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Conference 7.286::digital

Title:The Digital way of working
Moderator:QUARK::LIONELON
Created:Fri Feb 14 1986
Last Modified:Fri Jun 06 1997
Last Successful Update:Fri Jun 06 1997
Number of topics:5321
Total number of notes:139771

1605.0. "Digital Culture & Organizational change - MBA topic" by GVA01::ATKINSON (Just the facts kid) Fri Sep 20 1991 06:02

    Hello,
    
    	My name is Alan Atkinson and I am working at European Headquaters
    in Geneva. I am currently doing my MBA part-time and this term I am
    taking a Organization Behaviour course. 
    
    	I would like to do my term paper on something regarding Digital
    culture and organizational change. Does anyone out there have any tips,
    pointers, topics :-), documents, articles, etc. etc. regarding this
    broad topic. I have to have hand this paper in by Oct. 11th so there is
    some urgency on getting information.
    
    Thank you in advance for your assistance and best regards,
    Alan Atkinson
T.RTitleUserPersonal
Name
DateLines
1605.1Search this fileULTRA::SEKURSKIFri Sep 20 1991 08:2712
    
    
    	I think if you did a search through this notes file you'll
    	find other people who have already done this and can use 
    	them or their papers for reference
    
    	I seem to remember a flurry of activity around the topic
    	of Digital Culture back when we were on top of the world...
    
    						Mike	
    						----
    	
1605.2Echo .1 and raise the betBUZON::BELDIN_RPull us together, not apartFri Sep 20 1991 08:448
    Better yet.  Use the data provided by this and similar conferences as
    data about the life cycles of employee concerns to illustrate your
    thesis.  Extract titles, classify the data, count the length of
    strings, number of distinct participants, etc as data collection
    devices.  I'd bet there is a lot of opportunity for fascinating
    speculation here.
    
    Dick
1605.3Try the Digital Library NetworkSAHQ::PJOHNSONFri Sep 20 1991 10:1817
    Alan,
    
    A few years back VP Bill Johnson was in an executive program at Harvard
    and had to write a paper on DEC's culture.  There were several
    spin-offs from this: (1) a newsletter called "Excellence" which his
    engineering organization published, (2) a two-hour videotape of BJ
    addressing his employees on the subject of DEC culture, and (3) two
    papers which BJ commissioned a consultant to write on the subject of
    DEC culture.  As the previous note observed, at one time this was a
    very hot topic in Digital.
    
    I myself once borrowed the videotape and the two papers from the DEC
    library system, so you should be able to get them from that source. 
    You might want to search on-line (VTX DLNCATALOG) or give the Maynard
    or Marlboro Libraries a ring concerning these items. 
    
    Paul 
1605.4first thoughtsBROKE::ASHELL::WATSONreally BROKE::WATSONFri Sep 20 1991 10:5816
    Sounds like an interesting paper - how about posting it here when it's
    finished?
    
    Which Digital culture do you intend to write about? I've worked in
    three parts of Digital in three different countries, and the cultures
    were very different. 
    
    What do they have in common? Well, this network, with the communication
    it allows, is a big factor. The atmostphere in all of them was pretty
    informal.
    
    It would be interesting to try to track the changes over the last few
    years. Today, I regret to say, I think that pessimism is a major part
    of the culture...
    
    	Andrew.
1605.5Culture VultureCHEFS::HEELANMas alegre que unas pascuasFri Sep 20 1991 11:168
    My wife did a Digital-sponsored University research project on the 
    culture of Digital UK about years ago. Contact Alastair Wright in
    Reading or George Mann in Geneva to get hold of a copy.
    
    Cheers
    
    John
    
1605.6Oooops !CHEFS::HEELANMas alegre que unas pascuasFri Sep 20 1991 11:187
    re -1 For enquiring minds, the unintentional gap in front of "years" in
    my last reply should be filled with the number "3".
    
    Sorry
    
    John
    
1605.7QUARK::LIONELFree advice is worth every centFri Sep 20 1991 12:567
Alan,

I'm sorry, but the contents of this (and most other) conferences are
classified "For DIGITAL Internal Use Only".  It is inappropriate to
use the material, even in summary form, for distribution outside Digital.

