few years ago, a client of hers called a meeting, the purpose of which was to cut twenty thousand dollars out of a budget for a project that was nearing completion, when resources were tight. Barb got to the meeting, looked at the eight or so executives in the room and said, “Let’s end the meeting now. That’ll save, what?, ten or fifteen thousand dollars?  Then cancel the next meeting. There, we saved twenty thousand dollars.”

I love this story because it shows how what stifles our ability to solve a problem is less often about the nature or scope of the problem than it is about the quality of the problem-solving process.

Too often, we invest in poor communication practices and processes, characterized by unproductive games like ‘Eight Axes, One Budget,’ that no one enjoys playing, never mind that they are not designed to solve our particular problem in the first place. I call these poor games. ‘Poor’ because they don’t have much ‘play’ in them, either in the sense that they are a happy experience, or that they are flexible. No, they’re grim and rigid, like the dead. Their ROI is poor because the probability of getting to a solution quickly is low. Because they frequently lack focus and energy, they waste time.

GC_Objective1There are thousands of characteristics of poor games, and thousands of poor games played in business every second of every working day. ‘Reading Your PowerPoint Deck to Your Audience’ is a poor game. ‘Kissing Ass’ is almost always a poor game. The ‘Eight Axes, One Budget’ game Barb Groth walked into was a poor game. She saw it, and suggested an adjustment. That’s what gamechangers do.

All it took for her to transform the game was changing its objective–from ‘Cut $20K’ to ‘Save $20K.’ One word. A tiny shift in perspective on the problem. Suddenly, the opinionating, negotiating, status-seeking, bragging, positioning, arguing, joking, backstabbing, politicking, gossiping and justifying that plague poor games, were not getting in the way of solving the problem. The new game got played, the problem solved, in the time it takes to Rochambeau.

Barb’s gamechange freed time that could be better invested in activities with more business upside, or in personal time. Any game that lets you swap an hour of arguing about whose budget gets cut for an hour playing with your kids or helping them with their homework?  That’s a rich game.

Daily Paintworks Japan Challenge

Tuesday, March 29th, 2011

Daily Paintworks, an online community of working artists, has raised over $21,000 for Japanese Tsunami victims in just ten days with a project they call The Japan Challenge.  They have done it with what we call a productive game.  Here’s the game analysis:

Environment:  Artists studios; Daily Paintworks website, with the starting point being a page hosted by artist Keiko Tanabe.

Roles: Artists, Buyers, International Disaster Relief Players

Guidelines: Listed here.

Objective:  Raise money for the communities in Japan that were devastated, and still are, by the Sendai quake.

I get jazzed by projects like the Daily Paintworks Japan Challenge for a number of reasons:

Sekura III - Watercolor - 8.25x11.5 in. - Artist: Keiko Tanabe

Sekura III - Watercolor - 8.25x11.5 in. - Artist: Keiko Tanabe

It demonstrates how art has the power to connect us. As we rely more and more on technology for the processes by which we communicate, we cannot let the fact that communication itself is a human thing.  The nerve endings of the network are human.  At GameChangers, we call this human-to-human quality of communication ‘heart.’ Nothing connects across the techno-chasm like art.  It speaks a universal language. It keeps our humanity from getting marginalized, or gamed out of the communication equation entirely, by the mechanisms of the virtual world.

It rallies a community. There is something especially inspiring about a game like the Japan Challenge that rouses a community like Daily Paintworks out of ‘business-as-usual’ mode.  When individuals and communities are stirred to become more than what they were before, so are we.

It is a beautiful yes-and. It deals with the realities of the scene directly.  Keiko Tanabe of Daily Paintworks has family in Japan.  Art production and merchandising in a ‘challenge’ format is something Daily Paintworks already did.  It was embracing these two realities that led to the new reality of $21,000+ in ten days.  To change the game, don’t try to come up with a whole new game, tweak a game that’s already there.

Bring Your Toolbox, Not Your Rulebox

Tuesday, January 11th, 2011

One of the best improv groups I’ve ever seen is the three person team, Dasariski, consisting of Bob Dassie, Rich Talarico, and Craig Cackowski, who perform at I.O. West in Los Angeles.  They are a great group for a million reasons.  My favorite thing about them is that they are incredibly patient about letting the game come to them.  They are as delighted as the audience by what they discover in their scenes, and they discover a lot.  It’s what makes a Dasariski show a delightful experience.

