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From Analyzer to Humanizer: Raising the Level of Management Thinking
by Michael Maccoby
Published in: Research Technology Management, Vol. 37 No. 5
September-October, 1994. pp. 57-59.
Most people agree that the information age demands a new approach to
management. And indeed companies have spent millions of dollars to re
engineer work and design customer focussed processes. In practice,
however, the theory often encounters strong resistance.
One AT&T executive recently complained that it was much harder than he
expected to change his organization. He was finding that by designing more
effective processes, he was bumping up against long established
relationships between internal customers and suppliers. He was
challenging not only management thinking, but the way things get done.
Since the 19th century, large organizations have been complex
bureaucracies, split into functional divisions. Managers have gotten ahead
by practicing a way of thinking and by forming useful relationships that
fit their organizational culture. The paradox is that on the one hand, to
transform the culture requires changing both their thinking and
relationships. On the other hand, unless the culture changes, the new
thinking will not be adaptive.
To resolve this paradox, information age managers need to develop their
thinking so they can learn the practices that facilitate this development.
With few exceptions, the descriptions used by companies to describe ideal
management thinking and behavior are too vague and generalized to be of
much help. The new style manager is told to be a coach, but there are many
types of coaches, and some are just as directive and autocratic as the old
style boss. Many of these coaches think about winning and losing in the
same old short term way that impedes information age management.
On the basis of interviews and observation, I have differentiated managers
in four different dominant values or style (see Why Work). I called these
styles or types the expert, protector, facilitator, and innovator. Recently,
by focussing on the way managers think, and placing these observations in
the context of cognitive development theory, I have discerned four types
of management thinking that are related to but not exactly the same as
these styles. To some extent, they are stages or levels of thinking because
each requires further development of concepts and capabilities beyond the
preceding level.
The first stage is characterized by the predominance of analytic thinking,
hierarchy, and the use of managerial formulas. The second stage while
similar to the first, is also characterized by trying out new ideas and
tolerating more ambiguity. The third stage moves to systems thinking and
the logic of reciprocity. The fourth stage requires systems thinking with
the purpose of both organizational and human development that includes
the larger society. These stages are embodied in four types of managers:
1) The Analyzer, 2) The Energizer, 3) The Synthesizer, 4) The Humanizer. It
is my conviction that the information age organization requires the latter
higher, more complex, levels of management thinking.
1. Analyzers fit the industrial bureaucracy, and are easily confused about
systemic change. Analysis implies taking things apart, and the analyzers
approach organization, tasks and systems by breaking them down as much
as possible into piece parts and formulas. They want to focus on a part of
the organization they can control, with functional expertise they can
apply. They like managerial formulas with clear economic measurements
of success: goal setting in terms of revenue, cost and profitability. They
believe people can be motivated by satisfying needs for money and
promotion. By changing structure and incentives, they believe they can
motivate the behavior they want from subordinates. But they do not
reflect critically on their theory or examine their assumptions even when
the theory does not work well. Rather, they tinker with formulas or look
for new management consultants who promise better formulas.
Analyzers approach planning either by analyzing and repeating what has
worked in the past and projecting this to the future, or by planning only
for the immediate future and responding to crises, or as the British say,
"muddling through".
With analyzers, it is cumbersome at best to create cross functional
teams. Participants join such teams as representatives of their functions,
often without power to make commitments.
2. To break out of this bureaucratic gridlock, some ambitious managers,
particularly the gamesmen and women (a kind of innovator) become stage
2, energizers. Their main difference from type 1 thinking is that their way
of getting people to work together is not merely manipulating material
incentives but also playing on their competitive spirit. Energizers
measure success not only economically, but also emotionally, in terms of
motivating the team to beat the competition.
Energizers have a high tolerance for ambiguity (chaos), because it is
exciting and favors change. They espouse trust and cooperation, although
in practice they do not share power. They enjoy brainstorming and are
willing to try out new ideas. Their future oriented planning ignores the
past and its lessons. Energizers believe they can play the role of the big
brain and design a greenfield future that their subordinates will
implement. However, because they do not understand the organization as a
social system, their experiments tend to fizzle out and their plans don't
work out the way they envisage them. Subordinates with their own
interests and alliances sabotage or distort these plans. Because they have
no way to resolve conflict, their high energy teams tend to decompose into
hierarchy, and when push comes to shove, their thinking regresses. They
become analyzers.
3. Only if managers move up to stage 3 and become synthesizers can they
fully lead organizational transformation.
As Russell L. Ackoff describes it in his new book, The Humane Corporation:
Integrating Work, Play, and Learning Oxford University, 1994), the large
modern corporation can only be understood as a social (or socio-economic
technical) system in which the demands of different stakeholders
(employees, customers, owners) must be aligned to create value and
achieve success. The old images of the corporation as machine run by a
god-like owner or organism run by a big brain are inadequate and
misleading.
Synthesizers learn from customers, competitors, and employees. They
study threats and opportunities and design an ideal future for the
organization as a system. Their view of leadership is to not solve
problems but to avoid their occurrence. They enable the organization to
implement strategy by supporting people and integrating diverse
activities. Synthesizers share their ideal design and the compelling logic
of change with the organization, and they invite each level and group to
participate in an interactive dialogue to interpret it for themselves. This
dialogue results in understanding the gaps between the existing
organization and the ideal and then agreeing on the actions required to
close the gaps. As the dialogue progresses and new approaches are tried,
the ideal design evolves.