				Steve
1605.8COOKIE::LENNARDRush Limbaugh, I Luv Ya GuyFri Sep 20 1991 13:393
    If you want to be more current, why don't you write about the
    DESTRUCTION of the Digital culture and the devastating effect
    of leadership vacuums.
1605.9ABACUS::CLOUDFri Sep 20 1991 14:5424
            <<< HUMANE::HUMANE$DUA1:[NOTES$LIBRARY]DIGITAL.NOTE;2 >>>
                          -< The DEC way of working >-
================================================================================
Note 1606.0          <Digital Culture painfully evaporated >          No replies
ABACUS::CLOUD                                        18 lines  20-SEP-1991 13:38
--------------------------------------------------------------------------------
      Digital Culture, as we knew it, met it's demise on the day
    
    a long term hard working Digital employee was handed a card-
    
    board box at 16:00 on a Friday afternoon and told to pack his
    
    personal belongings because his "services were no longer needed
    
    by Digital." This humiliation and degradation of a valued
    
    employee  brought an abrupt end to the Digital that I once new,
    
    and with it, the sad beginnings of a new era and the "New Digital!"
    
      I, personally loved the OLDE DIGITAL CULTURE and it's values.
    
      Conversely, I find the New Digital to be alarmingly depressing.
             
1605.10ASICS::LESLIEFunfair for the common coldMon Sep 23 1991 08:021939











                        A STUDY IN CORPORATE CULTURES

                        DIGITAL EQUIPMENT CORPORATION

                                 THE REALITY:
        	                            
                                  HEROSPEAK







               A summary  of what some Digital heroes have to say
                               about the culture.



                 The subject of this paper is Differentiation.







                                       By
                                Reesa E. Abrams
                                 Stephen Heiser
                                 September 1985
                             Revised February 1988









                 @copyright 1985, DIGITAL EQUIPMENT CORPORATION
                               INTERNAL USE ONLY



        
        
        
        
        
        
        
        
        Table of Contents
        
        
        
        
        Introduction................................................1
        
        I. Digital..................................................4
        
        II. People.................................................11
        
        III. Process...............................................21
        
        IV. Comments...............................................27
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        


        
        
        
        
        
                                               		
                            			Table of Contents iii



        
        
        
        
        INTRODUCTION
           
        
        The purpose of this series of papers is to show what the Digital
        Culture is, has been, and is becoming in the world of the
        employees who have been successful.  This paper portrays six
        successful engineers who emerged in the first twenty five years.
        These six are preceded by myths about their accomplishments.
        These are not the only six heroes of Engineering. 
        
        Heroes are very important to a culture.  They provide important
        information about what behavior is valued in the culture.  Heroes
        provide the models used by younger employees in deciding career
        moves.  Heroes show what is possible.  Heroes become larger than
        life.  Every characteristic is something to be examined and
        followed, especially if it gives validation to who you are and
        provides you with the direction you are seeking. 
        
        There are a number of ways to study the heroes of a culture.  The
        way chosen was to give information about some working Engineers
        in their own words.  This gives the perspective of a successful
        person.  Rather than showing each person individually, we created
        a composite of their perspectives.  This hints at an accepted
        Digital perspective.  What is most interesting is which
        perspectives were similar and which were not. 
        
        Some people may take exception to my use of the word "hero".
        There is a maturity level in us all that is reached in our adult
        life when we finally realize that we are the heroes of the next
        generation. Our behavior is the model that will be followed.
        Thus, each of us is responsible to those around us in some way,
        not just for the Digital of today, but also for the Digital of
        tomorrow.  This is the way organizations evolve.  Additionally,
        in the life of an engineer, there is a difference between being
        considered successful by our peers and finally considering
        ourselves a success.   What I noticed about the six people I
        interviewed was that they had achieved the success as well as the
        maturity level.  This is what a hero is all about.  Furthermore,
        the six heroes in this paper have continued, long-term technical
        success as well as the repect of the people across all levels of
        the corporation. 
        
        I had to decide who to study.  This study is being funded by Bill
        Johnson, so I asked him to pick six people in Engineering for the
        study. 
        


        
              						INTRODUCTION 1  


        
        
        
        
        What is interesting is what they had in common.  They were each
        clear about their technical skills and accomplishments.  They
        each were quick to tell me how important teams were to building
        successful products.  Additionally, each knew clearly their own
        strengths and weaknesses.  They each told me that Digital is a
        production-oriented company. You must produce and keep producing
        to be continually successful.  Each told me about the value of a
        mentor or some management person who kept the path clear for them
        to keep producing.  I also heard from them how important it is to
        them personally that Digital is an engineering-driven company.
        Each of them in his own way put me through my paces to make sure
        I was safe to talk with. 
        