Talarico2When I saw that Rich Talarico would be conducting an 8-week class entitled The Way of Improv, I jumped at it.  We had our first class this past week and just as one might expect from a Dasariski player, the coaching was patient, and it was delightful.

Rehearsal space is sacred space, and I’m not going be reporting on these classes, but Rich said something wonderful early in the first class that is worth sharing.  I don’t think he’ll mind, because it is drawn from the commonly-shared language of improvisers.  He said, “We don’t have rules, we have tools.”

That, to me, is a perfect summation of what improvisation is all about.  Of course, there are rules to every game.  In business, there are rules governing every transaction.  What Rich meant is that the art of improvisation itself has no rules.  It has tools.  We put our tools to work to liberate performance.  Rules are just there to give shape and context to the performance.  In terms of improvisation, rules are to tools what the block of wood is to the hammer, what the plaster is to the putty knife.

When you invoke rules to guide your process you are using a block of wood to hit the nail.  You are throwing wet plaster at a crack in the wall.  To solve the problem, bring your toolbox, not your rulebox.

Los Mineros, Part Seven: “And…Scene!”

Thursday, October 14th, 2010

The ‘Los Mineros’ scene ended in Chile this week with a worldwide swelling of joy at the safe rescue of all 33 trapped miners.  They survived for a total of 68 days 2,300 feet under the earth’s surface, the longest anyone is known to have been trapped underground and lived to tell about it.ChileanMinerRescue1

We have been analyzing the scene here since shortly after the miners were discovered alive.  One of the most instructive aspects of the ‘Los Mineros’ scene is that it has very little spin.  The cave where they were trapped was truly a no-spin zone.  Events were not manipulated or interpreted to someone’s economic or political advantage.   There were no conspiracy theories.  No, this was as unadulterated as a media narrative can be.

During their 68 days in the darkness, the miners had time to ponder their lives in ‘the normal world,’ as Joseph Campbell would call it.  Many, if not all, seem to have been enlightened by the experience, emerging with a newfound clarity about themselves and the world they are re-entering.  “I have been with God and I have been with the devil.  I seized the hand of God,” said one, Mario Sepulveda.

“I have changed.  I am a different man,” said another, Mario Gomez.

Here is a post-by-post summary of the GameChangers series about  the ‘Los Mineros’ scene:

PART ONE:  THE TRAPPED CHILEAN MINER GAME (August 26)

Lesson: Don’t be defined by your circumstances.  Be defined by how you behave in those circumstances.

PART TWO:  LEVELS OF MEANING (August 31)

Lesson: Narratives communicate on three levels of meaning:  Cosmetic, Emotional and Meta.

PART THREE:  YONNI’S WAITING PARTY (September 2)

Lesson: Rules of the game must be known to all players.

PART FOUR:  ESPERANZA! (September 17)

Lesson: Additions can heighten a scene emotionally.

PART FIVE:  SUPPORT FROM THE WINGS (September 28)

Lesson: Additions are generative.

PART SIX:  ACT THREE BEGINS (October 10)

Lesson: End energetically.

Los Mineros Part Six: Act Three Begins

Sunday, October 10th, 2010

ONE IN A SERIES…LosMineros1C

One of the ways GameChangers defines a ‘Scene’—no matter what its duration, could be minutes, could be months—is with a classic three-act structure.  We label these acts Connect, Adapt and Deliver.  Continuing with our analysis of ‘Los Mineros,‘ the Trapped Chilean Miners scene, we can clearly see that the scene is entering its third act. The drill boring through the 2,300 feet of solid rock to the hollow where they are trapped has just made it through to them. That’s a clear signal for the heightening of energy and emotion, increasing tempo and sharpening focus that typically indicate the beginning of Act Three of any scene.

Here’s how the three-act structure has defined Los Mineros to date.

Act One:  Connect.  This is where we first heard about this story.  We were introduced to the main characters.  The conditions of their life-threatening predicament were explained to us.  With the news that it was going to take a long time to reach them, a kind of ticking clock was set in motion.  The clock was not life-or-death, but it helped us frame the scene in our minds.  The ‘Game’ —defined by Objective, Environment, Roles and Rules—came into focus.   A lot of the meaning associated with this act was cosmetic—that is, strongly oriented toward data, raw information, clinical analysis.  A mythic theme, one you might call, ‘Trapped in a Cave,’ got defined.   All of this earned the audience’s attention on a global scale.  Clearly, this was going to be a story that many, may people could relate to.

