Improspectives

Improv skills lead to success

Archive for the ‘Improv Performance’ Category

Helping Your Team (and Teammates) Succeed

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Most improv is a team sport. Except for solo acts, everyone else has to interact and cooperate with other individuals to create their product. If everyone goes on stage looking for glory, you won’t get a solid product. Rather than setting the base for a solid scene where one or two performers can deliver the lines that get the big laughs, you’ll get a bunch of one-liners delivered to an increasingly uncomfortable audience that realizes no one’s cooperating.

Performers support each other, as do athletes. Olympic athletes are part of a team and, even if they compete in individual events like luge or ski jumping, there’s a strong sense of camaraderie. That’s what makes Canadian speedskater Gilmore Junio’s selfless actions this week so special. Junio skated in the 500m event, finishing 11th. He had also qualified for the 1,000m, but gave up his spot to his teammate Denny Morrison. As Junio said:

“I believe it’s in the best interest of the team if he races. To represent Canada at the Olympics is a huge honor and privilege but I believe that as Canadians, we’re not just here to compete; we are here to win. Denny has proven to be a consistent medal threat in the distance.”

Morrison went on to win the silver medal in the 1,000m event and has nominated Junio to be the Canadian flag bearer during the closing ceremonies. I think it’s a great idea and, if he’s chosen, hope Junio stays in the Olympic Village to accept the honor.

Congratulations to Denny Morrison for winning the silver, much respect to Gilbert Junio for putting the team first, and good luck to Canada in the rest of the Games. You’re doing it right.

Improv, Business, and Emergent Behavior

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One of the joys of improv is not knowing exactly what will happen, but improv isn’t unique in that respect. I didn’t get a script when I woke up this morning and I’m guessing you didn’t, either.

What I did have in place when I woke up was a context. I’m in a society with rules, both internally and externally imposed, that guide my behavior. I also interact with other individuals. Mathematicians and computer scientists study simple versions of these interactions using models such as John Conway’s Game of Life. The Game of Life is a model based on a grid of cells. Some of the cells are turned on and others are turned off. At the beginning of a turn, each cell compares its state to its neighbors’ states and turns on, turns off, or remains the same based on a set of rules all cells have in common.

If you follow the earlier link to the Game of Life Wikipedia page, you’ll see that interesting behaviors emerge from various Game of Life starting configurations. The phenomena are interesting enough for researchers to create a new field of inquiry, complex systems science. According to Dr. Melanie Mitchell of Portland State University and the Santa Fe Institute, complex systems is:

…an interdisciplinary field of research that seeks to explain how large numbers of relatively simple entities organize themselves, without the benefit of any central controller, into a collective whole that creates patterns, uses information, and, in some cases, evolves and learns.

— Melanie Mitchell, Complexity: A Guided Tour

Complex systems is new and, while it’s provided some interesting insights into some systemic behaviors, it hasn’t resulted in models that predict how consumers or businesses will interact in an environment (e.g., the internet) or with a product. The good news is that you can do field experiments and see what behaviors emerge. Some marketers use the “cool kids” strategy, where they make a few dozen units of a new product and give it to the cool kids in a high school to see what they do with it. As William Gibson noted in “Burning Chrome”, a short story first published in the 1982 collection Hackers, “the street finds its own uses for things”.

A similar rule applies to existing products. If your bosses panic when customers use a product in unintended ways, call a meeting, brew some herbal tea, and figure out how to take advantage of the gift you’ve received. You’re not wrong or stupid for not having foreseen every possible way your products could be used, but you are both of those things if you let your ego get in the way of capitalizing on what your customers tell you they want.

Accidents Can be Fun and Useful

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Robert K. Merton, a sociologist who worked primarily in the mid-20th century, popularized the notion of unintended consequences, which he defined as “outcomes that are not the ones intended by a purposeful action.”

The notion of unintended consequences is obvious and was around long before Merton, but the term is often interpreted as meaning an action can have unintended negative outcomes. Fortunately, good things can happen by accident, too.