        What is also interesting about these six people is their
        differences. Their styles, for example, cover a broad range of
        characteristics. Some work lots of hours and weekends, others a
        regular week.  Some like the intensity of New England and others
        want to be left alone to produce. Some think process is
        important, others think that getting the work out is more
        important than rules.  They disagreed on what quality is.  Some
        believe that it is customer-driven.  Others feel that a quality
        product is more esoteric and that you know it when you see it.
        Some are arrogant, others embarrassed by all this attention. Some
        are affiliative, some are not.  Some are introverted, some more
        extroverted. What stood out is that each individual has figured
        out what works personally.  This reinforces my personal theory
        that one characteristic about Digital is that each person is
        valued as an individual. Dealing with each person is an
        experience in culture shock. 
        
        After I had spoken with each of the six heroes, I had a
        conversation with Bill Johnson to summarize his philosophy about
        heroes and why he had sent me after these six.  The text of that
        interview follows: 
        
        1.  Why did you pick the six people you picked? 

            "Largely, because believe that within Engineering they were
            viewed as people who had made significant contributions over
            time, that they had involvement in either successful projects
            or products continuously, or had brought some new method or
            technology in to the company." 
        
        2.  These are clearly the heroes of the old Digital.  Where is
            Digital going? 


        
            
                                                        INTRODUCTION 2






            "First of all, they are heroes of the old Digital up to 1978.
            Before 1978, we had this strategy that said, there are so
            many markets we can go into.  We are going to have so many
            market areas for us to go after, it is important for us to
            differentiate what we're doing  internally and externally.
            Therefore, having a clear, viable objective different from
            anybody else at Digital was important.  Differentiation was
            the real key to becoming a hero in the past. 

        
            "The key to becoming a hero in the future, since 1978, has
            been integration which means trying to make things look the
            same, just spaced differently." 

        3.  "How do you get heroes in place?  

            "You get heroes by getting management to say and value what
            they do. I suggest to you that the reason why there aren't
            any new heroes is because there really aren't any senior
            managers who value that integration.  We talk about one
            product, one company, one message, one strategy.  What we
            really need is one really good product, and one really good
            company that carries with it its own message. 
                   
            "Heroes can exist at all levels.  I think there are
            management heroes that exist. 
        
            "What is interesting to me is the consistency of the messages
            delivered by six heroes." 
        
        
        					Reesa Abrams
        					September, 1985
        
        
        
        
        
        
        
        
        

        
        
                
        
                
        
							INTRODUCTION 3
        


      
        
        
	I.  DIGITAL 
        
        
        WHAT IS GOOD ABOUT DIGITAL
        
        I tend to value Digital because of the competition or the
        tendency toward anarchy or the lack of central structure, and I
        regard that as a valuable trait. 
        
        One of the most positive things to me has been the sense of
        working with peers. 
        
        I think we're solemnly committed to building quality products,
        and we have, if not a precise, at least a strong definition of
        what quality means, and there's a strong desire throughout the
        company to build high-quality products. We have aggressive goals
        about what we're trying to achieve. 
        
        I feel a substantial sense of ownership for some of our products
        and for things that have been accomplished, and I think that's
        true of many of my professional peers around here.  After you've
        done something that you think is good, the company has put it in
        to production, and it's widely used and accepted, and people are
        pleased with it, then you know you did the right thing. That's
        tremendously reinforcing. 
        
        Another thing that's important to me about Digital is the notion
        that it's an engineering company. I really do have the sense that
        the reason we're strong is because of the quality of the
        engineering we do, and that provides a lot of the direction for
        what we're going to do. 
        
        It's got something to do with the way the company not just says
        "the people" but somehow puts its mind where its mouth is.  I
        don't really mean money in dollars, I mean the actions that we
        all subscribe to have something to do with the fact that this is
        people, even though we create machines. 
        
        If you can take it in a broad continuum, it is paying attention
        to people:  to the employees as people first, workers second;
        customers as people first, bill paying customers second.  Even
        some of the things that the company does in the community have to
        do with people rather than the politics of the community so much.
        You sort of have a feeling that when you come through that front
        door there are people who work here.  That's probably the most
        important thing.  It translates into little things like the
        creative engineering types with whom I'm most familiar.  I'd give
        them their head even if it is a wild goose chase or an idea that
        is going to wind up costing more than it's going to benefit,
        because we don't presume to know what is going to happen anyway,
        so we have a little latitude in what we do. 
        
