From bespoke to just plain “be”: the validity of a strong point of view

This morning, emboldened by this insightful blog post written by my friend and colleague Paul Bennett, I slipped on a pair of Crocs and headed to work.

Now, my workplace is not a place where people generally sport Crocs.  It's also a place where nobody really cares about what you wear (anything goes), but where they also really care about what you wear (everything matters).  There's a tension there, and it makes life interesting.  So, upon strolling in the door, here's what my own two feet encountered:

Metacool crocs + wingtips

The photo above doesn't do them justice, but next to my injection-molded plastic foam thingies stand a proud pair of gorgeous, yellow suede bespoke wingtips, crafted with love by a British shoemaker who was undoubtedly trained a long, long time ago in a galaxy far, far away by the wizened creature who invented cobblery in the first place.  In other words, it would be hard to put two products from the same category side by side and yet have such a gulf of experience, materials, approach, and point of view separating them.  As Paul notes, my Crocs are the footwear equivalent of the Volkswagen Beetle (the "New" one, methinks).  In constrast, if those yellow shoes were a car, they'd be an Aston Martin DB5.

But as designed objects, they're both completely valid.  One is bespoke.  The other, just like the original Beetle, is happy just to "be".  However, neither is better than the other; they are both high-integrity, authentic objects, not pretending or trying to be anything other than what they are.  They each mean something.  Both work because their designers and makers knew what was important. 

Yet another example of the power of a strong point of view and why it is such an imperative to have one before you start designing anything.  Points of view drive meaning.

 

Intrinsic motivation, a killer input

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Earlier this evening I came across an intriguing interview with racer, metal sculptor, designer, and archmaster of doing Shinya Kimura.  Here's an excerpt, with Kimura's thoughts italicized:

What were your early influences? 

The shapes and designs of Italian sports car like Lamborghini Miura and bugs.

Have you ever had another job? 

No

What are your favourite and least favourite parts of a bike build? 

I love to see the hazy idea of mine actually becomes materialized, that is the most favourite part of a bike build. Least favourite part is…polishing!

What are his hopes for himself and Chabott? 

Keep creating whatever I like.

What are his regrets?  

No regrets at all!!

Will he always be a bike builder or is there something else on the horizon? 

I don't categorize myself as a bike builder but I will keep building bikes and creating whatever I have in my mind as long as I live.

This morning I attended a demonstration of a cool new service, and got to meet one of the women behind its creation.  It turns out that this new business was launched as part of a Stanford d.school class last Spring, for which I was a judge.  But I didn't know about this service until today.  Why?  Well, in part because at the big demo fair they held as part of this class, where each of the student teams demoed their ideas, I spent too much of my allocated judging time talking with one team, who were unfortunate in that they had a team member who couldn't get out of what I would call "heavy sales" mode.  By that I mean, no matter what questions I asked about things like point of view, first-hand experience of the world, prototyping — all the stuff you care about when engaging in the art and science of bringing cool stuff to life — he kept on patronizing me with the party line, the premeditated marketing messages they had whipped up beforehand.  In other words, he was laying some heavy bullshit on me.  Bummer.

And you know what?  Bullshit is bullshit.  Bullshitters don't ship, and they can't attract intrinsically motivated people to be on their teams in any sustainable, long-term way.  Why?  Because we all want to be around people with that gleam in their eyes which says "this is going to happen".  Life is too short to waste your time working with people who are motivated by extrinsic factors, such as money, status, or grades.  It's the intrinsically motivated folks who sweat the small stuff, grok the big picture, and — dare I say it — think different.

When I look at the interview transcript above, I see someone who would be hacking on bikes even if there was no money in it.  Kimura's voice is that of a person who has pledged their life toward a specific passion.  A person who comes up with solutions in his dreams.  Who takes their inner desires seriously enough to try and make them reality, rather than repressing them in the name of what the outside world wants them to be.  When I interview folks to be part of the team at my employer IDEO, I'm always looking for the sparks of passion which are the mark of someone powered from within.  They are easy to see when they're there, and they are equally easy to smell when they is fake.  In my experience, having that intrinsic motivation makes all the difference in the end result.  Not only is it impossible to fake, but if you try to fake it, you will always sound like a bullshitter, which completely torpedoes the basis of everything you're trying to claim in the first place.