The interactive planning process forces synthesizers to reflect on their
theories, since others are encouraged to challenge or test them. This may
result either in changing a theory or expanding it to deal with different
needs due to location, task, or diverse values. For example, when the R&D
group of Cultor, a Finnish company, interpreted top management's ideal
future, they argued that it did not include a spirit of play essential for
motivation and innovation. Top management responded by expanding its
vision and affirming the value of enjoying work for the whole company.
When I first studied managers in high tech companies, I found that some
had "a systems mind" which could be observed in their responses to
Rorschach inkblots (The Gamesman, Simon & Schuster 1976) While most
managers tended to break the blots into clearly defined details (the
analyzers), those with systems minds first integrated the parts and then
described the interrelated details. Possibly, this capability is genetically
influenced.
However, the interactive process itself can develop some analyzers into
synthesizers and, it helps to define the leadership role as both strategic
and enabling. The interactive leader must continually work at drawing a
systemic map of the value creating system. By leading an organizational
dialogue to implement the ideal future, the leader must integrate diverse
views and support system changes. Heterarchical process management
teams rather than functional hierarchies strengthen the customer
focussed system.
The following is a value creating map that I developed interactively with
Tom Weymarn, executive vice president of Cultor. Other companies have
also found it useful in developing an ideal future. (Note: this graphic has
been revised since the published version)

This map shows strategy stemming from an analysis of the business
environment, especially customer needs, but also such factors as business
logics, e.g. customer base analysis which segments the market according
to types of customers, and in some cases, government regulations and
interest group pressures (e.g. environmentalists). The organizational
system should be aligned with this strategy (see "What Should Learning
Organizations Learn", RTM May-June, 1993 pp. 49-52.) Elements of the
system are structure, information systems, human resource and financial
measurements, skills or competencies, and leadership style. This
alignment which includes process re-engineering is essential to satisfy
customers or in advanced information age companies, to help the customer
succeed (see "To Create Quality, First Create the Culture", RTM
September-October 1993 pp. 49-51.) For this organizational system to
function well, the common values must be aligned with the values
employees bring with them. An effectively implemented strategy will
result not only in profit but also increasing business value, the reputation
for quality that provides a competitive edge. The maps helps the
interactive leader to communicate the compelling logic for change so the
analyzers can be persuaded that they must pay attention to the whole
system.
MITRE, a non profit R&D company which works for the public interest has
modified this map to describe initiatives to improve relationships with
its government customers by increasing flexibility and efficiency. This
responds to changing government policies including procurement and
budget constraints. In the case of MITRE, customer success leads not to
profit, but to greater prestige and influence, and the ability to employ and
further develop a technical staff that values continual learning and
working for the public good. This has relevance for many of the national
laboratories.
Synthesizers develop trust by designing reciprocal work relationships
that support system goals. For example, team members agree on mutual
expectations and evaluate each other. If there is conflict, they facilitate
its resolution through dialogue based on agreed-to rules and principles,
with reference to the ideal future. Differences are based on facts - not
opinions or anecdotes. Where feasible, conflicting ideas are tested.
Synthesizers learn to be open with information and non-defensive about
the challenges and push backs that are stimulated by the interactive
process. The organization as social system is strengthened by responding
to the needs of all the main stakeholders: customers, employees and
owners. Whether explicit or implicit, the synthesizer develops contracts
among these stakeholders with the goal of win-win-win. Interactive
strategy can lead to effective working partnerships with customers and
employee groups.
AT&T's Workplace of the Future attempts to create such an interactive
process in all of its divisions and business units with its unions, CWA &
IBEW, as partners. On process teams, union members help improve
productivity, and there is reciprocal commitment by management to seek
solutions that improve jobs and increase employment security. Those
managers and union officials who have taken the lead testify that the
process is forcing them to become synthesizers. They report that the
interactive process has helped them to understand and appreciate the
views of others and that it has enriched their lives. They also begin to
develop qualities of the fourth stage as the interactive process challenges
them to become humanizers.
4. Humanizers are innovators who strategize not only to increase profit
and growth but to develop positive human potential. Through the
interactive process, they learn to understand diverse cultures and view
points. Humanizers inspire people by communicating both human and
economic goals. These include development of organization, employees,
customers, and the larger social system of transportation,
communication, energy, schools, health care, families, communities and
the environment which supports and nurtures the corporation.
To some degree, creative entrepreneurs of the past have been
paternalistic humanizers. They were protectors like James Proctor of
P&G, George Eastman of Kodak, Thomas Watson of IBM who developed their
people and contributed to their communities. Modern managers are
becoming humanizers, not out of a paternalistic spirit, but a pragmatic
understanding that their business depends on developing material and
social infrastructures. For example, Percy Barnevik of Asea Brown Boveri
(ABB) believes that business opportunity in Eastern Europe requires
investment in developing these countries. The humanizer who leads a
global company must learn to understand different cultures with different
business values.
Business leaders, as a group, are not humanizers. They have difficulties
enough adapting their own companies to today's highly volatile business
environment. However, it is becoming evident that in the information age,
complex companies require synthetic thinking and acting, interactive
management, and continual innovation. Increasingly, the most successful
leaders will be synthesizers, and as they transform corporate culture to
serve all of its stakeholders, they will find themselves thinking more and
more like humanizers, even if the pressures of competitive marketplace
sometimes cause them to regress to lower levels of behavior.

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