Act Two:  Adapt.  In this act, complications were introduced to the scene, and communication began to turn toward the Emotional level of meaning, as emotions like Urgency, Fear, Jealousy, Camaraderie, Patience, Frustration and Surprise colored the events during this stage.  We began to learn more about the main characters, and new characterss–wives, mistresses, politicians, drillers, NASA scientists and a newborn baby—entered the scene to interact with the main characters and make the scene deeper, richer, more complex.   This is where the scene often takes unexpected turns, hence the need for the characters to adapt.  Three drill bits were tried before one worked.  Original plans were discarded in favor of new ones.  A miner’s wife and mistress both showed up at the rescue site on the same day.  The newborn baby’s name got changed from what its parents originally intended—to Esperanza, the Spanish word for ‘hope.’   In other words, everyone involved rolled with the ever-unfolding reality.  They had to improvise.  There was no script for this.

And now…

Act Three:  Deliver. Typically, the third act is shorter than the first two.  This has the effect of compressing time, as does the increasing tempo of entrances and exits, and the steady release ‘new news’ by the world’s media.  We are building toward a 24-hour news cycle in a couple of days in which Los Mineros will dominate current events. It is during this cycle that the scene will reach its emotional apex, and the audience will feel more pull and lean forward more than it has at any other time in the scene.  There will be a lot of postscripts added after this climactic 24-hour cycle, but in terms of the three-act structure, this scene will have ended, and new scenes (you can think of them as ’sequel’ or ’spin-off’ scenes) will begin.

For business communicators, the three-act structure is a really useful framework.  It gives players and audience alike a sense of where you are in your scene, and helps you organize the many narrative elements that are part of it.   It will give you the ability to put the emphasis where it belongs, when it belongs there.

The Trapped Chilean Miner Game

Thursday, August 26th, 2010

Several years ago, in a Level One improv class at I.O. West, I did a scene with Parvesh Cheena where he and I were given the situation of being trapped together in an elevator.   I immediately began McGuyvering my way out of the situation.   (”You got a paper clip?  We’ll pick the lock on that panel and…blah blah blah.”)  Big rookie mistake.  Our teacher, Sarah Gee, said to me, “If you get out of the elevator the scene’s over.  Show us who you are to one another while you’re trapped!”

TrappedMiners1This broke today over CNN. The 33 men trapped in a Chilean copper mine have begun to assume different roles that will help them survive the time, estimated to be months, it will take rescuers to drill through 2300 feet of solid rock to rescue them.  This is brilliant.  They’re designing a game to help them get out alive without going batshit crazy while they’re waiting to be rescued.  This is going to give us all a good look at how a game works, and how it informs and inspires group strategies.  One thing is already clear:  There are some good improvisers trapped in that mine.

To review, here are the elements of a game: Environment, Roles, Rules, Objective(s).

Let’s begin with the Objective.  Simple:  ‘Get out of here alive without going crazy.’  Same as most survival strategies.

The Environment of the Trapped Chilean Miner Game could not be more starkly defined:  A pool of darkness deep beneath the surface of the earth, and the rest of the world watching up above.  The contrasts between the Down Below and the Up Above are extreme, an archetype embedded deep in every human’s subconscious.  The Well, the Fallen Rubble, the Cave, the Mine–all tap deep into our unconscious, where our memories of the womb are stored.   As my friend Richard Wynn Taylor says, “It will remind us of something we’ve never seen before.”

The Roles, as stated in the CNN story, are developing.  One of the miners has become a spiritual leader.  Another an entertainer who sings Elvis songs.  Expect that all or most of the miners will eventually define roles for themselves, some as group characters (’peacekeepers,’ ’storytellers,’ ’spokespeople,’ ‘mediators’ etc. etc.)  Some of the miners will play more than one role, depending on the scene they’re in.  Eventually some of them may trade roles, taking turns speaking to the media, for example.  What’s also interesting about the roles element of the game is that all 33 men trapped in the cave will, for the duration of their rescue, abandon the roles they were playing when they went Down Below: None of them will be playing the role of a miner.  Note also that ‘trapped miner’ is not a role.  It’s a circumstance.  Your circumstance does not define your role; it’s your behavior in your circumstance that defines your role.