This is all a roundabout way of saying that intrinsic motivation is, in my opinion, a killer input.  Meaning that it is one of several key factors which define a space within which talented people can collaborate with other similarly aligned people to make magic happen.  I've said previously that trust is a killer app, but it's not an application, it's an input, just like intrinsic motivation.  The output is wonderfulness. 

And there are more; this is a subject worthy of more study.

 

 

photo credit: Chabott Engineering

Björgvin Tómasson’s Gameleste

What happens when you try to combine a gamelan with a celeste?  It's never been done before, so who knows?

As Björgvin Tómasson can tell you, what you get is a "gameleste".  This combination makes it a hybrid, something new under the sun.  It was built to be a part of Björk's intriguing Biophilia project, which looks to be a pretty stunning effort — I certainly want to make it to one of her concerts!

I find this video very affirming.  Here's what it says to me: when trying to bring something new to life, you will be faced with many challenges.  Friends will question your vision, lawyers will come up with a million reasons why you shouldn't do what you want to do, and money people will demand the right to dig up your precious little seed of an idea each day to ensure that it's growing (they have to be sure to get their full money's worth, you know).

In response, just start.  Plunge in.  Create.  Excessive talking and planning is a sign that you are stuck in an emotional-intellectual mire of your own making.  That mire gets its power from our fear of the unknown.  In order to break its grip, you need to start – anywhere.  It's hard to break out of, for sure.  But we can all do it.  How did Björgvin Tómasson manage to figure out what a gameleste would be like when it did not exist?  By starting, by making it.  And now we all also know what a gameleste is all about, for the person who acts not only brings a new thing to life, but brings all of us along, too.

metacool Thought of the Day

“You know the old adage that the customer’s always right?  Well, I kind of think that the opposite is true.  The customer is rarely right.  And that is why you must seize the control of the circumstance and dominate every last detail: to guarantee that they’re going to have a far better time than they ever would have had if they tried to control it themselves.”

Charlie Trotter

The ballad of Lucas Ordoñez

I've spoken here many times about the power of experiential learning.  For many activities, learning by doing is an extremely sticky way to become adept at a new skill. The difference between reading about surfing, watching a video about surfing, and actually taking a class where you get up on the board (and get really wet, too!) is profound.  The former two provide you with lots of information about surfing, while the latter earns you true know-how about how to carve your wave through the water.  Deep know how is the killer app for folks who want to make an impact in the ring, as opposed to being spectators or pundits watching from outside.

But, what about computer simulations?  While they cannot model all aspects of an activity which takes place in the physical world, computers provide us with the opportunity for deep experiential learning, albeit with less fine-grained resolution than one would encounter in real life.  However, as they are not in fact real life, simulations can liberate us from the fear one encounters when immersed in difficult real life situations, such as being the leader of a group of people for the first time, or engaging in a dangerous physical activity.  Computer simulations can also provide us with access to learning scenarios which otherwise would be out of our reach due to limitations of time, physics, and money.

Joi Ito has spoken extensively about the power of the game World of Warcraft as a training environment for people interested in developing the skills needed to lead diverse groups of people in conditions of great uncertainty.  John Seely Brown has also written some persuasive essays on this subject, and here is an excerpt from one of them:

When role-playing gamers team up to undertake a quest, they often need to attempt particularly difficult challenges repeatedly until they find a blend of skills, talents, and actions that allows them to succeed. This process brings about a profound shift in how they perceive and react to the world around them. They become more flexible in their thinking and more sensitive to social cues. The fact that they don't think of gameplay as training is crucial. Once the experience is explicitly educational, it becomes about developing compartmentalized skills and loses its power to permeate the player's behavior patterns and worldview.

In this way, the process of becoming an effective World of Warcraft guild master amounts to a total-immersion course in leadership. A guild is a collection of players who come together to share knowledge, resources, and manpower. To run a large one, a guild master must be adept at many skills: attracting, evaluating, and recruiting new members; creating apprenticeship programs; orchestrating group strategy; and adjudicating disputes. Guilds routinely splinter over petty squabbles and other basic failures of management; the master must resolve them without losing valuable members, who can easily quit and join a rival guild. Never mind the virtual surroundings; these conditions provide real-world training a manager can apply directly in the workplace.

