More on the Discipline of Execution

Bossidy and Charan (2002) explain that coaching is “the difference between giving orders and teaching people how to get things done” (p. 74). Effective leaders must coach, not scold or threaten. Leaders must show their subordinates what they have done wrong in order to foster a learning environment in which people can improve and grow.

Leaders must have “emotional fortitude” (p. 78). This consists of:

  1. authenticity by being true and honest, one’s inner personality matches one’s outer presence
  2. self-awareness enables one to keep growing; imperfections are not ignored, reality is in the forefront
  3. self-mastery through taking responsibility for one’s mistakes, adapting to change, being open to new ideas
  4. humility by maintaining control of one’s ego, understanding and admitting to one’s own weaknesses (pp. 81-83)

The authors continue, “the ultimate learning comes from paying attention to experience” (p. 83). By taking the time to reflect on what has happened and accept coaching from superiors, people are more likely to learn and change. Rather than fearing scrutiny, employees can feel secure in knowing that their superiors will help them along if they give their best. The work environment becomes a learning environment.

Why is there all this focus on management? “The behavior of a business’s leader is, ultimately, the behavior of the organization” (p. 84). If the leader is failing, it is more likely than not that the organization will fail, too. If an organization wishes to change and improve, the first place to look is at the leadership.

The Discipline of Execution

This semester, my last before I receive my degree, I am taking a course called Library Planning, Marketing, & Assessment. One of our first assignments is to form a group, choose and read a book about leadership, and present it to the class. My group formed out of the desire to read something a bit less narrowly defined; not a book about library management, but management in general.

With increased competition, libraries are forced to prove their usefulness in a time of Google, comfortable book stores, community centers, and churches. Libraries are now competing with other organizations, including real businesses; thus, the need exists to understand and approach management in a library as management in any other business. Though my experience is very limited, I can already vividly see the need for this approach. There are so many services libraries can and often do offer, so many talented people involved in them, but so few competitive advantages.

The Discipline of Getting Things Done by Larry Bossidy and Ram Charan

Execution: The Discipline of Getting Things Done by Larry Bossidy and Ram Charan

So, one of the books I recommended for consideration and the book chosen was Execution: The Discipline of Getting Things Done by Larry Bossidy, Ram Charan, and Charles Burck. The authors of this book explain that what is missing in many organizations that flounder is the discipline of execution. They posit that this discipline, though vastly important to any organization that wishes to compete, is rarely acknowledged or understood.

The discipline of execution includes:

  • coaching through communication: asking probing questions, guiding (pp. 24-25)
  • setting realistic goals
  • involving those concerned with implementation with the strategic plan
  • setting realistic goals based on the capability of the organization
  • having the right people in the right positions
  • setting milestones for the progress of the plan with strict accountability
  • having foresight: setting contingency plans to deal with the unexpected (pp. 38-39)

A lot of library planning seems to lack the structure of planning at organizations that exist for profit. If libraries are to compete with other types of organizations to prove their worth, they should have the structure in place to support the competition. New ideas should be openly discussed in high performance teams of experts. New projects should be formally planned, with all of the above criteria met. There should be little to no ambiguity, with a leader open to and encouraging effective communication.

Though libraries falter in some aspects of management, they are making valid attempts to stay current. This is important as well. The authors explain,

“If you are really executing, and you have the resources, you are listening to tomorrow’s customers as well as today’s and planning for their needs” (p. 44).

Libraries should always be updating themselves. As an organization with a growing responsibility to prove itself, the library needs to maintain its relevance to its patrons.

On a Game for the Library

Background

One early morning in mid-December 2007, Joe Osborn and I were inspired. I recently completed a course on human-computer interaction, and the gears in my mind were turning. How could we design a library game for children?

Our ideas quickly accumulated as we ate breakfast. The game would aim to:

  • recommend media based on preferences (keywords, subjects, reading levels, previously borrowed materials, data-mining a la Amazon.com, etc.)
  • easily guide the patrons to the physical locations of their desired materials
  • present the library organization to children in their terms (through exciting technology)
  • provide a means to take the library home, allowing access from remote locations

Privacy Concerns

During our conversation that morning, we discussed the potential threats to intellectual freedom. Especially in the time of the PATRIOT ACT, libraries should be, and are often, wary of collecting information about their patrons. However, there are ways in which the information can be stored via this game/service. The catalog should be online, in order to allow for more frequent updates and access to OCLC. As an online service, the site should be secure (https://) with encrypted data.

Goals

This service is still in the early planning stages, but it aims to provide support to a generation very different from the ones before it. Children today and tomorrow will be internet natives, used to, and expecting, flashy interfaces and ease-of-use. The library must work to prove itself valuable in the lives of these children, providing them with the easiest and most efficient access to all the appropriate materials available to them.

The catalog game must be:

  • intuitive; easy to use
  • highly interactive and fun!
  • interesting through its dynamic elements
  • useful in aiding children learn how to use the library
  • in their terms, through the use of avatars and creative environment design