Tuesday, April 2, 2013

Mixed Asset Production Pipelines & Kanban

After my GDC presentation on Kanban for production, a question came up about having a board, which models a value stream that produces a variety of assets.  It was a good question, but I didn't have the time to answer it as thoroughly as I'd like, so I thought I'd do so here.

In the presentation, I started with describing a simple flow, such as the flow of drinks at Starbucks.

Starbuck's Kanban

If you are a coffee drinker who frequents Starbucks, like me, you probably appreciate that you don't have to wait for all the lattes, cappuccinos, etc ordered ahead of you to be made first.  This is because the barista is working on those exclusively and the cashier can directly pour your coffee for you.  Looking at the Kanban board above, my coffee goes from the "order" column to the "leave" column directly.

This benefits everyone.  As I mentioned in the talk, a key metric for Starbucks is the customer cycle time: the amount of time it takes between walking in the door and when you walk out with your drink.  The critical path for coffee drinkers and latte drinkers isn't the same, but it isn't entirely separate;  Much as I personally would enjoy it, there is no separate cashier line for coffee drinkers. Starbucks has chosen not to optimize specifically for us, for good reason.

This is similar to the approach you might use for mixed asset types.  Although every asset will have a large variation of effort needed and partially separate paths, measuring every asset's cycle time will still give us valuable information.  The goal isn't to achieve a uniform cycle time for all assets; Just as people who order lattes should expect to wait longer at Starbucks than us super-efficient coffee drinkers.

Let's look at the Kanban board that shows various assets going through a production pipeline:
A mixed asset Kanban board

This board includes assets that might need particle FX or animation applied to them, or neither.  The important principles apply.  We're going to measure the throughput and limit the work-in-progress (WiP) regardless of which steps are taken.  Some assets will skip some steps like me skipping the barista.  Doing this can improve the entire system.  As a coffee drinker, I don't care how quickly the barista can make a latte, but I greatly appreciate when the under-tasked barista helps fill coffee orders.

This can happen in an asset production pipeline as well.  As we measure throughput, we can create such policies in a production pipeline:  Starbucks has far shorter coffee cycle times than barista-drink cycle times and that is fine for everyone.  The key is to measure throughput for different asset classes and explore where and when improvements for classes can improve their cycle time without impacting the other classes.

Most production pipelines are far more complex than this, but the same principles apply.  Start by simply modeling what you're doing now.  Then measure throughput and reduce WiP.

...and don't be surprised that as you try to improve your existing overloaded hetrogenous pipeline that the conclusion you arrive at is that maybe the assumptions of the pipeline need an overhaul!

Monday, December 10, 2012

Principle 2 - Limit Work in Progress

Obs.: Please switch Vimeo to HTML5 Player to watch the Videos below.

Once we start to Visualize the Flow of Work (Design) in Progress thru these stages we can then move to the next principle which is to Reduce the Amount of Work in Progress (WIP).
Although it may sound counter intuitive to reduce the Work in Progress when what you really want is to find ways to produce more, it is a very important aspect of the Lean/Agile and the one that will actually allow you to do more with less.

One of the benefits it brings to the table is that it will immediately reduce one the most counterproductive results that arise when you have too much work in progress which is Multitasking.  Although people may seem to be more productive while working on many items at the same time the results are actually the opposite.  Besides, when you have too much Work in Progress there are many problems hidden that don’t come to our attention and will probably appear towards the delivery date.

It seems that the more things we start working on the safer we feel.  It seems that if we are working on more tasks or shots then the job will get done earlier.
But being busy doesn't mean you are building value to the end product.

A great example of this is presented in a amazing way by Henrik Kniberg, an Agile Coach and author.
On the video below he demonstrates how something as simple as writing 5 names can actually take 13x longer depending on how you decide to do it.

Kanban and Scrum - making the most of both - Henrik Kniberg on Vimeo
http://vimeo.com/16918747#t=782

This doesn't mean that we can only work on 1 thing at a time.  It could be 5 projects at a time or 2 shots at a time or 3 shots per Artists at the same time.  We will discover these optimum limits thru experimentation and by using data that is gathered while tracking the flow of work thru the different stages.