Expect that in the coming weeks, we’ll be hearing about the Rules of the TCMG. These Rules will be designed to create agreement and establish ground rules for the miners’ interactions.  The rules will initially address the fundamentals such as sleeping, eating, sharing resources, communicating with Up Above etc., and then get more detailed.  The rules of a game will not be designed to create sameness or repetition, but to liberate performance, by empowering players to play their roles well.  The miners cannot afford to get weary of their roles.  It will be interesting to see how many rules will be set or influenced Up Above.

Unlike a reality TV show like Jersey Shore, where editors manipulate the juxtaposition of shots to create scenes and the sequence of events to construct a narrative, the ‘live-ness’ of this scene will demand improvisation, and that means the miners will be the primary architects of their narrative.

The intense focus on this particular scene by the world media, is going to make the elements of the game highly visible.  We will be able to track how well the trapped miners are doing by how focused and productive they are in playing their game.

What’s going to hold our interest about the Chilean Miner scene will not be the drama of whether or not they make it out alive.  The objective, the ‘Will they or won’t they’ aspect of the narrative, will only carry it so far.  What will hold our interest is how the miners behave in the meantime.  How well we get to know them.  Who they are to their families, and to one another.  What kind of character traits emerge. This is true of any narrative.  If you want to hold your audience’s interest, don’t focus on how you want it to end, but on how you want it to be.

When the miners’ survival becomes imminent, their game will transform from a survival strategy to a business strategy.  To the objective of ‘Get out of here alive without going crazy,’ they will undoubtedly add, ‘Make Money.’  When the miners finally walk into the light, the game may change, but it will not end.

Buena suerte, Mineros!

ChileanMiners2

Fools With Rules

Wednesday, August 18th, 2010

This one’s for the golfers…

I used to joke with our neighbor back in Indiana, Euline Kieffner, that the reason she and I loved golf so much was that there was nothing more alluring to folks who’d grown up on farms like we had than a mown field with no manure in it.  Until four or five years ago, I was enchanted by the game of golf, and literally could not get enough of it.  I played and practiced it religiously, at one point working my way all the way down to a four-handicap, which is pretty damn good.  I could play.

Golf is a great game that can teach a person a lot about patience, persistence, imagination, focus, character, and the difference between trying to force positive outcomes and letting positive outcomes emanate from an open mind.  As my business focus has changed, so has my relationship with the game.  Today, I play rarely, maybe two or three times a year, and only on social occasions.   The romance is gone.  Occasionally, my Taylor-Mades and I stare wistfully at one another across a crowded garage, and remember how it used to be between us.

What fascinates me most about the sport of golf today, sad to say, is the wreckage to its most visible brand experience–the PGA Tour.  We’re talking multi-vehicle pile-up. Its shiningest star has lost most of his luster and its TV ratings have tanked in tandem with the Tiger brand.  The Tour’s newcomers have apparently had no life experiences to differentiate them from one another–all they know is golf.  Its core demographic is aging.  Its most interesting personalities have retired.

Last Sunday, while I did a little work in the office, more out of habit than anything, I had the PGA Championship—the last of the four ‘majors’ of the season—on the TV in the background. It held no inherent interest for me. And then, all of a sudden, it did.  Several of the game’s young lions—Rory McElroy from Scotland(?), a long-hitting lefthander with high follow-through named Bubba, a cool German named Kaymer I’d never heard of before, and Dustin Johnson, who hits it insanely long, were all fighting for the lead, along with a caddyshacker named Wen-Chong from China, who learned to play on that country’s first golf course, which was built only 20 years ago.  All of a sudden, it was a story worth following.

DustinJohnson1Over the last five or six holes the tournament’s drama became palpable.  None of the young guys were holding back, no one was playing not to lose, they were all winding up, letting it rip, and playing for the win, and it was riveting.  The tournament came down to a tie between two players, Bubba and the German, Kaymer, with Johnson playing the final hole of the tournament with a chance to win it.  He missed his par putt to win.  We were looking at a three-player, three-hole playoff for the championship.

