Double think about closure

When you make a new thing using a collaborative iteration process, you encounter the question of closure at each iteration. And, of course, you have to decide when to quit altogether, make a choice about when you’ve got what you need or what you think they will want. Since the thing has emerged brand new from its unique making process, you get little or no help from outside: there’s nothing to compare it to, no yardstick to measure it by. You must therefore make these choices on the basis of 1) aesthetic coherence in the thing itself; and, 2) your best guess about its potential as a useful product.

This introduces you to the double-think common to artists in their work. To make a work of art, the maker or makers must consider purpose: Why am I making this thing? Any unique thing has a double purpose that guides its makers: 1) to be perfect of its kind; and, 2) to perform its task successfully.

Does that look familiar? Yup: it’s the grounds for the choice you have when you think about closure. The double-think attacks when you realize that, while you sure want to make a useful, thus saleable thing, you can’t put too much attention on that or it will distort the thing and interfere with your need to make it perfect of its kind.

To perfect a form, a maker must insist on formal perfection as the principle consideration during the making process. Every part of that process is interdependent with every other, just as every part of the thing made is interdependent with every other, so this gets complicated, hairy even. Fixing even the tiniest detail requires that you consider the whole thing.

Here’s an example from my experience of making. The script must be in the composer’s hands tomorrow, first thing. I’m nearly done. I’m at the obligatory scene in the sawmill. Fair Marcia Truepenny struggles against the ropes that tie her to the buzz saw, the blade coming ever closer. Dauntless Dick Dreadnaught thrashes on the floor in his cocoon of ropes. In his last official act before leaving, the villain sets the place on fire. Flames and smoke! I’m writing along, copying and editing and inventing the final draft.

DAUNTLESS DICK: Oh, no! We’re on fire!

FAIR MARCIA:  Cough cough.

DAUNTLESS DICK: Courage, Camille!

Oh, no is right!  That line just popped out of nowhere. Her name is Fair Marcia, not Camille. We’re back in the stone age: I’m writing on an actual typewriter, on actual paper. I’m on page 157 of the script. And my lizard brain has come up with a great gag: Courage, Camille!

Here’s the closure double-think problem in spades. Do I stay up all night re-typing the entire script, changing Fair Marcia to Camille? Nowadays, of course, it would take perhaps 90 seconds. Or, do I shrug, drop the gag, and press on?

Dang, that was a long night.

But to achieve closure on an innovation you must be certain of the thing’s coherence, of the arrangement of parts that creates that coherence. No Camilles hanging alone out there in the second act. It’s that arrangement, after all, that makes the thing unique, one of a kind, potentially valuable in its market. It would be so great if someone could tell us how funny the gag is going to be, or how gotta-have-it customers will find the gizmo. But no—we have to judge it on its own internal principles. And that means weighing the trouble, the extra iterations, it will take to get it perfect against the possible value it might achieve if we get it right.

This is hard.

Why we call it work, I guess.

Two kinds of acting

A slightly different version of this post appeared as a Cutter Advisor.

As far as I know, there have always been two basic kinds of acting. You’ll see my preference when I call them “indicating” and “acting.”

Indicating. An actor makes a physical gesture (movement, tone of voice, etc).  This signals to the spectators that the character feels, means, wants this or that. An animated character offers the purest form of this: the animators manipulate an image so that it indicates an intention or state of mind. Wiley Coyote indicates with his face that he’s just noticed that there’s no ground under him. The gesture issues, not from the character’s action or state of mind, it’s a cartoon and has no state of mind, but from an animator’s intention to show something to a spectator. Continue reading

Good Reading

I’ve run across a writer who has wonderfully smart things to say about art and biology that I think offer food for thought about innovation.

Her name is Ellen Dissanayake, and the books are: What is Art For?, Seattle: University of Washington Press, 1988; Homo Aestheticus: Where Art Comes from and Why, Seattle: University of Washington Press, 1995; and, Art and Intimacy: How the Arts Began, Seattle: University of Washington Press, 2000.

She’s a real polymath, and her research presents an amazing variety of support for her thesis that biology and evolution have hard-wired art and artful behavior into human beings. Continue reading

More on Release

It’s tempting, when someone else does effortlessly what I can’t do at all, to think, “That Jim-Bob sure can call up them turkeys; got a real talent fer it.”  By invoking “talent,” I excuse myself from doing whatever I’m envying at the moment. It’s a talent; I don’t have the talent; talent’s inherent, can’t be taught; ergo, I don’t have to do that thing.

Alas, most of the behavior we envy as talent is, in fact, hard won skill. Effortless? Hah! This is entirely true of the skills you need to become a collaborative team worker, a reliable innovator. The truth is, anyone can learn these skills (they’re quite simple), and with hard work anyone can get good at them (they’re not quite easy). Of course, that person across the table from you, with the same amount of practice, may well get ‘way better at them than you will. But that only means we’ll expect more of her.

Approaching these skills with a view to learning them, we need first to identify them. We’re talking now about Release, letting go of body and mind tensions so that we’re free to respond quickly and reflexively to discussion. I’ve suggested that for a knowledge worker, body release is a path to mind release. So let’s begin there. Continue reading

Release

To work together collaboratively, to achieve a method of reliable innovation, team members must understand the principles, and practice the exercises, of release. The principles are very simple, the practice isn’t all that easy. In fact, we don’t commonly place the idea of practice in the context of every day work. We accept that painters practice their brush strokes, that wide receivers practice their moves, that actors go over their lines. What should business team members practice to prepare for team work? Release, for one thing. Continue reading

The Blog about Working Together

I’m going to develop some ideas about collaboration in a series of short essays (500-750 words each), which will, I hope, add up to a useful introduction to the idea of true collaboration. I believe collaboration is at the heart of any systematic effort to make new things. Some of these ideas come from the book, Artful Making, by Rob Austin and Lee Devin; some from One of a Kind: Reflections on Aesthetics in Business Competition, by Lee Devin and Rob Austin; and some from writing and discussions at the Cutter Consortium.

Continue reading