Tony Schwartz, CEO of The Energy Project, develops a method of managing energy and instead of time.  He also has several articles on how Multitasking reduces your productivity and energy.

Article:
http://blogs.hbr.org/schwartz/2012/03/the-magic-of-doing-one-thing-a.html

Video - Myth #2: Multitasking
http://www.youtube.com/watch?v=9duamOz3EKU&feature=youtube_gdata_player

Reducing the Work in Progress allows you to focus on Finishing the work that has been started, while surfacing the problems that are hidden in the WIP as shown on the following slide from one of the great Presentations on Lean by Mary Poppendieck:




Which will then force you and your team to find and implement solutions asap not later after the problem affects every work in the system, which will then allow you to remove waste created by these problems, which will allow you to deliver often, which will help you in gaining customer trust and will hopefully take you to a level where you start to collaborate with your client instead of negotiate. 

You will then start to gather important data that will allow you to better understand how long it actually takes your team to do something, increasing predictability of your team, allowing you to plan better and keep a constant flow of work thru your Studio.

Cheers!

Francisco Lima
Visual Effecst Supervisor

Principle 1- Visualizing the Work in Progress


Obs.: Please switch Vimeo to HTML5 Player to watch the Videos below.

Several of the links in the previous posts and on this one and on the upcoming ones refer to Lean/Agile in Software Development.

Software Development is knowledge work, which is not repetitive, contains a lot of variability and shares several other similarities with Creative/VFX Projects

Visual Effects is a Risky business, composed of complex projects with high degrees of uncertainty.

Our challenge is to thrive in this Complex Industry, which is very challenging during these uncertain Times with Lower Budgets and Timeframes.

But How?

The current management methodologies simple don't cope with the complexity of Visual Effects Projects.
This means that even though we seem to be doing everything right, or as everyone else is doing, we end up facing several inevitable issues.

There are Studios that are currently doing well but it would also be interesting for them to evaluate other management models that allow them to get better everyday.

Since we work with a Visual medium let's start by using Visualization allied to Lean/Agile principles to deliver high quality imagery, make money and have fun!

I used these principles in several VFX projects achieving strong positive results in quality, productivity and team engagement.
Visualizing the Work in Progress is the first step for Visual Management.


This can be achieved by using Physical Boards or Digital Boards with large screens.


As Tom Wujec from Autodesk details below in his TED Presentation on 3 ways the brain creates meaning.


http://www.youtube.com/watch?v=wPFA8n7goio&feature=youtube_gdata_player
No wonder they say: "a picture if worth a thousand words."

Of course just Visualizing the Shots on a Wall isn't enough.
And this is where the Lean/Agile principles come into the Game providing great benefits to the Companies that are able to implement and maintain them.  As you will notice these principles and methods are relatively simple, many are actually counter intuitive and the hard part is to stick with them when times are tough in order to benefit from them in the mid to long term.

Successful Companies that apply some of these Principles:
Southwest Airlines - Services
Dell - Manufacturing
Toyota - Product Development
Pixar - Creative Industry

By Visualizing the Flow of Work through the different stages from Arrival to Final delivery, team members (executives, supervisors, producers, artists, project stakeholders, etc..) are able to achieve a level of transparency to the project that promotes several benefits such as stronger collaboration and support for better decision making.

Usually this is hard to do when the work is “hidden” inside Systems, Spreadsheets in the head of specific team members or other places where the work is not easily displayed and is not really constantly irradiating information to the whole team.


Visualizing and analysing the work flowing thru the different stages allows the team to start managing queues resulting from the amount of work in progress in specific stages at any given time, instead of managing timelines as the ones found in Gantt Charts, which are hard to maintain ad keep up to date.  

The more granular these timelines and schedules are the more you will spend time updating them due to unexpected changes that will always happen in projects.  Due to the high variability of work, as found in Visual Effects Projects, these timelines become so hard to keep up to date that you end up ingoring them at some point during the production schedule.  Or you end up creating an overhead on the team only to try and keep these Timelines up to date.

Creating Timelines/Gantt Charts at the start of a project can be useful and most of the clients will require one.