And then, all of a sudden, we weren’t.  A PGA Tournament official pulled Johnson aside as he walked off the 18th green and told him that he had violated a rule by grounding his club in a hazard along the 18th fairway, one of the 1000+ sand bunkers that lined the course.

I’m not going to get into the specifics here, except to say that technically the officials were correct—Johnson had, in fact, let his club touch the sand prior to making his second shot.  Narratively, however, the PGA people blew it like I’ve never seen a call blown in a lifetime of watching sports.  There was no possible way for Johnson to know that the spot where his ball sat—a spot that had been trampled by tens of thousands of people during the tournament, and was tightly framed by hundreds in the gallery as he made his swing—was a hazard.  Besides that, if there had once been a border to the sand bunker, that border had been erased by the week’s crowds to the point where it no longer existed.  Given this, there was no way for the PGA officials to know for sure from looking at a replay whether the ball was ‘in’ a bunker or not.

This wasn’t some snap judgment in the heat of the moment by a referee or ump.  This was a deliberation.  A review.  A consideration.  And then, a horrible decision that took all the life out of the story.  Johnson was penalized two strokes, and eliminated from the playoff.

The tragedy of this decision goes way beyond any personal setback to Mr. Johnson.  The PGA brand desperately needed this story, needed the drama to keep building with the playoff between three of its new stars.  They had it.  It was happening.  The audience was engaged.  There was real enthusiasm from the broadcasters.  It was turning into the most interesting finish to a tournament in years.  All the PGA officials had to do was stay out of its way.  Instead, they committed the golfer’s most grievous mistake: they over-thought the shot.  And then they shanked it.

This was not the behavior of people concerned about what’s best for the game of golf, about supporting their brand’s narrative, or about nurturing the next generation of golfers.  This was vainglorious meddling by middle-aged men desperate for attention and fearing nothing as much as their own impotence.

Oh yeah, Kaymer won the playoff, but who cared?  Nobody outside of Kaymer’s girlfriend is talking about it.  All the fan conversation is about the idiotic ruling.

We see this a lot in business.  A compelling narrative begins to unfold, or an idea seems to be gathering momentum, and then, from out of nowhere, an expressionless manager with a rule book derails it.  It sucks for everyone involved except the person with the rule book.

If the rules don’t support your brand’s narrative, don’t change the narrative, change the rules.  If your managers, like those PGA officials, aren’t nuanced enough to understand what it takes to support your narrative, change managers.  This is what the PGA needs to do, pronto, to get its ailing game back on track.

Harpo’s Rules

Sunday, June 20th, 2010

Harpo1Underneath his fright wig and his goofy screen persona, Harpo Marx was one beautiful human being.  In his autobiography, Harpo Speaks, he lists his family’s rules.  It’s some of the wisest advice a father ever gave his children:

1.  Life has been created for you to enjoy, but you won’t enjoy it unless you pay for it with some good, hard work. This is one price that will never be marked down.

2.  You can work at whatever you want to as long as you do it as well as you can and clean up afterwards and you’re at the table at mealtime and in bed at bedtime.

3.  Respect what the others do. Respect Dad’s harp, Mom’s paints, Billy’s piano, Alex’s set of tools, Jimmy’s designs, and Minnie’s menagerie.

4.  If anything makes you sore, come out with it. Maybe the rest of us are itching for a fight too.

5.  If anything strikes you as funny, out with that too. Let’s all the rest of us have a laugh.

6. If you have an impulse to do something you’re not sure is right, go ahead and do it. Take a chance. Chances are, if you don’t you’ll regret it–unless you break the rules about mealtime and bedtime, in which case you’ll sure as hell regret it.

7.  If it’s a question of whether to do what’s fun or what is supposed to be good for you, and nobody is hurt by whichever you do, always do what’s fun.

8.  If things get too much for you and you feel the whole world’s against you, go stand on your head. If you can think of anything crazier to do, do it.

9.  Don’t worry about what other people think. The only person in the world important enough to conform to is yourself.

10.  Anybody who misteats a pet or breaks a pool cue is docked a month’s pay.

Hope your Father’s Day was as happy as mine!