You’re probably familiar with the story of how a scientist at 3M invented the glue used on Post-It notes — he tried to create a super-strong glue, but ended up with a weak glue that barely held anything together. It wasn’t until years later that he thought to use it to adhere pieces of paper to vertical surfaces, but when he did his “failure” turned into a gold mine. Similarly, scientists at Cornell University created the world’s thinnest sheet of glass (literally a single molecule thick, making it technically a 2-D object) when oxygen infiltrated a chamber in which they were attempting to make graphene.

Improv relies on unintended consequences. Because improvisers don’t have a script, they make offers and trust their fellow performers to advance the scene or game. There are times, especially when you’re “in the zone” (what Chris Csikszentmihalyi calls a “flow state”), that you have no idea what’s coming out of your mouth until you hear it. With experience, your contributions come with increasing ease and provide a solid base for your scene.

In my next post, I’ll extend the concept of unintended consequences to business.

Always Be Ready

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Performers should always be ready to go. If another group doesn’t show up or someone gets sick, you can step in.

I did the regular show with the ComedySportz Portland group last night, during which our referee hyped an after hours show by another group. Unfortunately, that group had cancelled their show, but the message didn’t get to anyone in the show that night. We had a significant portion of the regular crowd stay for the after hours show, but there was no one there to do it.

Most of the players in the ComedySportz show had had long days, but they were willing to hang around and do a show for the folks who stayed. I always carry the materials I need to do Magic of the Mind (and my wife’s out of town visiting family), so I volunteered to do the after hours. Part of the team stayed to do a quick Q&A session with the fans while I set up, but after those five minutes it was business as usual. Well, as usual as it can be when you’re doing a show in a t-shirt and cargo shorts.

As an aside, I actually have two emergency Magic of the Mind kits: one in my ComedySportz bag and another, more complete set in the trunk of my car.

If you’re a speaker, you should always have a digital copy of your slide deck with you in case a scheduled speaker isn’t able to go on. I recommend preparing three versions of your talk: 50-minute, 25-minute, and 5-minute. The long version works for conference presentations, the middle for a half-slot, and the short version as program filler or for a quick presentation during a break. You can use the Ignite conference series model to create your 5-minute piece. Ignite presentations consist of 20 slides displayed for 15 seconds each. The slides are on auto-advance, so the presentation lasts exactly five minutes. The format requires some extra rehearsal, but it’s great for boiling your presentation down to its essential elements.

If you have a few minutes of down time in an airport, on a plane, or in your hotel room, take a few minutes to flip through your slides and notes to review your talking points. Stepping up to help a meeting organizer and delivering a polished, professional presentation is good for everyone and can lead to future speaking opportunities.

Improv Should NOT Be a Surprise

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My friend Rick Maue, a talented performer and innovator in the branch of stage magic called mentalism, identifies three types of performances:

  • Theater, which is a show people come to see in a formal setting
  • Entertainment at events such as banquets, where the performance is part of the overall evening’s activities
  • Filler, where the audience has absolutely no idea you will be there or that there will be any kind of show

I’d like to add a fourth type: Hell, which is a Virgin Atlantic flight with musicians and improv comedians roaming the aisles. Don’t believe me? Here’s part of a Fast Company article describing the scheme:

Virgin Atlantic Little Red, a U.K. domestic rebranding of Virgin Atlantic, will feature “in-flight gigs” on selected flights that include live music and improv comedians. Entertainment will take place on flights headed to Edinburgh and Manchester, and performers will be selected from the talent pool at the Edinburgh Fringe Festival.

But here’s the kicker: While the acts will be mentioned on Virgin Atlantic’s Facebook and Twitter pages, the flights they will be performing on will be a surprise. We’re guessing that business travelers, improv comedy, and a confined environment will be a volatile mixture, but that’s just us.

I do improv and stage magic and think I’m pretty entertaining, but I only take a few strolling mentalism gigs at company parties a year. I want to be sure I’ll be a good fit and often look for reasons to break off from a group early rather than overstay my welcome. I don’t want to be what sports commentator Joe Buck refers to as “the guy at parties who insists on doing card tricks no one wants to see”. I don’t mind stopping to watch a street performer for a few minutes. In fact, I tipped a terrific human statue when my wife and I were in Tallinn, Estonia, in July.

livingstatue

I’d rather donate three pints of blood in an hour than be on a flight with a live musician or improvisers. I’m one of you, guys, and I don’t begrudge you the money, but I will not interact with you.