But once the Work enters the Studio we should change our focus from viewing People and Timelines to visualizing the Flow of Work thru the different stages, the bottlenecks that are forming and the impediments that need to be removed until the work is approved and delivered.

Once we start Visualizing the Flow of Work (Design) in Progress thru these stages we can then move to the next principle which is to Reduce the Amount of Work in Progress (WIP). 

This will be covered on the next Post - Limit Work in Progress.

Best Rgds!

Francisco Lima
Visual Effects Supervisor.

Thursday, December 6, 2012

Lean/Agile and how it Relates to VFX



Since the 1990s a revolution in the Management of Software Development projects started to emerge.

This was a reaction to the current management methodologies that were not able to cope with the nature, requirement and complexity of software development and were actually degrading the business value that the companies were delivering to their customers and putting them at risk.

This revolution resulted in the creation of new project management methodologies for the software development community such as XP Programming and Scrum to name a few.

In 2001, several members that helped build these different project management methods decided it was time for them to meet.  Even though they were considered to be “competitors” their objective was to talk about their experiences, values, share a vision of where the software development was heading and how they could work together in making it a better place to be.

From this meeting the Agile Manifesto and Agile Alliance were borne.

So this is a bit about Agile.  Now lets talk about Lean and how Agile maps to Lean, etc..etc..

Lean Principles had been successfully applied by manufacturing companies in Japan since the 1950s.  These companies were outperforming competing companies around the world in quality, speed, price and overall effectiveness.

Of these companies Toyota is the most famous.  It completely changed the product development market and created a revolution not only in its industry but also in the history of Management as a hole.  It did this by applying Lean Thinking at its core.

By applying Lean Principles Toyota was able to achieve a culture of Continuous improvement which turned it into a system that is constantly innovating in every aspect of its business making it practically impossible for its competitors to copy its products and outperform them.

This led several western professionals, companies, educational institutes, to travel to Japan and learn from them.  Several papers and books resulted from these trips and studies.  One of the most famous books is called :

The Machine That Changed the World : The Story of Lean Production
By James P. Womack (Author), Daniel T. Jones (Author), Daniel Roos (Author)

Scrum is one of the most popular Agile methods and its principles can be traced to Lean Thinking.

Boris Gloger a respected member of the Agile Community posted a page were it maps Scrum Practices to Toyota´s 14 Management Principles:

For more info on the 14 Management Principles:
The Toyota Way - Jeffrey Liker (Author)

Scrum has been successfully implemented in other markets such as Game Development, Marketing and it was also the first method I learned about and that made me enthusiastic in experimenting this kind of methodology in the creation/production of Visual Effects for a TV Series.

Let´s look at some of the facts that led the Software Development professionals to search for management solutions outside their industry in order to find a solution that would better attend their specific projects requirements.
  • projects kept increasing in complexity and scale,
  • which led to a significant increase in the amount of professionals required to develop and maintain these products,
  • tighter delivery time frames,
  • projects going over budget,
  • schedules constantly slipping,
  • delivery dates in constant risk of being missed,
  • professionals paying the bill by working very long hours and weekends,
  • which led to the burn out and lack of engagement of professionals,
  • which led to reduction in quality of the resulting products,
  • which led to the delivered products not attending Client expectation,
  • which led to reduced Client satisfaction and lack of trust in the Software Development Companies,
  • which led to Software Development companies in Chaos,
  • which led to Companies accepting low budgets and unrealistic time frames just so they could try to stay in business,
  • which led Companies to look at emerging countries to add more professionals at a lower cost,
  • which led to problems in managing more people not only locally but also abroad,
  • which led the local Professionals to work even longer hours in fear of loosing their job to emerging countries,
  • which led to reduction in enthusiasm on the professionals and drop in productivity,
  • which led to ….
  • a vicious cycle that doesn´t seem to end nor have a happy ending.

Does this sound similar? Are these some of the issues we are facing today in the VFX industry?

Many industries have gone or are going thru the similar situations and crisis:
American Auto Manufacturers in the 1950s, Software Development Companies in the 1990s and most recently Game Developing and now the Visual Effects industry.