GameChangers for Sales

Monday, March 29th, 2010

WorldsGreatestSales1Every business conversation that’s unscripted–and that’s about 99% of them–is an improvised scene.  How ably we improvise usually determines the success of the scene.  In sales, the audience for the scene is the customer, and the ultimate ‘applause’ is a sale. Furthermore, in sales scenes, the customer is not just the audience, her or she is also a player in the scene.  This is important for salespeople to understand, because it means you are asking the customer to judge their own performance in your scene together.  If they they give their performance in your scene a thumbs-up, chances are you’ve got yourself a sale.

Big Note:  The customer judges his or her performance, not yours, in the context of the scene you co-create.

The implications of this are huge.  Here are a few:

1.  Learn the script, then throw it away. The single biggest mistake salespeople make is trying to follow a script.  The customer doesn’t know your script!  In trying to stick to a script known only to you, you’re putting your customer in the worst possible position–that of a performer who doesn’t know his or her lines.  The playwright Christopher Durang built an entire play, The Actor’s Nightmare, around this premise.  You following your script and trying to get your scene partner to play along with it is The Customer’s Nightmare.

1A.  Don’t show your script to the customer. If the customer does know your script, because, let’s say, you’ve sent them your PowerPoint deck in advance of your presentation, you cause a whole other set of problems.  For one, you’re not giving them anything new.  You are, in essence, asking them to play a role you have written for them, which fosters a kind of built-in resentment.  Another problem with showing your hand ahead of time is that it burdens the audience with expectations.  By knowing ahead of time where you’re going, they will be measuring the scene against what they imagine it will be–good or bad.  Thanks to the internet, the customer already has access to plenty of data about your product.  Save something for your sales scene!

2.  Your number-one concern is getting your customer to feel good about your scene. You do this by helping them look good.  You help them look good by ‘giving gifts,’ to use the parlance of improvisation. There are unlimited ways to give gifts in a sales scene, ranging from sharing a dinner at a great restaurant to enlightening a customer with knowledge, to conferring status on them by having them enlighten you with knowledge.  Whether they ‘applaud’ your scene by making a down-payment on a timeshare, driving off your lot in a new car, or by clicking to buy a better mousetrap, chances are they’ll be doing it because they felt good about the interaction with your and your brand.

3.  A scene is not a soliloquy. You are sharing the stage with the customer.  It’s a dialogue.  Give and take.  OgilvyOne recently announced a contest to find the World’s Greatest Salesperson.  They’re asking contestants to ’sell’ a commonplace item, a red brick, using YouTube.  The winning video will not be the best soliloquy, but the one that’s best at generating and sustaining a dialogue with its audience–via YouTube comments, Twitter, Facebook and other platforms.

4.  Begin by listening. As with longform improvisation, a good way to get things rolling is to take a ’suggestion from the audience.’  When you begin your scene by listening instead of speaking, you give your audience/customer the opportunity to invest themselves in the scene.  Their satisfaction at seeing an idea they’ve given you turn into action will earn their applause.

5.  Build and heighten.  A scene should be designed to expand, its energy elevate, its theme evolve.  Surpass where you started.  Never end up back where you began.  Don’t be afraid to start your scene with the seed of an idea and let it grow.  Be afraid of starting with a grand vision that diminishes during the course of the scene.

6.  Agree on the game. What you’re looking for in your scene is quick identification and agreement on what we call ‘the underlying game.’  We define a game as:  Roles, Rules, Environment and Objective.  The sooner you can define these, the sooner you can agree on them, and the sooner you agree on them, the more likely you are to close the sale.  ‘Yes-anding’ the customer is the single best sales technique there is.

6A. The customer’s objective is not a sale. The customer isn’t in the scene to help you hit your quota or earn a commission.  A sale may be your objective but it’s not theirs.  Theirs may be to prove their love, earn the respect of their peers, look good to a boss, save money, gain status with their neighbors, or ensure the birth of a healthy baby.  Your objective is to help them achieve their objective.

CONTACT US TODAY TO BOOK A ‘GAMECHANGERS FOR SALES’ SESSION FOR YOUR TEAM!

The Touchless Culture

Tuesday, December 29th, 2009

I am at our local hardware store on Vermont Avenue in L.A. where I’ve recently been spending a lot of time and money on our fixer-upper, when I see one of the store’s employees give another one a pat on the back.  It makes me smile because it’s something I don’t see too often in the workplace these days: generous, a gesture of appreciation — for what, exactly, I cannot tell.   A favor returned?  Encouragement?  A conflict resolved?   Good news?   A joke?  All I can tell for sure is that it’s a connection between two people who are, in that instant, enjoying their scene.

