Business Standard

‘Most media creators wait until a launch to know what audiences think’

Traditiona­l players have been unable to maintain old business models. They are forced to become lean or die, IAN LAMONTtell­s Sangeeta Tanwar

- IAN LAMONT Author, Lean Media More on business-standard.com

What are the key disruption­s paving the way for a lean media structure? Digital technologi­es. A lot of people think the invention of the World Wide Web in the early 1990s was the starting point for lean media. But it actually began in the 1970s and early 1980s with the creation of relatively lowpriced computer hardware and software to make media (such as the word processor, chip-based musical instrument­s and samplers, video cameras, and PCs) and programmin­g languages for things like video games and special effects. These tools have only gotten cheaper and smaller and more sophistica­ted over time. Digital technologi­es make it possible for all kinds of media creators to produce great, engaging content for far less money than before, and to leverage new platforms to distribute their works. Meanwhile, traditiona­l players have been unable to maintain old business models. They are forced to become lean, or die. What is the framework around which lean media can be built? The lean media framework operates on three principles. First, eliminate waste. Reduce wasteful practices and bureaucrat­ic overhead in the organisati­on, such as unnecessar­y approvals and delays. People in the creative team should have little overlap in terms of skills and responsibi­lities — the team should be just big enough to make something great.

Second, understand audiences. Most media creators and media ventures wait until the launch to know what audiences think. Why not show test audiences prototypes of the media work while it’s still being developed? Early feedback can help the team understand audiences’ intangible needs and shape the developmen­t of the work.

Third, focus on creativity. By reducing waste and understand­ing audiences, the core creative team can really focus on their creative magic and make media that audiences love. Many famous media creators have done this, including the people behind Minecraft, Led Zeppelin, and The Simpsons. Can you give us a few examples of lean media? One of my favourite examples is Minecraft, which was created by Swedish video game developer Markus “Notch” Persson. It was a totally lean operation — at first just him working part time, and later a very small team. No giant business operation got in the way. Notch paid very close attention to how early testers used the game, not just looking at quantitati­ve metrics but also qualitativ­e feedback such as online comments left on YouTube or live focus groups that let him watch testers play the game. He iterated based on these feedback loops, and by the time the game was officially released it was a fantastic experience. Hundreds of millions of people have played it all over the world. Notch sold Minecraft to Microsoft for $2.5 billion in 2014. In what ways does a lean media structure differ from medium to medium such as print, TV and digital? What we may see is that the formats may limit or encourage certain behaviours. For instance, when it comes to understand­ing audiences, it is cheaper and easier to get early audience feedback for an entertainm­ent website or video game compared to the producers of a TV show or a newspaper publisher. This means the digital teams can iterate faster. What is the trade-off for media owners looking beyond audience metrics as they pursue quality content and a lean organisati­onal structure? For a large media company that decides to adopt the Lean Media framework, certain internal and external stakeholde­rs will have far less of an impact. This gets back to reducing waste. Why should a sales executive approve the rough cut of a film or sign off on a new magazine design? His or her input may even harm the product. But taking this person out of the process may be difficult from a corporate culture or management perspectiv­e, even if doing so makes for a better media product in the end.

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