There needs to be a change that will lead us to a more mature business and to develop a different and healthier relationship with our clients (Studios).  We need to change from constant negotiation to greater collaboration.

It´s a great time to learn and implement new Management principles and methods that have greater synergy in dealing and handling complex projects as the ones involved in creative and knowledge work such as Visual Effects, Games and Software development markets.   As mentioned on the previous Post, the current Management methods used in most of the VFX facilities today were inherited from Mass Production and they just don’t work with the kind of complexity and scale that Visual Effects projects have today.

That is the reason why I keep talking about Lean/Agile Principles and Kanban.

These principles focus on: quality, make the work transparent by allowing everyone to visualize the work that is being made and clearly see how it is progressing, eliminate activities that generate waste, focus on the work that adds real value to the client, empower the professionals doing the work, increase the team commitment and engagement, add significant gains in productivity, deliver projects on time and on budget, add quality to the product and increase customer satisfaction.  Increasing customer satisfaction will generate trust between you and the client that is crucial in developing a relationship based on collaboration rather than constant negotiation.

Lean/Agile Principles are fundamental in making companies achieve a culture of continuous improvement and innovation.  This is what will differentiate the best from the competition and will make the clients want to work with them.

Kanban is a great methodology that supports these companies to achieve the qualities and benefits above by making the work Flow from “concept to cash” like Mary Poppendieck – one of the Pioneers in implementing Lean/Agile in Product and Software development - says.

A very large percent of the current Lean/Agile content available is related to Software Development but while reading it is possible to understand how these principles can be implemented on Visual Effects projects.

Here is a video from Steve Denning on Radical Management.  He describes how Agile principles developed by the Software Development community can offer significan benefits in other industries.

Lean principles can fit into any organization and by using methods such as Kanban it is possible to create a culture of continuous improvement and innovation and develop Agile companies.

Here is a link to Personal Kanban website which has texts and documents that provide a good introduction of Kanban and how it is also helping people be more effective:

Here is a link to the Kanban University with a lot of high quality content and free:

There is a lot of free content accessible to everyone!

Have fun going thru the content!  More soon :)

Francisco Lima
Visual Effects Supervisor

Saturday, November 24, 2012

Can Artists Be Agile?


There is a lot of conversation about agile methods lately.  Buzzwords like Scrum, Kanban, sprints and daily stand-up meetings are tossed around endlessly.  Most of the conversation revolves around how programmers and engineers have clearly found some benefit in applying these practices to overcome the uncertainty and complexity of creating technology.
But how can agile benefit creative side of product development?   Is there any benefit from agile for artists, designers, musicians and all the other creative disciplines?
This article provides a simple introduction to agile and describes the precedents, challenges and examples for applying it to the creative arts.

What is agile?
Agile is an approach to creating products that has grown in response to challenges the software industry has faced with the emergence of powerful and cheap computers driving the demand for increasingly sophisticated software.  Creating such software is challenging due to its size and complexity and many projects fail to achieve their targets of cost and performance.  As a result there was a drive, decades ago, to do more up-front planning of projects: to write huge requirements specifications that attempted to eliminate the uncertainty of creating software that no one had ever seen before.
Sadly, the result was that even more projects failed.  The truth is that we cannot plan our way out of uncertainty.  Agile practices arose in response with the fundamental principles that uncertainty requires experimentation and that knowledge workers are craftspeople and not factory workers.  They had to use their skills and creativity to achieve something new and not mechanically follow a set of predetermined instructions.

The challenge
The practices of applying agile, commonly labeled as Scrum, Extreme Programming or Kanban, have emerged over the past decade as a way to help teams of programmers become agile.  These practices have been shown to work[1] in improving the creation of new software products and the working environment for programmers.
The challenging question is “can the creation of art benefit from agile practices?”

Precedent
There are many examples of “artistic agility” that go back centuries.
One of my favorite examples of this approach applied to art can be seen in many examples from centuries ago.  Artists were hired by wealthy patrons to paint their portraits.   Like everyone else, a patron is going to be the most sensitive about how his or her head appears in the portrait, and less concerned about anything else.  If they reject the portrait, it’s usually because they don’t like how their head looks.  So an artist would paint the head and leave everything else in the portrait nearly blank.  If the patron approved their head, they would finish the rest of the painting.  If they rejected it, then the artist would start a new portrait, but they would have wasted little paint and time.
This is the same approach that agile practices take; to create the most important bits first and judge where the product is heading before taking the next step.

