Skip to main content

Company Hierarchy

Hugh MacLeod's cartoon is a symbol of an unorthodox school of management based on the axiom that organizations don't suffer pathologies; they are intrinsically pathological constructs. The Sociopath layer comprises the Darwinian/Protestant Ethic will-to-power types who drive an organization to function despite itself. The Clueless layer is the "Organization Man". The Losers are not social losers (as in the opposite of  "cool"), but people who have struck bad bargains economically, giving up capitalist striving for steady paychecks.

The Sociopaths defeated the Organization Men and turned them into The Clueless not by reforming the organization, but by creating a meta-culture of Darwinism in the economy: one based on job-hopping, mergers, acquisitions, layoffs, cataclysmic reorganizations, outsourcing, unforgiving start-up ecosystems, and brutal corporate raiding. In this terrifying meta-world of the Titans, the Organization Man became the Clueless Man. MacLeod's Loser layer represent the losers in the economic sense: those who have, for various reasons, made (or been forced to make) a bad economic bargain. They've given up some potential for long-term economic liberty (as capitalists) for short-term economic stability. Traded freedom for a paycheck in short. They actually produce, but are not compensated in proportion to the value they create (since their compensation is set by Sociopaths operating under conditions of serious moral hazard). They mortgage their lives away, and hope to die before their money runs out. Losers have two ways out: turning Sociopath or turning into bare-minimum performers.

Based on the MacLeod lifecycle, we can also separate the three layers based on the timing of their entry and exit into organizations. The Sociopaths enter and exit organizations at will, at any stage, and do whatever it takes to come out on top. The contribute creativity in early stages of a organization's life, neurotic leadership in the middle stages, and cold-bloodedness in the later stages, where they drive decisions like mergers, acquisitions and layoffs that others are too scared or too compassionate to drive. They are also the ones capable of equally impersonally exploiting a young idea for growth in the beginning, killing one good idea to concentrate resources on another at maturity, and milking an end-of-life idea through harvest-and-exit market strategies.

The Losers like to feel good about their lives. They are the happiness seekers, rather than will-to-power players, and enter and exit reactively, in response to the meta-Darwinian trends in the economy. But they have no more loyalty to the firm than the Sociopaths. They do have a loyalty to individual people, and a commitment to finding fulfillment through work when they can, and coasting when they cannot.

The Clueless are the ones who lack the competence to circulate freely through the economy (unlike Sociopaths and Losers), and build up a perverse sense of loyalty to the firm, even when events make it abundantly clear that the firm is not loyal to them. To sustain themselves, they must be capable of fashioning elaborate delusions based on idealized notions of the firm. Unless squeezed out by forces they cannot resist, they hang on as long as possible, long after both Sociopaths and Losers have left.

[Venkatesh Rao (2009), ribbonfarm]

Comments

Popular posts from this blog

The Domains

The building blocks required to achieve success in a business domain and differentiate the company from its competitors:  Core domains : The interesting problems. These are the in-house activities the company is performing differently from its competitors and from which it gains its competitive advantage.  Generic domains : The solved problems. These are the things all companies are doing in the same way. There is no room or need for innovation here; rather than creating in-house implementations, it’s more cost-effective to adopt \ buy existing solutions. Supporting domains: The problems with obvious solutions. These are the activities the company likely has to implement in-house or outsourced, but that do not provide any competitive advantage. Domain experts are subject matter experts who know all the intricacies of the business that we are going to model and implement in code. In other words, domain experts are knowledge authorities in the software’s business domain. T

Meaning

Of all the information that every second flows into our brains from our sensory organs, only a fraction arrives in our consciousness: the ratio of the capacity of perception to the capacity of apperception is at best a million to one. A million times more bits enter our heads than consciousness perceives. Consciousness lags behind what we call reality. It takes half a second to become conscious of something, though that is not how we perceive it. Outside our conscious awareness, an advanced illusion rearranges events in time. Our consciousness lags behind because it has to present us with a picture of the surrounding world that is relevant. But it is precisely a picture of the surrounding world it presents us with, not a picture of all the superb work the brain does. The sequence is: sensation, simulation, experience. But it is not relevant to know about the simulation, so that is left out of our experience, which consists of an edited sensation that we experience as unedited. What we

The Evolution of Cooperation

The Tragedy of the Commons occurs when a group’s individual incentives lead them to take actions which, in aggregate, lead to negative consequences for all group members. It is a multi-player version of the Prisoner’s Dilemma. In the version of the game from which it got its name, the players are two prisoners, held in separate cells. Each has to choose between “cooperating” with the other (keeping quiet) or “defecting” (giving evidence against the other). Each makes the choice without knowing what the other will do. If both prisoners keep quiet, they are each sentenced to one year in prison. If one rats on the other, he or she goes free and the other gets 10 years. If they both rat on each other, they each get 5 years. The problem arises because whatever your opponent does, defecting gives you a higher payoff than cooperating.  In 1984 Robert Axelrod published a book called The Evolution of Cooperation, which contained a surprising reflection: if you play a Prisoner’s Dilemma game, n