I wholeheartedly agree with Ito and Brown, and am of the opinion that many aspiring real-world project leaders would do well to log some hours learning to lead multi-player quests and raids in Warcraft.  Polyphony's Gran Turismo is another great computer simulation from a sticky learning perspective, as it allows one to get a sense of what it feels like to drive a variety of cars fast — very fast — around a multitude of road courses.  For a few hundred bucks, it allows almost anyone to gain elements of experience which heretofore were only available to person blessed with thousands and thousands of dollars in discretionary income — as well as the willingness to get really hurt if things were to go all pear-shaped.

Enter Lucas Ordoñez, Spanish MBA student and Gran Turiso aficionado.  A few years ago, Ordoñez entered the GT Academy competition organized by Polyphone and Sony, which allowed him to pit his virtual driving skills against 25,000 other competitors, each one seeking to win a full scholarship for further real-world training in racing cars, culminating in the acquisition of a license granting entry into the world of professional racing.  Ordoñez had gained experience racing go karts as a kid, but picked up his auto racing miles via Gran Turismo. For those of you who aren't familiar with Gran Turismo, here's a quick video of him "racing" around a famous track you'd find in Germany:

Long story short, Ordoñez beat the odds and topped the Academy, beating out 24,499 other aspiring Sennas.  Here's a video showing what happened when he entered his first "real" race:

Pretty cool, eh?

But wait, it gets better: after more experiencing more racing success, Ordoñez was offered a ride in the vaunted 24 Hours of Le Mans race — a truly spectacular opportunity for any racer, let alone one that's been doing it for less than three years.  And guess what, he did really well.  Not only did he and his team finish the entire 24 hours, an incredible achievement on its own, they took second place in class, earning the right to stand on the champion's podum.  Really, really amazing, especially considering that Ordoñez brought much less "experience" to the team than any of the other traditionally-trained racers he competed against.  This video gives a wonderful sense of the magnitude of this achievement:

My point here isn't to claim that video games change everything.  They don't.  Far from it.  But I do think that we can all stand to learn more about the world we live in by selectively choosing to spend more time with the high-quality games that really do put us in new learning situations.  Curiousity can be stoked and satisfied in myriad ways, so can't we all agree to move beyond the snobbery of the book and the university lecture and the formal training class to see the latent potential embedded in our silicon machines and the software that makes them sing?  This is the message of the ballad of Lucas Ordoñez… I can't wait to see where life next takes him.

Effective storytelling, a countermeasure against complexity

You may not like cars, or you may like them as much as I do, but I think we can all agree that the storytelling behind this Audi piece called Eliminating Luck is truly masterful. 

I admire the way they've taken a complex subject, a subject associated with myriad statistics and difficult to relate to numbers (how fast does 300 km/hr feel, anyhow?), and turned it into something lyrical and quite beautiful.  Effective storytelling is indeed an effective countermeasure when it comes to deconstructing complex situations and communicating their essence in an elegant way.

A love letter to Hewlett-Packard

About 18 years ago I dropped out of graduate school at Stanford and took a job as an R&D engineer at Hewlett-Packard Company.  Actually, "dropped out" is a bit too strong of a phrase; it was late June, I had just just won my Stanford undergraduate degrees a few weeks before, I was about to start my summer internship at NASA, it was hot out, and my new dorm room (Rains housing, for those of you in the know) was even hotter, and I was already sick of hearing cars downshifting for the stop sign just outside of my window.  Classes for my masters program in mechanical engineering wouldn't start for a few more months, but the prospect of yet another math class didn't feel like a Big Idea to me.  I forget the the exact chain of events, but I believe I first called Ford to ask (beg) for the job I had turned down a few months earlier, and then coincidentally someone from Hewlett-Packard called me to see if I would be interested in a position with them up in Vancouver, Washington, having passed their grueling phone interview screen a few months earlier.

So. 

I flew up to Portland, Oregon to interview with Hewlett-Packard, partly because I was desperate to get out of my room at Stanford and partly because I had never been to a CART race, and there was one happening the coming weekend, which was June 27 (what — you think I've changed?  This one-track mind has taken years to develop).  The job interviews went well, and the race was pretty cool (the good folks at Hewlett-Packard allowed me to keep the rental car for the weekend), if I must say so:

The visit went well, I took the job, and in doing so became a very proud member of the Hewlett-Packard family, starting as a R&D Engineer working on ink-jet printing systems.  I enjoyed what in retrospect was an amazing two years, though I probably didn't fully appreciate everything at the time because I was relatively impatient from a career standpoint.  All things being equal, over my two years there, I was able to do foundational R&D work on what became HP's "off-axis" ink system (which you can stilll find in any large-format printer today), got to help take a new printer up the manufacturing ramp, was allowed to redesign a bunch of parts for another new printer, and was also asked to do some cool user research in the field, including one home visit in Wisconsin where I ended up helping some kids with their homework. 