Figure 1 - A partially complete portrait

There are many examples of how successful creative efforts have emerged by course correcting after an early failure.  For example, Pixar reset movies in the Toy Story [2]series because their initial production results lacked enough character development.  
Early creative vision is rarely perfect.  It has to be reshaped to some degree.  The fundamental truth is that we can’t plan our way out of uncertainty.  We have to experience the important parts first, whether on a monitor or canvas, and use what we see to steer our emerging plan.

Agile practices for artists
Over the past decade or two, the technical disciplines have invented many agile practices such as pair-programming, unit testing, continuous integration and automated testing.  These practices have greatly helped them improve their agility.  Artists don’t have such an extensive set of comparable practices, but there is no reason they can’t become equally agile as the technical disciplines.
The reason can be seen within the Agile Manifesto[3] — a list assembled in 2001 by some of the leading agile thinkers—which describes the values behind agility:

Manifesto for Agile Software Development
We are uncovering better ways of developing
software by doing it and helping others do it.
Through this work we have come to value:
Individuals and interactions over processes and tools
Working software over comprehensive documentation
Customer collaboration over contract negotiation
Responding to change over following a plan
That is, while there is value in the items on
the right, we value the items on the left more.
The manifesto seems focused on software development, but that’s because the authors were mostly programmers.  The values apply just as well to other disciplines.  Let’s look at the first value, “Individuals and interactions over process and tools” as an example.
Imagine that you are an animator working on a character that has a special physical effect (say stretchable arms).  You’ve received new tech for this effect from a programmer.  So you tune the necessary controls for this new effect and export them.  Much to your surprise, the new effect doesn’t work.  There is a bug.
In a traditional process, you might tell your lead animator about the problem and continue on with other work.  The lead, in turn, will report the bug in a bug-reporting tool or in conversation with the lead programmer.  The lead programmer might then assign the bug to be fixed by a programmer next week (see figure 2).  The next week you receive a new version of the effect and, hopefully, it works.


Figure 2 - A typical hierarchy of disciplines

Does this scenario sound familiar?  If it does, you know the potential pitfalls of such an approach:  the fix might not be what you needed, you had to wait a week for the fix, or it just gets forgotten.
An agile framework, like Scrum, approaches this differently.   Scrum centers around cross-discipline teams who commit to delivering completed features in the order of their importance.  In the example above, a cross-discipline team, which includes artists and programmers, commit to delivering a character with stretchable arms in a few weeks.  When the animator encounters a problem with the stretching technology, they can speak directly with the programmer on the team about the problem.  Because teams succeed or fail to deliver a feature as a team, there is a strong motivation to solve problems fast.  Problems are fixed quickly because the team focuses on the character and not their own set of isolated tasks.
Agile practices focus on delivering value early whether that value is showing a key effect or the head of a subject in a portrait.

Agile artistry in action
The modern application of agile in the creative arts emerged almost ten years ago in the video game industry.  The reason it took root there is simple.  The cost and size of video game projects was doubling every two years to the point where, in 2003, a typical mass-market console game required over 75 people and $20 million dollars to complete.  This was growing larger than most movie budgets and created a lot of risk.  A single game’s failure in the market could put a studio out of business.
The need to reduce risk -- while still exploring creative ideas -- led studios like High Moon[4] to explore agile practices.  The largest part of a video game team consists of artists, so it became imperative to find agile techniques for modeling, texturing, animating, mixing, etc.  Practices, such as “dailies” were combined with Scrum’s “daily standup”.  Small cross-disciplined teams of no more than ten developers slowly formed, whose goals became to demonstrate a character or level of the game that was “more fun than the last iteration”.  When a feature or asset was not as fun or beautiful as expected, plans were altered to change course.
The success of a creative product primarily depends on the talent and imagination of its creators, not the method of development.  However, the introduction of agile practices led directly to a reduction of cost and waste that are typically seen in game development.