We earn our money by learning from the Past and by being correct more often than not about the Future.  But we do our living in the Now, and nothing says Now like a pat on the back.

Yet, there’s a problem with this, at least where the rules of today’s workplace are concerned.   Touching is a vital element of communication, but between the computer culture and the corporate playbook, it is being systematically eliminated from the game.

To get the complete picture, I phone Martin Ett, an HR consultant with ObsessiCom Outsourcing Services, and ask him to interpret a pat on the back like the one I witnessed in the hardware store.

“It depends,”  says Ett.

“On?”

“A lot.  Was it a display of affection?  If so, was it sexual in nature?  What was the duration of the gesture?  We recommend a three-second limit on casual contact, including handshakes, conversational touching, hair or clothing adjustments, and lint-plucking.  Back-patting falls under the three-second rule.

PatontheBack1A“There’s also the nature of the contact itself to consider,” Ett went on.  “Was there rubbing involved or was the contact static?   Was it hand contact only, or was it of a hugging nature so that bodies were touching?  This is an important distinction, because hugs are becoming increasingly problematic in the workplace.  Many employers prohibit what we call ‘full frontal clutching’ while still allowing what we call ‘casual side-to-side linkage.’   We’re seeing strong anti-clutching trends across the corporate landscape.

“I’d want to talk to each of the employees separately,” Ett continues, “to determine both intention and interpretation, an ‘I-to-I Analysis,’ we call it.”

“Eye-to-Eye? I ask.  Misinterpreting.  “Is that like a 360?”

“You mean a 720?  Uh, no.  It means was there alignment between the patter’s Intention and the pattee’s Interpretation of the incident?

(Incident?)

I get where this is going but there’s no stopping him now.  I put the phone on speaker and tend to my Farmville on Facebook as Ett continues: “Did the pat make the pattee defensive or uncomfortable, or imply some kind of future obligation?  Also, what was the proximity of the parties? Was one of the parties backed into a corner, or was there space for the pattee to avoid the pat if it was unwelcome or unwarranted?”

“It happened in the hose aisle,” I say.  “It’s cramped in that store.  Space is tight.”

Hose aisle,” repeats Ett, gravely.  “That could be an issue.  Context is key.  I’d need to know more about what exactly goes on in the hose aisle.  Is one of the parties the hose manager, or is that aisle considered neutral space?  Was there actual hose involved?  Because that’s a whole new kettle of worms…

Kettle of worms? When did a pat on the back turn into a scene from a Wes Craven movie?

PatonBack2A“Also what, specifically, was ‘the back’ being patted? I’d want to know that.  Was it in the region of the upper, or Cervical, vertebrae?  If it was on the upper back it was probably okay, assuming of course, it didn’t last for longer than three seconds and no rubbing was involved.  Middle, or Thoracic vertebrae, are a gray area, especially numbers T-One through T-Four.  You find HR people very divided about this, and there are no clear guidelines, so my advice is to steer clear of the Thoracic region entirely, just to be safe.  The lower, or Lumbar region, is a definite no-no.  And a pat on the Sacrum will get you a visit from Security, no question.

“Was one of the employees the other one’s superior?” continues Ett.  “If so, the gesture could be taken as intimidation or harassment.  Was the patting public or did it happen in private?  Was this an isolated incident, or was it part of a pattern?”

“I don’t know,” I say, feeling a bit harassed myself now, for even bringing it up.  “They just seemed like a couple of guys enjoying a moment.”

“Couple of guys, eh?  We’re seeing a big increase in same-sex sexual harassment these days.”  Ett says it with the ominous satisfaction of an exterminator describing a cockroach invasion in the building where you live.

“What about giving myself a pat on the back?” I ask.  “Do you have a rule against that?”

“Are you making fun of me?” Ett replies.  “If you are, you’re barking down the wrong well, buddy.  There are rules about that.”

Next time I see them, I’ll warn the guys over at the hardware store they’re skating on some very thin skin.

The problem with rules of the game like those cited by (the fictional) HR exec Martin Ett (get it?) is that they suppress rather than expand our ability to communicate in a meaningful way.  In this kind of sanitized environment, we may be making our money and limiting our liability, but it has very little to do with how we’re living our lives.PatonBack3B