There is a striking parallel between the development of the Palm Pilot and the Clinton campaign led by James Carville. In both cases, the teams were composed of people who were knowledgeable and passionate about their work. Both teams boasted plenty of people who had the capability and the desire to do a lot of different thingsâargue every issue and engineer every feature. Yet in both cases the team needed a simple reminder to fight the temptation to do too much. When you say three things, you say nothing. When your remote control has fifty buttons, you canât change the channel anymore.
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One reason we managed to put together an outstanding team to create the iPod was that our team could get relatively outsized stock and bonus plans that they couldnât get anywhere else at Apple. The other important reason was that we had Steve Jobs fully behind us. Those two things allowed us to recruit amazing peopleâeven though we couldnât tell them what theyâd be working on before they signed onâand survive the internal antibodies. Steve
gave our tiny team an unfair advantageâgave us air cover and dropped bombs if anyone messed with us. There were times when the internal antibodies at Apple tried to expel us from the organizationâweâd constantly hear âWe have other priorities, weâll help you if we have time.â Or âWhy are we doing this projectâitâs not core to our business.â But as long as our team was making reasonable (or unreasonable but important) requests, the teams who were stalling us would get a call from Steve. âIf theyâre asking for something, then give it to them for Christâs sake! This is very important for the company!
In short, Pixar had the kind of diverse problems that any successful company has. But chief among them, to my mind, was that more and more people had begun to feel that it was either not safe or not welcome to offer differing ideas. This hesitancy was difficult to see at first, but when we paid attention, we saw many clues that people were holding back. To me, that meant one thing: We, as leaders, were allowing some faulty ideas to take hold, and that was bad for our culture.
There is nothing like a crisis, though, to bring what ails a company to the surface. And now, we had three crises brewing at once: (1) Our production costs were rising and we needed to rein them in; (2) External economic forces were putting pressure on our business; and (3) One of the central tenets of our culture - good ideas can come from anywhere, so everyone must feel empowered to speak up - was faltering. Too many of our people - and to my mind, âtoo manyâ is the same as âanyâ - were self-censoring. That needed to change.
The lesson for the rest of us is that if we want to make people care, weâve got to tap into the things they care about. When everybody taps into the same thing, an arms race emerges. To avoid it, weâve either got to shift onto new turf, as Thompson did, or find associations that are distinctive for our ideas.
People desire and thrive on jobs that give them control over their own decisions. Since the 1980s, management literature has been filled with instructions for how to delegate more and âempower employees to empower themselves.â The thinking is exactly what weâve heard from Paolo. The more people are given control over their own projects, the more ownership they feel, and the more motivated they are to do their best work. Telling employees what to do is so old-fashioned, it leads to screams of âmicromanager!â âdictator!â and âautocrat!
Research by the late J. Richard Hackman, who devoted much of his fifty-year career to understanding what drives team performance, shows why team design decisions are so important. Richardâs years of research led him to develop the â60â30â10 rule.â He found that the day-to-day âtweakingâ by team leaders and members only determines about 10 percent of performance. That 30 percent stems from the design at the launchâat least in teams that have a short life, such as the cockpit crews in commercial airlines. And a whopping 60 percent of performance is determined by what Richard called âpreworkâ: ongoing design choices including strategy, size, rewards, norms, routines, rituals, how work is divided up and coordinated, and who makes which decisions. For teams that endure for months and years, ongoing design choices pack an even bigger wallop.