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+ 
How Pixar Fosters 
Collective Creativity 
Wisnu Manupraba 
• MMUGM AP21 
• Co-Founder Javan 
• CEO & Co-Founder 
NGOMIK 
Email: 
wisnu@ngomik.com 
Twitter: 
@inoex135 
Fosters ~ mendorong 
Bagaimana Pixar mendorong perkembangan 
kreatifitas kolektif/kelompok
+ 
Pixar 
Toy Story in 1995, the world’s first 
computer-animated feature film 
In the following 13 years, released 
eight other films (A Bug’s Life; Toy 
Story 2; Monsters, Inc.; Finding Nemo; 
The Incredibles; Cars; Ratatouille; and 
WALL·E) 
In 1997 Pixar & Disney joint venture to 
create 5 movies in 10 years – this 
cause the problem 
In 2006 Disney bought pixar at a 
valuation $7.4 billion 
Edwin Catmull 
Steve Jobs 
John Lasseter
+ 
What is Creativity?
+ Creativity is… 
a phenomenon whereby 
something new and in some way 
valuable is created (such as an 
idea, a joke, a literary work, 
painting or musical composition, a 
solution, an invention etc) 
- Wikipedia 
the tendency to generate or 
recognize ideas, alternatives, or 
possibilities that may be useful in 
solving problems, communicating 
with others, and entertaining 
ourselves and others 
- 
http://www.csun.edu/~vcpsy00h/c 
reativity/define.htm 
the act of turning new and 
imaginative ideas into reality 
- www.creativityatwork.com 
Mental characteristic that allows a 
person to think outside of the box, 
which results in innovative or 
different approaches to a 
particular task 
- 
www.businessdictionary.com/d 
efinition/creativity.html
+ Creativity VS Innovation 
A. Creativity = Innovation 
B. Creativity ≠ Innovation
+ Creativity VS Innovation 
 New idea 
Creativity Innovation 
 Out of the box, different with 
existing 
 ??? 
 Change in stable system 
(existing idea) 
 Better than existing 
 ???
+ Creativity VS Innovation 
 New idea 
Creativity Innovation 
 Out of the box, different with 
existing 
 Stories & characters 
 Change in stable system 
(existing idea) 
 Better than existing 
 The film making 
 Combination technology & art
+ Pixar is a good company 
 Smart people are more important 
 Best people worked with Ed Catmull : Jim Clark, John Warnock, 
Alan Kay, Alvy Ray Smith, John Lasseter 
 In 1986, Steve Jobs bought computer division from LucasFilm 
 Steve Jobs gave backbone to desire for excellence and helped 
form a remarkable management team 
 Best places to work 
 Success story of Toy Story
+ The defining moment for Pixa 
r
+ A dangerous gap 
 Toy Story Creative Team (John, Andrew, Lee, and Joe) is 
working on “A bug’s Life” 
 “Toy Story 2” originally intended to be a direct‐to‐video film 
 Sold only as home video not theaters 
 This is different standard of quality (theater VS home video) 
 Technical People : “Toy Story 2” 
 Because there is already idea of the story 
 Toy Story 2’s reels was bad
+ Lesson #1 from Toy Story 2 
Give great ideas to a mediocre team Give not so good ideas to a great team
+ Lesson #2 from Toy Story 2 
There has to be one quality bar
+ Turning a New Page 
 Old mission: come up with new (and great) ideas 
 New mission: assemble small incubation teams to help director 
s refine their ideas 
 At this stage do not judge the teams by their work, judge on the 
dynamics and the pace of progress
+Trick #1: Brain 
Trust 
This group consists of John and our 
eight directors (Andrew Stanton, Brad 
Bird, Pete Docter, Bob Pe- terson, 
Brenda Chapman, Lee Unkrich, Gary 
Rydstrom, and Brad Lewis). 
When a director and producer feel in 
need of as- sistance, they convene the 
group (and anyone else they think 
would be valu- able) and show the 
current version of the work in progress. 
This is followed by a lively two-hour 
give-and-take discussion, which is all 
about making the movie better. There’s 
no ego. No- body pulls any punches to 
be polite. This works because all the 
partici- pants have come to trust and 
respect one another.
+Trick #2: The 
Dailies 
First, once people get over the 
embarrassment of showing work still in 
progress, they become more creative. 
Second, the director or creative leads 
guiding the review process can 
communicate important points to the 
entire crew at the same time. 
Third, people learn from and inspire 
each other; a highly creative piece of 
animation will spark others to raise 
their game. 
People’s over- whelming desire to 
make sure their work is “good” before 
they show it to others increases the 
possibility that their finished version 
won’t be what the director wants. The 
dailies process avoids such wasted 
efforts.
+ How to be success company 
 Clear values, 
 Constant communication, 
 Routine postmortems (belajar dari kesalahan) 
 The regular injection of outsiders who will challenge the status quo 
+ 
 Strong leadership 
to make sure people don’t pay lip service to the values, tune out the 
communications, game the processes, and automatically discount new-comers’ 
observations and suggestions.
+What Pixar does 
Postmortems Fresh Blood 
 Try to vary the way you do the 
postmortems 
By definition, they’re supposed to be about 
lessons learned, so if you repeat the same 
format, you tend to find the same lessons, 
which isn’t productive 
 Top 5 do’s and don’ts 
Most of our processes involve activities 
and deliverables that can be quantified. 
We keep track of the rates at which 
things happen, how often something has 
to be reworked, whether a piece of work 
was completely finished or not when it 
was sent to another department, and so 
on. 
 Open culture, continually 
embracing change the way we do 
Against the not-invented-here 
syndrome 
 Practice to speak at the orientation 
sessions for new hires about 
mistakes and lesson learned 
to persuade them that we haven’t 
gotten it all figured out and that we 
want everyone to question why we’re 
doing something that doesn’t seem to 
make sense to them. We do not want 
people to assume that because we 
are successful, everything we do is 
right.