                                      			I.  DIGITAL 4   
                                              		

        
        
        
        
        There is a reluctance to formulate rules.  We try to operate on a
        minimum number of rules.  We all know that once you create a rule
        that concerns human behavior then the next day you're going to
        have to make exceptions and eventually deviate from the
        established structural guidelines.  I think the one thing that is
        most important at Digital is that somebody can stand up with
        ideas, follow through with ideas, build products, and be the
        person who guides his own destiny.  That's what I really like
        about Digital, and that's why I'm still here. 
        
        People like to say we're better at producing products that have
        higher quality than other people, and I think that's true. I
        think that is the reason we've been able to introduce new
        computer architectures like the VAX and the PDP-11, that were in
        the forefront. 
        
        I perceive that Digital is an atmosphere that I can excel in, and
        it's an atmosphere in which I can work with good people. 
        
        We tend not to follow all the rules, and we don't chastise people
        for not following the rules. 
        
        When I needed the company to come through for me, they did. 
        
        
        DIGITAL GIVENS
        
        There are no absolutes.
        
        
        DIGITAL CHARACTERISTICS
        
        Running a company can be hard on people at times - a sort of ever
        present fear of losing. 
        
        I don't think Digital is particularly unsafe, certainly in a
        macro sense.  You're probably not going to get fired or anything.
        It's certainly worse other places.  I think it does build up a
        lot of tension.
        
        We have indicated to our product management people that we want
        to go out and talk to customers.  They give us wonderful things
        about how they will have the time to work on this, set up groups,
        go out and talk to customers, and let us know what they say.
        They're sure we're too busy to want to do this.  My perception is
        that there are a lot of design decisions that we need to make
        that could be influenced by the customer.  Existing and
        prospective customers for this type of product are hard to get
        because I don't know who to call. 
        
                                                        I.  DIGITAL 5


        
        
        
        
        We're operating in a vacuum.  I'm guilty of this when I presume
        that our customers look like us.  Many people have failed on that
        presumption. 
        
        We only make computers, we don't use them.
                                                                               
	
        NOW VS THEN
        
        Chances were good, if you're a middle-level technical person,
        that there were only a few other people who were working in your
        particular area.  You have the opportunity to become a project
        leader, more or less immediately, and if you do well in one or
        two projects, you have the opportunity to rise and be recognized.
        Very quickly. That's a lot harder at Digital these days in the
        sense that we're a much larger company.  We have more established
        technical people, and we're also doing harder, more complicated
        things.  There's not that opportunity to immediately do the
        technical thing and bubble to the top. 
        
        At that time we didn't try to heap so much responsibility on
        product or project leaders as we do now.  We didn't have the
        complexities of having program managers and umpteen product
        managers, and we didn't have a whole bunch of products.  We
        didn't have the whole company trying to inject requirements into
        all the plans.  Most of the products in those days were directly
        related to some product line.  And much of the input came from
        that product line or maybe a few other product lines.  There's a
        lot of input now versus very little before. 
        

        HOW DIGITAL COULD BE BETTER
        
        Digital has some legitimate superstars, but I don't consider
        myself a superstar in that sense.  I think there are plenty of
        people who make substantial contributions who aren't superstars,
        but who have something really of value to be communicated and
        emulated. The company would be better off if more people were
        aware of that. 
        
        I've seen examples of situations where the product is perceived
        to be in trouble and a lot of turnover happens. 
        
        Projects that are somebody else's idea have a much higher failure
        rate than projects that are the idea of the person who is leading
        the project.  One of the problems that we often have is when we
        haven't identified an appropriate group to undertake a task.
        Instead, we have four or more groups sitting around hacking at
        the task from their own perspective. 
        
        
                                                        I.  DIGITAL 6


        
        
        
        
        I'm not sure how good we are at identifying those kinds of
        failures and bringing them to a quick merciful end.  I think
        they'll tend to muddle on for a while and finally the whole thing
        may just kind of collapse.  One of the things around here is that
        you probably end up both blaming and praising the wrong people. 
        
        Following the letter of the law is not going to make a successful
        software project.  There are plenty of failed projects that had
        nice, thick project plans and functional specifications.  They
        didn't look any worse than lots of other projects and yet the
        thing didn't come off at all.  They did not really put the
        process to work in an effective way.  There are people who have
        been quite successful by breaking lots of  "rules", though I
        don't think there are people who have been highly successful who
        have just totally ignored what phase reviews were about.
        Frustrations are usually based on something that is keeping me
        from doing what I believe to be the common sense thing to do. 
                					