I think someone in Virgin corporate learned the wrong lesson from the funny PA announcements some Southwest flight attendants make. Those presentations work because they’re fast, they’re hilarious, and they’re over.

Improv and Gamification: Potential Conflicts

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I’m taking the free Coursera course on Gamification, taught by Kevin Werbach from the Wharton School of Management. The book For the Win, which Werbach coauthored with Dan Hunter, mentions four basic elements of gamification:

  • Motivation
  • Meaningful choices
  • Structure
  • Potential conflicts

Their final item, potential conflicts, addresses how game elements can come into conflict with organizational goals and intrinsic (internal) motivation. The traditional management case study of conflicting elements is suboptimization, where an employee focuses on a specific task to the detriment of the overall project or even the entire enterprise.

As an example, suppose you’ll receive a substantial bonus for releasing a product to market by a specific date. It’s natural for you to evaluate your incentives and get that product out the door regardless of what corners you need to cut. If the product’s not as a good as it could have been, your employer must take a substantial portion of the blame. After all, they structured your incentives in a way that rewarded you for focusing on the subgoal instead of releasing a quality product.

In improv, you can suboptimize by going for the joke instead of playing a good scene and letting the laughs come naturally. I was especially guilty of this practice early in my career, but I’ve gotten away from it. The idea is that you want to keep the scene moving forward smoothly instead of stopping it with a joke. A joke’s punchline is an artificial endpoint that stops progress, pulls focus from the scene, and forces everyone to reset. Are jokes always bad in improv? No, but they make everyone’s job harder, especially when more than one person is going for the joke in a scene. Then it’s a travesty.

Improv and Gamification: Structure

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I’m taking the free Coursera course on Gamification, taught by Kevin Werbach from the Wharton School of Management. The book For the Win, which Werbach coauthored with Dan Hunter, mentions four basic elements of gamification:

  • Motivation
  • Meaningful choices
  • Structure
  • Potential conflicts

Werbach and Hunter use the structure element to ask:  “Can the desired behaviors be modeled through a set of algorithms?” For San Francisco firm Keas, structure comes in the form of challenges participants undergo during the workday to improve their wellness, Microsoft gamified identifying translation errors in Windows 7 dialog boxes, and airlines provide better service as you accumulate more miles.

Measuring results in improv is a less exact process, but ComedySportz gets around the problem by having the audience vote to see which team gets the points for a pair of competing games.  The idea that the show is a competition, where the players try to win but don’t care if they lose, provides a hook that makes the experience more than simple entertainment.

For businesses, organizational performance is often based on revenue, market share, and similar targets identified by the executive team. Individual employee performance is measured versus criteria set for each employee, but how do you provide an overall structure for a project, department, or division? Chip manufacturer Intel uses a Plan of Record, or POR, to identify goals and, in some cases, methodologies at all levels of the enterprise. That which adhereth to the POR is blessed; that which doth not is condemned.

Developing a structure to measure performance can be difficult, especially when applied to creative workers. Don’t feel compelled to gamify a process — the best gamification structure might be none at all.

Improv and Gamification: Meaningful Choices

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I’m taking the free Coursera course on Gamification, taught by Kevin Werbach from the Wharton School of Management. The book For the Win, which Werbach coauthored with Dan Hunter, mentions four basic elements of gamification:

  • Motivation
  • Meaningful choices
  • Structure
  • Potential conflicts

The second item, meaningful choices, is a foundation of well-being and self-esteem. Everyone likes to feel that they have some control over their lives — that their choices make a difference in how events turn out. Improvisers’ choices have direct and immediate impact on the show, for good or ill. Your scene partners can find ways to exclude you, of course. A former member of our group was a guest performer in another city, but the other players on the team apparently didn’t care to have him around. They were polite to him before the show, but after he exited a scene, one of the other players stepped on stage and said “You know the guy who was just here? I killed him.”

