Over lunch, Tuesday, I listened to the dreams of a remarkable business person. After years in medical administration, he is now on the cutting edge of radically changing the way we all look at caring for the most vulnerable in our society—children.
Having downloaded and read the FREE PDF of the first chapter of HATCH! (above) he was eager to dive into the rest of the book.
“This will be great for pursuing my dreams.”
He is exactly the person for whom I wrote HATCH! He is successful in a challenging field and wants to break new ground in reach a far broader constituency. He has some truly wild ideas about how to do that.
How can HATCH! assist him? What do the “brainstorming secrets of a theme park designer” have do do with your business—any organization that is NOT a theme park?
As it turns out the creative thinking principles I used with a team I assemble at Disney to work with Mel Brooks designing a silly, scary Disney attraction (HATCH! pages 92-94) are methods that really are applicable to your work. They have been employed by aerospace engineers, youth pastors, people who make chicken sandwiches in 1700 locations and even law firms?
After leaving SAK Theatre—based in Orlando—I returned to Southern California to fulfill a life-long dream: I became a Disney Imagineer. Walt Disney formed WED Enterprises (Walter Elias Disney), December 1952, to design, build and open the world’s themed amusement park. A natural story teller, first as cartoonist and then film maker, Walt envisioned a place that would tell stories in engaging and fun ways. Instead of comic strips and movies, Walt would now do it through environments, amusement rides and live shows.
On July 17, 1955, the world rushed to a former orange grove in Southern California to be enthralled by fantasy, adventure, the world of tomorrow, and small town America. From steam trains and jungle boats to “dark rides” through classic fairy tales children, parents, and grand parents enjoyed this place together. That was a key design goal for Walt Disney’s Land: create a place that could be enjoyed by people of all ages together. Walt also wanted a place—unlike most amusement parks he’d visited—that was clean and safe, everyday.
As I mentioned in Part One, above, Walt and his film designers marshaled their sturdy tools of brainstorming and storyboarding to create this magical kingdom.
By the time I arrived at Imagineering they had imagined, built, and were operating three parks: Disneyland (Anaheim), Magic Kingdom and EPCOT Center (Florida). I began as consultant in 1985, while still producing street theatre at EPCOT. Two of Imagineering’s luminaries—Randy Bright (perfect name, right?) and Bob Weis—invited my partner Herb Hansen and me to look at Future World (EPCOT’s front half.)
“It’s kind of lifeless and cold.” Randy said.
“We have seen the future and its grey with purple accents.” I agreed.
Bob Weis jumped in. “We thought you SAK Theatre guys could bring some of your liveliness to Future World.”
We added three different street theatre teams roaming Future World, engaging guests, daily. Next, Randy and Bob invited for Herb and me to spend a week meeting with concept and design teams at Imagineering’s base in Glendale, CA.
It was one of the more memorable weeks of my life!
We visited WDI (Walt Disney Imagineering) one week a month for a year. We found ourselves in secret, unmarked, locked-door, conference rooms, contributing to the creative development of as-yet-unannounced Disney projects (Typhoon Lagoon water park, Pleasure Island entertainment zone, a Disney Studio and movie theme park ...) These were brainstorming sessions ...sort of.
At every session there were hundreds of ideas thunk up, doodled and push pinned to WDI’s ten foot high walls. Sadly, there were also conversations on current movies, books, concerts, etc. And there was arguing. It was playful arguing born of the camaraderie and raillery of long-time working relationships. Make no mistake, though: it was arguing over ideas that were not yet fully formed.
Even though these verbal “slap fests” felt negative they were productive—eventually.
In every session I kept wondering what we could accomplish if the negativity (“That won’t work”) was omitted, even forbidden, from our day-long creative conversations. What if we could channel that negativity, albeit mostly playful, energy into more productive creative thinking?
This idea/analysis, idea/critique (repeat) process seemed to be in the culture at WDI and it worked for them. I wanted to try my idea, idea, idea …(repeat) process. I was curious to see what could be birthed, invented, designed using all that energy (and talent) without the foot dragging impediment of over analysis.
Sooner than I thought—while still consulting at WDI—I was invited to assemble and lead a team for a special project. I invited five of my favorite Imagineers (like selecting the best from a shelf full of great chocolate bars).
“I’d like to try something a little different from what we usual do here in the sandbox.” (Walt Disney’s nickname for Imagineering.) “I want us to begin, today by just filling that wall with ideas.” (I chose the smallest wall to start.) “There will be zero discussion as to whether our ideas are good, or if they’ll work, or whether they’re even possible.”
Silence.
Stares.
“Ah ...is that okay?” Their silence worried me. (All of them were key idea people behind the design of EPCOT Center.) They think I’m an idiot. I thought. Then …
“Sounds great.” Said one enthusiastically.
“Let’s do it!” From another.
“Well, that cuts about two hours of bull …loney out of our day!”
Laughter all ‘round.
We dove in and never looked back—for several weeks.
From that day, I would never again “allow” Critical Thinking during the Creative Thinking period of any project I helmed. One day I got into a bit of a verbal scuffle with a senior Imagineer (for whom I had enormous respect.) I casually suggested this alternative universe and he thought it wasn’t important. If one person offers an idea and another has an alternate sense of that idea’s weaknesses, speak up.
I thrusted, he parried, thrust, parry ...retreat.
We went on to create a great project, but spent far too much time—and too many brain cells—on the that’ll-never-work banter.
Just after leaving SAK Theatre and moving back to Southern Cal. to be a full fledged Imagineer, I was pulled into the principles office. My boss, WDI’s president Marty Sklar, said they’d noticed when I assembled a team we got to lots of ideas, big ideas quickly.
