Page 261 - The Power to Change Anything
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250 INFLUENCER


             environment. Fortunately, this is fairly easy to change. Often all
             that’s required to make good behavior inevitable is to structure
             it into your daily routine. If we’ve learned only one thing about
             today’s overscheduled world, it’s that structure drives out lack
             of structure. Meetings happen. On the other hand, “I’ll get back
             to you sometime later”—maybe that won’t happen. So if you
             want to guarantee a positive behavior, build it into a special
             meeting or hardwire it into an existing meeting agenda.
                 For example, the CEO of a large defense contracting com-
             pany the authors worked with saw a massive increase in inno-
             vative breakthroughs when he and his senior leadership team
             scheduled and met regularly with groups of employees to
             solicit ideas. This calendared practice created a forum that
             encouraged and enabled new behaviors, thereby making the
             right behavior inevitable. At Delancey, Silbert makes use of cal-
             endared events by taking them one step further and transform-
             ing them into rituals. These ordered procedures consist of
             hardwired meetings that are never missed and that are highly
             symbolic, quite volatile, and enormously effective at making
             the right behavior inevitable. Consider the Delancey ritual
             referred to simply as “Games.” This particular ritual is not
             always fun, but it’s always done.
                 Say you’re a resident at Delancey. Three times a week you
             and members of your minyan get together to dump on each
             other. A disinterested person ensures that nothing gets physi-
             cal, but beyond that it’s pretty unstructured. During “Games”
             people learn the egalitarian approach to feedback that
             Delancey wants. Anyone can challenge anyone. If you think
             your crew boss is a jerk, you give him a slip of paper inviting
             him to a Game. He must show up. And when he’s there, you
             can unload on him to your heart’s content. Anyone from
             Silbert on down can be invited to a Game by anyone else.
                 Over time, the quality of Games increases as the volume
             decreases. Residents become better at sharing feedback. What
             doesn’t change is that this long-standing ritual makes the right
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