How and Why

After years of working with editors, directors, designers, engineers, VFX folks, graphic artists, and pixel wrangling colleagues, I have seen a need for better collaboration, and noticed that the way we work, as a result of where we sit, is part of the problem.

These experiences have given me a unique appreciation for what facilitates effective collaboration. For example, the details of a project come into view on the monitor. When two people need to share the same monitor for long periods of time, I've noticed that at least one of them is always uncomfortable sharing that space.

The Gaming Throne establishes a new, collaborative dynamic between individuals, that is comfortable, and gives proper credit and recognition, as well as defining roles and responsibilities. I call this the "How" and "Why" collaborative paradigm.

The "Why" is the individual driving the effort. He or she knows the reason why we are here doing what we are doing. This might be the project's client, manager, director, or lead.

The Why will know what they want when they see it, but will generally be the farthest from the monitor, and often unable to effectively see the details put in place by the How.

The "How" is the contributor that is doing the button pushing, and carries out the instructions of the Why, the person with the knowledge and skill to perform the actual creation of the plans set out by the Why. Much like the editor who is editing under the direction of the director.

Under traditional collaborative conditions, the Why has a need to communicate instructions and corrections to the How, yet is uncomfortable leaning in to look at How’s monitor. The How is equally uncomfortable with Why leaning in making critical judgments of the work, but knows feedback is needed to get the job done.

Ultimately, awkwardness develops between the Why and How, that can lead to time consuming, costly mistakes. Uncomfortable looking over How's shoulder, the Why might not look close enough at the work and may miss critical issues that become problems later, or How might make decisions too quickly, without giving the solutions proper consideration. Examples like this occur constantly when multiple people working together - in the same room - fail to meet their collaborative potential.

Flitting in and out in short bursts to check up on the work and make changes, the Why often walks up and stands over How, dictating what needs to be done as Why is literally looking down upon How. The How looks up to make eye contact, but is instantly in a subservient position where the body language, intentional or not, creates a master/servant relationship. Often the one being looked down upon feels like his or her contribution is being marginalized, or not being heard and must not contribute but only perform as asked.

But what if there was another way, a better way to collaborate? If only Why could sit in a comfortable environment, with a personal monitor, and still provide direction and be relaxed enough to think about the next step. If only other Hows and Collaborators could sit, facing the opposite direction at a 45˙ angle from your monitor, to allow you a better look at their face when talking to each other, and the ability to share screens without the same awkward rolling over and leaning in to look at yours.

The Gaming Throne seeks to create this dynamic. The thrones are designed to work and play well together. They allow the Hows and Whys to communicate at closer to eye level, even when Whys approach the Hows on foot. This is far more comfortable for the Hows and the Whys, and encourages collegiate collaboration. Multiple thrones arranged together also provide a feeling of equality, where every task and skill is regarded equally.

With the Gaming Throne, you can end centuries of ineffective work flow, and replace it with a more practical solution that encourages comfort, collaboration, and greater creativity.

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