So much for collaboration.

It’s little better to have teammates ignore offers you make within a scene, preferring to wait for another player to come on and further the action. It’s hard to make progress when no one listens to you, even if you are the junior member of a group.

The same considerations hold true for the office. I’m not saying less experienced workers should be given complete autonomy, but they should have their opinions given a fair hearing. There’s very little that’s more demotivating than disappearing into the bowels of an organization and losing the connection between your work and a company’s success. Of course you can add points, badges, and levels to attach some (albeit artificial) meaning to their tasks, but Werbach and Hunter point out that it’s possible to gamify work unethically, in such a way that the “game” structure works against the employees’ best interests. Much like the sales competition in the movie version of David Mamet’s play Glengarry Glen Ross (first place is a car, second place is a set of steak knives, third place is you’re out of a job), you can use gamification for good or evil. One of their colleagues turned down such a consulting assignment. Rightfully so.

Improv and Gamification: Motivation

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In my previous post, I mentioned four basic elements of gamification put forward by Wharton School faculty members Kevin Werbach and Dan Hunter. Those elements are:

  • Motivation
  • Meaningful choices
  • Structure
  • Potential conflicts

Motivation is tricky. I’ve stated my belief that all motivation is internal, but I  admit it’s a reductionist and curmudgeonly view. Many individuals, particularly extroverts, gain energy by interacting with others. Yes, you can argue they use these interactions to stoke their personal fire, but the truth is that the external forces affect their performance.

I’ll still use my “all motivation is internal” line at parties, though. It’s fun to argue and often leads to interesting discussions.

Gamification uses game elements such as points, badges, and leader boards to set goals, measure performance, and reward individual and team success. One example, which is near to my heart because I’ve written books for Microsoft Press since 2001, is how Microsoft used gamification to get their employees to identify errors in Windows 7 dialog boxes. Windows 7 is available in 35 languages, meaning that the dialog boxes and other text was translated into tongues as diverse as Chinese, Swedish, and Polish. Microsoft tracked which teams (usually members of the same business group) discovered the most errors and posted their names on a leader board displayed in the tool. Some team leaders decided to focus their efforts on the contest, which led to impressive performance.

Improvisers receive feedback from their audience immediately, usually in the form of laughter, but also as appreciation for what’s been done. Some performers can be thrown off by a quiet crowd, especially if they feel they’re having a good night but the audience just isn’t laughing. If you’re not getting the audible feedback you’re used to, check for eye contact. If your spectators meet your gaze and smile, you’re doing fine. They just prefer to express themselves quietly.

Improv and Gamification: Introduction

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You can divide improvisation into two rough categories: short-form and long-form. Short-form improvisation consists of games (also called “scenes” or “forms”) that last about 3-8 minutes and, generally, have specific guidelines to which the players should adhere. Many organizations, including ComedySportz and Theatresports (from which ComedySportz was derived, with the permission of Keith Johnstone), use team-on-team competition to enhance the audience’s experience. Winning a round gets a team points, which are compared on a scoreboard, and provide a clear metric for the state of the show.

Gamification, the practice of applying game elements to business and social activities, has become increasingly popular. Kevin Werbach of Penn’s Wharton School and Dan Hunter of New York Law School (and adjunct faculty at Wharton), two leading gamification proponents, wrote For the Win, a book that’s available inexpensively on Amazon through Wharton Digital Press. In their book, they describe how companies have gamified internal processes and customer/product interactions to add fun to what might otherwise be boring situations. If you’ve ever become mayor of a business by checking in on FourSquare, you’ve been gamified.

Werbach and Hunter go into significant detail on how gamification works, but I’ll focus on four points (mentioned on p. 44 of the book) over the next few posts. They are:

  • Motivation
  • Meaningful choices
  • Structure
  • Potential conflicts

I’ll tackle each point  from the perspective of an improviser who also spends time in the business world.

If you’d like to learn more about gamification, you can take Werbach’s Gamification course on Coursera.org. The next section of the course starts on April 1, 2013, but he offered it in the Fall of 2012 and, with luck, it will be available again for readers who learn about the course after the current session ends.