Fears
“Could I have worked under a system where there were Draconian controls on my creativity, meaning budget, time, script choices, etc.? Definitely not.” - Michael Mann, Director
A major barrier to finding ways to improve the process of creating assets is with the aversion to process that many artists feel.  Artists often view the creative process as an organic thing that cannot be analyzed, dissected, or reduced to a set of defined practices without killing it.  As a result, they see methodologies as cold instruments from a mechanistic world they don’t belong in.  Experiences with managers who haven’t understood this mindset have further validated this feeling. 
Overcoming this aversion to process requires an understanding of the role of process itself.  Process cannot automate the creation of beauty.  It cannot remove uncertainty without exploration.  It can’t replace communication among a diverse set of craftspeople that must work closely together to create the best results.
Exposing artists to improved practices has to start with a less prescriptive but more visual approach, and lots of communication.

Conclusion
Agile practices work.  They’ve been proven in a wide variety of creative arenas from video game concept development to CG film post-production.  However, it’s not as easy as it might seem.  The means of becoming truly agile does not demand that you must follow practices out of some book.  Agility requires you to adapt your workflow to better inspect your studio’s creative output and react to what is emerging.   It’s about creating transparency, which exposes the daily impediments to creative expression.  Fixing those impediments is up to you and your studio.  It results in a better environment to work in, but it’s not easy to get there.


[1] http://www.versionone.com/pdf/2010_State_of_Agile_Development_Survey_Results.pdf
[2] Toy Story (10th Anniversary Edition) - (Filmmakers Reflect) (DVD). Walt Disney Home Entertainment. September 6, 2005.
[3] http://agilemanifesto.org/
[4] http://highmoonstudios.com/

Friday, November 23, 2012

Lean Thinking and Visual Effects Industry


The scale and complexity of Visual Effects continues to increase at extremely high rates.  This can be clearly seen in the amount of visual effects shots found in current Audiovisual Productions (Films, TV Series and Games).  Even films that aren´t effects related can contain hundreds of invisible visual effects shots.

At the same time, fast advancements in technology allied to tax incentives offered by several countries have allowed for new VFX boutiques/facilities to be formed as well as for large VFX facilities to open offices around the world in order to attend this increasing demand while trying to lower the cost of their operations.

This has direct impact on the amount resources, companies and professionals required for the creation and production of Visual Effects.

Which impacts how these projects and professionals are managed and on the relationship between the stakeholders: artist, facilities and clients.

The current management methods, tools and techniques used by most of the companies around the world were developed at the end of the 19th Century/beginning of the 20th Century for the specific kind of work at that time, of repetitive nature required in factories.  These methods have not evolved at the same rate as the complexity of the work has and are not suitable to attend the requirements of this new era.

They could have been useful several years ago when the projects didn´t have the kind of scale, complexity and didn´t involve so many people as they do today.

The VFX Industry is going thru some really tough times as it can be stated by talking to VFX Artists working in studios around the world, reading several online articles, blogs, forums, by reading the VES Letter.

All of the issues discussed on the VES Letter are impacting the VFX Market in several ways.  Some of them are here to stay and many will hopefully be solved but this is something that will take time.  While we wait we continue to see VFX Studios around the world shutting down, Down Sizing and Artists going thru some very sad experiences, from being layed off to being exploited in several ways.

Times are tough: delivery timeframes are getting shorter, budgets lower while project complexity and competition from emerging countries, offering lower labor cost, continues to increase.

But it is in times like this, when you are faced with extreme constraints and conditions, that open up opportunities for improvement and Innovation.

So I believe this could be a great moment for the VFX Studios to take action, look inside and find opportunities for improvement in the place where they have the most control.  Inside themselves.

Change comes from within.  In order to expect change from others we should start by changing ourselves.

Big changes are hard and the best way to start is by changing the things that are directly in our control.  So this is a good time to review the current methods and research for new ways to manage projects, artists, facilities and client relations.

“Our own worst enemy: how the burden of what we know limits what we can imagine”

It is time to step back, think outside the box and visualize the creation and production of Visual Effects from a new perspective.