“Do you have a system?” Marty said.
“Funny you should ask.” I told Marty about the “6 Agreements of Brainstorming”—some of which were methods Walt Disney used. (In HATCH! there are seven. “No.One” was added after leaving WDI and working with an array of corporate clients.)
“The main rule for me is separating Creative Thinking from Critical Thinking.” I told Marty what that meant and why it was vital to the process.
“That’s not what we do here, is it?”
“I know.” I said. “That’s why it takes us so bloody long to get anything done.”
Marty told me that Disney University, at Disney Studios in Burbank, wanted some sort of class, to teach the process by which Imagineers imagineer.
Marty told them, “We don’t really have a system. But I knew you were doing something that was working. Can you teach you process to Disney management folks from around the company?”
“Are they teachable?”
We both laughed.
“I think I might be able to, Marty.” I said. “Sure like to try.”
Soon I was presenting an hour brainstorming class called “How To Think Like Walt Disney.” (Marty and I concocted the title together as an attention getter.) That class quickly became a twice-a-month, component of the three-day “Disney Way I” course—an in depth look at the whole Walt Disney Co. for top management. One of entire days was at Imagineering for a behind-the-dreams look at current and upcoming projects. And ...one hour learning “how do you guys come up with this stuff?”
[Early on at WDI I had encouraged them to pilfer my long-time friend and SAK Theatre cohort, Max Miller. He was offered a job during his first WDI interview! Max to assist me in refining the “6 Agreements…” as a classroom experience and frequently taught the Disney U class. HATCH! is dedicated to J. Maxwell Miller.]
While still at Disney there were numerous requests for the 6 Agreements as a book. There were no extra minutes in my life to even think about such a project.
An interesting and unexpected development in the Disney U classes was the surprising number of Disney execs who sat through the class, taking copious notes (with colored felt pens I insisted they use, on UN-lined paper.) At the end of virtually every hour, one or more would tell me, “I understand your process, but I‘m not creative.”
At first I was confused.
“It’s a process for creating, arranging and deciding ideas for ...anything. What’s the problem?”
“I’m not creative. I can’t even draw a straight line ...or stick figures.”
[HUH?]
“Those are not a test for creativity.”
Accepting the challenge, I spent months searching for anything I could find that described the nature and characteristics of human creativity.”
As I continued teaching brainstorming (and designing theme parks) I kept searching, writing, analyzing the characteristics of actively creative people. In the midst of that came a request from Disney CEO, Michael Eisner, to pinch hit for him delivering the keynote address at a law enforcement conference. Their theme: “living on the cutting edge of creativity.”
That evening in Sacramento, at their banquet (my least favorite speaking setting), I gave my first presentation of “Recapturing Your Creative Spirit.” (Watch a video of the current version HERE.) It was enormously well received. I had actually convinced a room full of cops, para-military, and anti-terrorist experts that every one of them had a creative spirit and could access it any time the wanted.
I sought out more opportunities to present and refine this presentation. Soon it became the precursor to the How to Think Like Walt course at Disney U. Everyone wanted brainstorming instruction, but what they didn’t know was they needed to be convinced that they actual had their own creative spirit. It is built in, factory installed in every person.
Outside speaking requests increased while the work load at WDI was decreasing, for all Imagineers. It was the early 1990’s. A week economy, albeit brief, lead Disney management to slow down and stop development on all projects at WDI.
My boss, Marty Sklar, called me to his office and told me, “It’s time to kick you out of the nest.”
I cried.
Marty knew my outside speaking and consulting was growing. Meanwhile, at WDI, I was attending up to thirty hours of meetings every week. ARGH!!!
I didn’t want to leave the “sandbox.” I didn’t want to give up my membership card as a WDI “Knuclehead”—my pal Bob Weis’s name for the uber creative folks in the WDI clubhouse.
A week later I turned in my name tag and ID card and left WDI. After a month off I jumped into projects at other theme park outfits that had called on the Monday following my last Friday at Disney. I also began a consulting relationship with Disney corporate facilitating creative development with all twenty-three Disney divisions.
Over the next five years my corporate speaking grew and included Universal Studios, Warner Bros., and Sony Entertainment—while also consulting at Disney.
During this period I began to intentionally scribble notes in my sketchbooks for a “How to Think Like Walt Disney” book. I’d thought about while at WDI and even wrote a proposal to Disney Publications, which they rejected. My boss, Marty, a gifted wordsmith himself, saw their response and said, “You scared them.”
As I worked with a wider and wider variety of clients—attorneys, bakers, educators, writers, theatre artists, medical professionals, pastors, printers, and more—I devised chapter titles with paragraphs explaining each one’s objective.
In my ample spare time I wrote and had published three other books while writing HATCH! (I had published my first book in 1983.)
With my first draft I thought I had a complete manuscript. My long time friend and highly successful author/artist Susan Kennedy (a.k.a. “SARK”) proclaimed it a full-fledge book. That was just the first seven chapters of the final book.
Five full re-writes, two complete edits by professional editors, and a search for my first literary agent.
Along the way the manuscript was read more than three dozen people who had never heard me teach these principles in person. I wanted to know that the book was effective on its own: without me in the room. (And we are planning to produce a companion DVD: HATCH Live!)
My agent, Mark O. Sweeney presented it to eighteen publishers. Four editors loved it, but could not convince their marketing geniuses to take it on.
“This needs to be in print!” Mark said.
So I did it my self (with assistance from Karen Pickering and Book Villages.)
As I was editing this post, my lunch companion from Tuesday called.
“McNair, I need twenty copies for my board and staff. Can you bring ‘em by today?”
You can’t make this stuff up.
Onward!