        Periodically, when we build teams to do certain things, we don't
        use out heads.  We build teams to give value to things and to
        people who are proven losers. 
        
        Today, I'm very frustrated about the fact that it takes so long
        to get certain things done within the company.  People are so
        preoccupied with pettiness they don't seem to want to worry about
        the big things anymore. Therefore, they don't want to worry about
        what projects are going on and so on. 
        
        I think one of the frustrating things is that I'm a senior person
        in the corporation and I don't even get those memos. 
        
        The management is a cast system set up around the management
        people at senior group and vp level.  They tend to have their
        staffs and the engineering people seldom, if ever, hear about
        certain developments. 
        
        I just wish people would use their common sense and trust me to
        use common sense.  I think sometimes when the poison pen memos
        are flying back and forth, it is because we don't trust each
        other to use our good judgment.  The biggest single problem with
        the corporation today is that, in engineering, people don't trust
        each other. Engineering people don't trust the sales force to do
        the right thing with products and the sales force doesn't trust
        engineering, so we have a terrible situation. 
                             
        Another thing that we've done over the years is forgetting our
        roots in that we have abandoned some markets that we were "king"
        in. An example is a lab market.  We have just let MassCom take
        the lab market from us.  Those are the people who ran the lab
        business from Digital so there's no reason in the world we
        should've forgotten about that. 
                                                        I.  DIGITAL 7


        
        
        
        
        I think that today's teams are too big. 
                                                           
        I think people have lost track of how to meet schedules because
        we haven't trained the people running a software or hardware
        project how to schedule. 
        
        I think there are a lot of people who can learn about scheduling
        and about how to run a software project.  We don't teach them in
        a general way, but I think they can learn.  I think that the
        people who are working on my project right now are learning what
        I believe to be a fool-proof method of how to schedule a project
        for success. 

        Someone was asked what's different about the company; why aren't
        we seeing more ideas come to product?  The answer is because you
        can never get somebody to decide whether that's important or not
        important.  We need to be able to stand up and say, "That idea is
        lousy.  I don't want you to work on that."  On the other hand, we
        need to be able to recognize good ideas and say, "that's a very
        important product for this company to be building, put a team
        together  and do it." 
                              
        The reason personnel is frustrated is because they read that darn
        orange book.  They follow the rules and don't use common sense.
        They're working with people, but they're not solving people
        problems in people ways. 
        
        The company could help engineering get its job done by setting up
        a workable structure around engineering to do the things like
        budgeting. 
        
        When we started the VAX project, the VAX VMS, it was clearly
        known that we were building a team to do a specific job.  And
        there was corporate commitment to that.  We don't have corporate
        commitments anymore.  If I was trying to get a project going now,
        it would be a lot easier if there was a commitment by someone who
        just wanted to take a stand and say, "That's important.  We
        should do that.  Go do it." 
        
        I think that the mentality of the corporation is to be all
        entrenched and defensive right now.  But we've got to get out of
        that, because what made us really great was not being defensive. 
        
        We're playing catch-up all the time here.  We're catching up on
        the hardware projects we're doing:  we're catching up on the
        software projects we're doing. 
        
        We think we can do anything, but we are terribly constrained by
        realities of the corporation. 
        
                                                        I.  DIGITAL 8


        
        
                
        
        I'm not sure we do anything very consciously.  
        
        Well, we have a couple of workstations.  But the problem was at
        that time that we had to produce the absolute Cadillac
        workstation that would never exist anywhere and beat the
        competition hands down. And consequently, we didn't get anything.
        I think the competition is a little better at getting a product
        idea formulated and into a product than we are.  We've got to
        change that. 
        
	If only there were some kind of a marketing strategy that lasts
        more than one quarter.  It takes two years worth of strategy to
        market what we are seriously going after in a particular market.
        Furthermore, there must be a series of coordinated factors by
        which we will accomplish the goal and strategy we set out for. If
        not, it's disorganized. 
        
        Interactions with customers are easy compared to Digital, in
        getting anything done.  Customers will love you to death. Digital
        people will shoot you to death if you have an original idea.  I'm
        not kidding, this company really was not invented here.  It's
        riddled with feifdom, it's riddled with people posturing, trying to
        make heroes of themselves at the expense of us.  We don't applaud
        each other's ideas at all.  We attack them until, well I guess, the
        person is either devastated or can take anything. 
        
