SlideShare a Scribd company logo
GIANTTEMPLATE.COM
Managing New
Product
Development Teams
Chapter Twelve
GIANTTEMPLATE.COM
Innovation Teams at the Walt Disney
Company
The Walt Disney Company is probably the best known
entertainment company in the world. Founded in
1923 as a producer of animated films, it grew to
become an entertainment conglomerate that includes
theme parks, live action film production, television,
publishing, retail, and more. In 2014, it earned over
$48 billion in revenues and had 180,000 employees.a
Despite the range of its businesses, most of them
(with some notable exceptions) leverage the same key
competitive advantage:
the magical and wholesome stories and characters of
its animated films.
Innovation Teams at the Walt Disney Company
GIANTTEMPLATE.COM
The Making of an
Animated Film
In the very early stages of generating and refining an idea for a movie, the
development department assembles a small incubation team that includes a
director, a writer, some artists, and some storyboard people. This team draws
storyboards that are edited together with dialogue and temporary music,
creating “story reels.” These story reels show the sequence of the movie and
help the team craft and refine the story into one that will have visual and
emotional appeal. They also help to reveal problems that have to be solved,
which tend to be numerous in the early stages of production. Once approved
for development, a typical movie enters production using computer-aided
design (CAD) systems. Artists would create a model in a CAD system, which
could then apply mathematical models to simulate lifelike textures, movement,
and lighting.This computing intensive phase was also managed by small
autonomous teams, each focused on a particular specialty such as Tech
Support, Renderfarm, and Post Production. Disney’s Director of Systems,
Jonathan Geibel, had noticed that when teams had seven or more participants,
individual contribution would drop significantly, lowering the quality of the
discussion.
GIANTTEMPLATE.COM
Workspace and Collocation
Geibel was also concerned about how the physical structure
of the workspace and proximity would influence team
dynamics and productivity. After running several
experiments involving the location of team members, he
decided to reconfigure the entire division so that teams
were collocated. He noted, “Collocating individuals allowed
ideas to flow each day through ad hoc meetings. Individuals
would often brainstorm, pause, and walk over to a
whiteboard for further development rather than needing to
arrange a specific time and space to meet. With high
priority and chaotic work, physical proximity was key.”f
Geibel also believed that people tended to contribute less in
formal conference rooms, so he created small casual
meeting spaces that teams could meet in, that did not
require advance scheduling.
GIANTTEMPLATE.COM
Team Communication
To help foster communication and coordination between teams, teams were
asked to create yearly roadmaps of their goals that were broadcast to everyone
within the Systems group. A master calendar was also created on whiteboards
in a main hallway that showed major milestones throughout the year. Teams
put post-it notes on the calendar to show major events.
GIANTTEMPLATE.COM
Creating a Creative Culture
Teams were given considerable autonomy so long as their work got done.
Teams could choose their own hours, attire, office arrangements, project
management routines, meeting structure, and more. As described by Ed
Catmull, president of both Pixar and Walt Disney Animation Studios, “We
believe the creative vision propelling each movie comes from one or two
people and not from either corporate executives or a development department.
Our philosophy is: You get create creative people, you bet big on them, you give
them enormous leeway and support, and you provide them with an
environment in which they can get honest feedback from everyone.
GIANTTEMPLATE.COM
THANKYOU

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3

  • 2. GIANTTEMPLATE.COM Innovation Teams at the Walt Disney Company The Walt Disney Company is probably the best known entertainment company in the world. Founded in 1923 as a producer of animated films, it grew to become an entertainment conglomerate that includes theme parks, live action film production, television, publishing, retail, and more. In 2014, it earned over $48 billion in revenues and had 180,000 employees.a Despite the range of its businesses, most of them (with some notable exceptions) leverage the same key competitive advantage: the magical and wholesome stories and characters of its animated films. Innovation Teams at the Walt Disney Company
  • 3. GIANTTEMPLATE.COM The Making of an Animated Film In the very early stages of generating and refining an idea for a movie, the development department assembles a small incubation team that includes a director, a writer, some artists, and some storyboard people. This team draws storyboards that are edited together with dialogue and temporary music, creating “story reels.” These story reels show the sequence of the movie and help the team craft and refine the story into one that will have visual and emotional appeal. They also help to reveal problems that have to be solved, which tend to be numerous in the early stages of production. Once approved for development, a typical movie enters production using computer-aided design (CAD) systems. Artists would create a model in a CAD system, which could then apply mathematical models to simulate lifelike textures, movement, and lighting.This computing intensive phase was also managed by small autonomous teams, each focused on a particular specialty such as Tech Support, Renderfarm, and Post Production. Disney’s Director of Systems, Jonathan Geibel, had noticed that when teams had seven or more participants, individual contribution would drop significantly, lowering the quality of the discussion.
  • 4. GIANTTEMPLATE.COM Workspace and Collocation Geibel was also concerned about how the physical structure of the workspace and proximity would influence team dynamics and productivity. After running several experiments involving the location of team members, he decided to reconfigure the entire division so that teams were collocated. He noted, “Collocating individuals allowed ideas to flow each day through ad hoc meetings. Individuals would often brainstorm, pause, and walk over to a whiteboard for further development rather than needing to arrange a specific time and space to meet. With high priority and chaotic work, physical proximity was key.”f Geibel also believed that people tended to contribute less in formal conference rooms, so he created small casual meeting spaces that teams could meet in, that did not require advance scheduling.
  • 5. GIANTTEMPLATE.COM Team Communication To help foster communication and coordination between teams, teams were asked to create yearly roadmaps of their goals that were broadcast to everyone within the Systems group. A master calendar was also created on whiteboards in a main hallway that showed major milestones throughout the year. Teams put post-it notes on the calendar to show major events.
  • 6. GIANTTEMPLATE.COM Creating a Creative Culture Teams were given considerable autonomy so long as their work got done. Teams could choose their own hours, attire, office arrangements, project management routines, meeting structure, and more. As described by Ed Catmull, president of both Pixar and Walt Disney Animation Studios, “We believe the creative vision propelling each movie comes from one or two people and not from either corporate executives or a development department. Our philosophy is: You get create creative people, you bet big on them, you give them enormous leeway and support, and you provide them with an environment in which they can get honest feedback from everyone.