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Capture the Magic with Storyboards           187

        taking shape as Disney wanted, changes could be made before the expensive
        work of animation was begun. The storyboard made it possible for Disney to
        experiment, to move drawings around, to change direction, to insert some-
        thing he thought was missing, or to discard a sequence that wasn’t working.
        And he could do all this before the animator had spent countless hours pains-
        takingly putting in the final details.
            Decades later, in the 1960s, the display technique was picked up by
        Disney’s employee development program when the staff recognized its value
        for generating solutions to problems and enhancing communications in other
        areas. The refined storyboard concept has since been adapted to a variety of
        problem-solving situations in which the introduction of the visual element
        makes interconnections more readily apparent. As the participants pin cards
        to the wall, the team begins to develop various alternatives to solving the
        problem at hand.
            Why doesn’t a flip chart on an easel, a method often used in brainstorm-
        ing sessions, work as well as a storyboard? On a flip chart, participants can see
        only one step at a time and therefore fail to get an overall picture. Moreover,
        flip charts can quickly become virtually unreadable as new ideas are inserted,
        old ideas are scratched out or moved around, and large arrows are left pointing
        nowhere. In addition, the lack of anonymity in brainstorming—participants
        must voice their ideas publicly—contributes a certain unease that discour-
        ages contributions. Our experience with both storyboarding and brain-
        storming allows us to make concrete comparisons in this regard: Whereas a
        60-minute brainstorming session with 14 participants produces, on average,
        42 utterances (questions, ideas, or comments), a storyboard session of the
        same size and duration typically produces anywhere from 150 to 300 utter-
        ances! Our studies have shown that in a typical 14-person brainstorming
        session, 5 participants produce 80 percent of the utterances, 5 participants
        produce 20 percent of the utterances, and the remaining 4 participants are
        observers of the meeting. In a storyboard session, all members of the group
        are active participants.
            Anyone who has participated in the traditional, inefficient problem-solving
        meeting knows the drudgery of endless discussion, time-wasting repetitions,
        and lengthy explanations. Since only one person can talk at a time, most
        people’s minds wander from the topic being discussed to the job waiting for
        them back at their desks. And invariably, a single participant tends to domi-
        nate the discussion. When the meeting finally drones to a close, it is virtually
        impossible to remember much of what was said.
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