+ Reference 
 http://www.hkccm.org.hk/Presentations/Presentation164DrYHC 
hongNov09.pdf

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Lesson Learned from Pixar in Managing Collective Creativity

  • 1. + How Pixar Fosters Collective Creativity Wisnu Manupraba • MMUGM AP21 • Co-Founder Javan • CEO & Co-Founder NGOMIK Email: wisnu@ngomik.com Twitter: @inoex135 Fosters ~ mendorong Bagaimana Pixar mendorong perkembangan kreatifitas kolektif/kelompok
  • 2. + Pixar Toy Story in 1995, the world’s first computer-animated feature film In the following 13 years, released eight other films (A Bug’s Life; Toy Story 2; Monsters, Inc.; Finding Nemo; The Incredibles; Cars; Ratatouille; and WALL·E) In 1997 Pixar & Disney joint venture to create 5 movies in 10 years – this cause the problem In 2006 Disney bought pixar at a valuation $7.4 billion Edwin Catmull Steve Jobs John Lasseter
  • 3.
  • 4.
  • 5.
  • 6. + What is Creativity?
  • 7. + Creativity is… a phenomenon whereby something new and in some way valuable is created (such as an idea, a joke, a literary work, painting or musical composition, a solution, an invention etc) - Wikipedia the tendency to generate or recognize ideas, alternatives, or possibilities that may be useful in solving problems, communicating with others, and entertaining ourselves and others - http://www.csun.edu/~vcpsy00h/c reativity/define.htm the act of turning new and imaginative ideas into reality - www.creativityatwork.com Mental characteristic that allows a person to think outside of the box, which results in innovative or different approaches to a particular task - www.businessdictionary.com/d efinition/creativity.html
  • 8. + Creativity VS Innovation A. Creativity = Innovation B. Creativity ≠ Innovation
  • 9. + Creativity VS Innovation  New idea Creativity Innovation  Out of the box, different with existing  ???  Change in stable system (existing idea)  Better than existing  ???
  • 10. + Creativity VS Innovation  New idea Creativity Innovation  Out of the box, different with existing  Stories & characters  Change in stable system (existing idea)  Better than existing  The film making  Combination technology & art
  • 11. + Pixar is a good company  Smart people are more important  Best people worked with Ed Catmull : Jim Clark, John Warnock, Alan Kay, Alvy Ray Smith, John Lasseter  In 1986, Steve Jobs bought computer division from LucasFilm  Steve Jobs gave backbone to desire for excellence and helped form a remarkable management team  Best places to work  Success story of Toy Story
  • 12. + The defining moment for Pixa r
  • 13. + A dangerous gap  Toy Story Creative Team (John, Andrew, Lee, and Joe) is working on “A bug’s Life”  “Toy Story 2” originally intended to be a direct‐to‐video film  Sold only as home video not theaters  This is different standard of quality (theater VS home video)  Technical People : “Toy Story 2”  Because there is already idea of the story  Toy Story 2’s reels was bad
  • 14. + Lesson #1 from Toy Story 2 Give great ideas to a mediocre team Give not so good ideas to a great team
  • 15. + Lesson #2 from Toy Story 2 There has to be one quality bar
  • 16. + Turning a New Page  Old mission: come up with new (and great) ideas  New mission: assemble small incubation teams to help director s refine their ideas  At this stage do not judge the teams by their work, judge on the dynamics and the pace of progress
  • 17. +Trick #1: Brain Trust This group consists of John and our eight directors (Andrew Stanton, Brad Bird, Pete Docter, Bob Pe- terson, Brenda Chapman, Lee Unkrich, Gary Rydstrom, and Brad Lewis). When a director and producer feel in need of as- sistance, they convene the group (and anyone else they think would be valu- able) and show the current version of the work in progress. This is followed by a lively two-hour give-and-take discussion, which is all about making the movie better. There’s no ego. No- body pulls any punches to be polite. This works because all the partici- pants have come to trust and respect one another.
  • 18. +Trick #2: The Dailies First, once people get over the embarrassment of showing work still in progress, they become more creative. Second, the director or creative leads guiding the review process can communicate important points to the entire crew at the same time. Third, people learn from and inspire each other; a highly creative piece of animation will spark others to raise their game. People’s over- whelming desire to make sure their work is “good” before they show it to others increases the possibility that their finished version won’t be what the director wants. The dailies process avoids such wasted efforts.
  • 19.
  • 20. + How to be success company  Clear values,  Constant communication,  Routine postmortems (belajar dari kesalahan)  The regular injection of outsiders who will challenge the status quo +  Strong leadership to make sure people don’t pay lip service to the values, tune out the communications, game the processes, and automatically discount new-comers’ observations and suggestions.
  • 21. +What Pixar does Postmortems Fresh Blood  Try to vary the way you do the postmortems By definition, they’re supposed to be about lessons learned, so if you repeat the same format, you tend to find the same lessons, which isn’t productive  Top 5 do’s and don’ts Most of our processes involve activities and deliverables that can be quantified. We keep track of the rates at which things happen, how often something has to be reworked, whether a piece of work was completely finished or not when it was sent to another department, and so on.  Open culture, continually embracing change the way we do Against the not-invented-here syndrome  Practice to speak at the orientation sessions for new hires about mistakes and lesson learned to persuade them that we haven’t gotten it all figured out and that we want everyone to question why we’re doing something that doesn’t seem to make sense to them. We do not want people to assume that because we are successful, everything we do is right.
  • 22. + Reference  http://www.hkccm.org.hk/Presentations/Presentation164DrYHC hongNov09.pdf