I believe that Lean Thinking and Management principles can play a very important role in supporting the
VFX industry to adapt and succeed in this complex environment as it has done for other knowledge industries such as Software Development which has gone thru the similar kind of problems as the ones VFX studios are facing today.

It can definitely offer new ways to develop a healthy environment for VFX and specially for the Artists who are paying a big price by having to work weekends and very long hours, resulting in a low quality of life as detailed on the article below:
Hollywood's VFX Shops: Trouble in Boom Times

There are several successful companies in our industry that have been implementing Lean principles in the way the lead their organizations.

Pixar, for example:

Here the author mentions that Pixar has been looking closely at how Toyota revolutionized the Auto manufacturing business by applying Lean principles and how they were key in developing a culture of continuous improvement which led Toyota to become a leader in its industry.

Please don´t stop reading because I mention an Auto manufacturing company which cannot relate to a creative business such as ours.

Our industry is very different but the Lean Principles and Thinking developed and implemented by Toyota during extremely tough times have been successfully applied to other knowledge work industries such as software development, game development and as mentioned, to the VFX/CGI industry as you may read in the article below.

How Pixar Fosters Collective Creativity

In the Article Ed Catmull suggests several Principles for managing a creative organization.
Most of these principles can be related to the principles found in Lean Thinking/Management.

It is funny to see how people react when you start talking about Lean and you mention Toyota.
They say: “We are a creative business not a manufacturing company.”  “We are not a factory we are creative.”

This is true but at the same time the way most of the VFX Facilities manage their Artists and Projects is by using management methodologies developed ages ago for Mass Production in Factories!  These methods don´t work for the kind of creative/knowledge work we do.  So this is a place where change could generate positive impact.

The Paper below is a great document, written by Mary Poppendieck one of the most influential experts on Lean product and software development, were she brilliantly describes Lean Thinking.  It has a bit of history on the subject and details how these principles can be applied to several industries:
Principles of Lean Thinking

Here are some other references to literature written by Lean Leaders such as:

-       Jefrey Liker  (Author of the famous book “Toyota Way”),

-       David Anderson (Author of “Kanban” a incredible book with details on how Lean can help companies mature and achieve a culture of continuous improvement),

-       Mary and Tom Poppendieck,

-       Clinton Keith (Author: Agile Game Development with Scrum)

These people have amazing real life experiences of how Lean Principles can create radical shifts in the management of complex creative/knowledge work, achieving significant results in quality, productivity, team engagement and overall improvement in several organizations in different industries.

When reading the articles on Lean Thinking, such as the ones above, it become clear how these principles could help our industry become more effective and change the way we do business.

This starts by creating positive change inside the VFX Facilities or your own department or team and from there it spreads and creates a much positive interaction with the other stakeholders involved in up and downstream processes.

In the case of the Visual Effects industry this could help us develop closer relationships between the Artist, Facilities and Studios.

We need to start collaborating and stop negotiating as in the paper written by David Anderson:

I have personally been using Lean Principles to manage my projects since 2009.  Although I only managed to scratch the surface of implementing these principles, the positive results my team and I experienced in terms of quality and productivity were enough for us to get a grasp of the power behind these principles.  Since then I have continued to study this subject more and more – day after day, reading books, participating in Workshops and implementing them on the projects I Supervise.

I am very fortunate to work in such an amazing and unique industry.
This document is my 2 cents to try and offer something in our journey to a brighter future and participate in helping improve our industry.

I hope some of this makes sense.
I love my work and want to be sure that this incredible industry continues to thrive and offer its members and other people who are dreaming of joining a great and fun future.

Best Rgds.

Francisco Lima
VFX Supervisor

Sunday, November 4, 2012

Introduction

Welcome to the "Lean Creativity" blog.  This blog will be a collection of experience stories and discussions about applying lean techniques to creative product development.

Visual FX studios, video game developers, web developers, etc are all discovering how lean practices, adopted from a variety of other industries--from software development to auto manufacturing--can be applied to the creative arts.  These practices promote agility, efficiency and, most of all, an acknowledgement of the humanity and value of artists in creation.