The best thing about working at Hewlett-Packard was its culture, which was very "adult" in the sense that it was built on a sense of deep trust and respect between individuals and groups within the company.  One day I was using spray-mount glue in my cubicle (bad idea) and my manager stopped by, poked his head in, and said something to the effect of "You can pretty much do anything you want here unless you're endangering yourself or others, and right now you're endangering yourself or others," and then he walked away.  Lesson learned.  Working at Hewlett-Packard meant that I had the good fortune of working for some truly spectacular managers and mentors, such as Eric Ahlvin, Alan Shibata, David Gast, and Rick Berriman.  Looking back on my time there, I realize now the degree to which I imprinted on these people and on Hewett-Packard's culture.  In my approach to work and working with people, I think I've tried hard to live up to the examples they set for me, as well as the ethos that informed the culture of Hewlett-Packard. 

The best summary of the culture I experienced at Hewlett-Packard is summed up in the 11 Simple Rules drawn up by David Packard himself.  These are:

1. Think first of the other fellow. This is THE foundation — the first requisite — for getting along with others. And it is the one truly difficult accomplishment you must make. Gaining this, the rest will be "a breeze."

2. Build up the other person's sense of importance. When we make the other person seem less important, we frustrate one of his deepest urges. Allow him to feel equality or superiority, and we can easily get along with him.

3. Respect the other man's personality rights. Respect as something sacred the other fellow's right to be different from you. No two personalities are ever molded by precisely the same forces.

4. Give sincere appreciation. If we think someone has done a thing well, we should never hesitate to let him know it. WARNING: This does not mean promiscuous use of obvious flattery. Flattery with most intelligent people gets exactly the reaction it deserves — contempt for the egotistical "phony" who stoops to it.

5. Eliminate the negative. Criticism seldom does what its user intends, for it invariably causes resentment. The tiniest bit of disapproval can sometimes cause a resentment which will rankle — to your disadvantage — for years.

6. Avoid openly trying to reform people. Every man knows he is imperfect, but he doesn't want someone else trying to correct his faults. If you want to improve a person, help him to embrace a higher working goal — a standard, an ideal — and he will do his own "making over" far more effectively than you can do it for him.

7. Try to understand the other person. How would you react to similar circumstances? When you begin to see the "whys" of him you can't help but get along better with him.

8. Check first impressions. We are especially prone to dislike some people on first sight because of some vague resemblance (of which we are usually unaware) to someone else whom we have had reason to dislike. Follow Abraham Lincoln's famous self-instruction: "I do not like that man; therefore I shall get to know him better."

9. Take care with the little details. Watch your smile, your tone of voice, how you use your eyes, the way you greet people, the use of nicknames and remembering faces, names and dates. Little things add polish to your skill in dealing with people. Constantly, deliberately think of them until they become a natural part of your personality.

10. Develop genuine interest in people. You cannot successfully apply the foregoing suggestions unless you have a sincere desire to like, respect and be helpful to others. Conversely, you cannot build genuine interest in people until you have experienced the pleasure of working with them in an atmosphere characterized by mutual liking and respect.

11. Keep it up. That's all — just keep it up!

Wow.  These 11 principles are simultaneously super inspirational and super humbling.  Truth be told, on my bad days I fail to live up to all of these.  But I try, and I keep trying to improve myself vis a vis this list, and I think that was the magic of Hewlett-Packard's culture, which allowed you — even encouraged you — to improve yourself just as you were always trying to improve the stuff sitting on your test bench.  And it encouraged you to help the folks around you, too.  What I find interesting about Packard's points is that, starting with No.1, they're all focused on the people around you, not on your inner dialog or whatever.  If you're seeking to establish and maintain a collaborative, innovative culture, you could do a lot worse than to follow these 11 points.

I wrote this post this evening because earlier today I learned that David Kelley modeled much of IDEO's culture on that of Hewlett-Packard.  I left Hewlett-Packard to join IDEO, and in many ways I regard IDEO as a logical extension of Packard's cultural vision.  Trust and respect for your fellow colleagues are indeed the pillars of cultures which routinely create high-impact innovations.

Many thanks to my friend Bob Sutton for telling me about David Packard's Simple Rules.