        If anything, we have too many good ideas, and we don't have
        effective ways of concentrating on choosing some of them, instead
        of trying to do them all, thereby not doing any well enough. 
        
        Digital is really really good at building goods, but we are
        hopeless at using them. 
        
                 
        CHANGES IN THE CULTURE OVER TIME
        
        There's certainly more overt competition between projects (than
        in earlier times).  I guess in a sense Digital has become more
        dangerous. I think it is adversely affecting the culture.  I
        think it drives people towards less sharing of information,
        toward less willingness to take chances.  Certainly less trust. 
        
        It does seem as though there is less tendency today to break up
        teams and form new teams, that there is more of a tendency
        towards empire building, maintaining groups and that sort of
        thing.  There's good and bad to that.  In some sense it's good to
        maintain a stable nucleus and build on experience and all that.
        On the other hand, there also seems to be a tendency to do that
        even when you don't have a really well working group to maintain. 
        
                                                        I.  DIGITAL 9


        
        
                
        Because Digital is more mature, we also have the wealth and the
        luxury of having experienced people.  Nowadays, when we start a
        compiler project, it would be most unusual to have the team
        leader be someone who has not done a large, successful compiler
        project for Digital before, either as the project leader or
        certainly as the first assistant project leader.  When I first
        came here, we were much smaller.  The language group fit into
        about two offices, and we didn't have that luxury, so some of us
        just started off being, with some brief experience at Digital and
        then there you are, you're the project leader of this compiler
        project. 

        
        STRENGTH
        
        One of the crucial things in the success of the VAX was that it
        was put together as a project team or a task team and drew from
        diverse groups within the company that were necessary in order to
        pull off the first VAX product, and the whole family.  We got
        together a group that had focus, the authority to do what it
        needed to do, and had the resources. in my judgment, this is
        probably the best technical team, perhaps, that Digital has ever
        put together in the sense of the number of quality people that it
        had, and was able to draw on.  In fact, it had people who had
        been successful in previous related endeavors, mostly the
        operating system or hardware design. 
        
        One of Digital's selling successes is that we are not IBM, and
        people will buy from Digital because we are not IBM.  They can
        see through IBM's propaganda, just as anybody else could. 
        

        DO THE RIGHT THING
        
        One of our early catch phrases for VAX was "this time we're going
        to do it right" and, in fact, we had a lot of fun with that
        because at various times we'd punctuate it differently.
        Sometimes it was, this time we're going to do it, with right in
        big capital letters and an exclamation point.  Sometimes it was,
        this time we're going to do it right, period. Sometimes it was,
        this time we're going to do it, right? 
        
        We're engineers.  We've trained ourselves as engineers through
        sound schooling.  Some of us have put in a dozen years at the
        company and we know how to do this job.  We've learned a lot.
        The ones who are successful and still here have a lot of common
        sense about what's good and what's bad.  Trust those people and
        trust yourself to make common sense decisions.  So the right
        thing is to use and trust each other. You know why Digital is
        losing some of its good people?  Because other companies know
        
                                                        I.  DIGITAL 10


        
        
        
	
        that Digital people who are successful are very good at what they
        do.  And it's very hard...we get calls from headhunters all the
        time and they have very lucrative offers.  What they don't offer,
        ususally, is something that's appreciably different.  I mean, it
        might be more money, but it's the same old problem. 
        
        
        HISTORY
        
        If people understood in a real gut way what that process was and
        how it worked, I think that can be used in a lot of places.  It
        doesn't guarantee that every time we'll pull off a VAX, there are
        only a certain number of times when (a) you're that successful
        and (b) when there's such a wonderful opportunity. 
                           
	Like it used to back in 1970 when we worked on small teams in
        isolated parts of the mill, making our own decisions on a very
        localized basis, ignoring the people we wanted to ignore,
        shooting spears out when we needed to shoot spears out.  Between
        1976 or 1977 and 1981 we really lost that.  Groups just grew
        tremendously.  All of a sudden we had huge groups doing projects.
        And they didn't have any direction.  They were meandering.  They
        were perceived to be spending a lot of time watching people do
        their jobs rather than letting people do their jobs. And in some
        sense I think that was a reaction to managing the tremendous
        growth that occurred when VAX came out.  But we really didn't do
        a good job at that.  We put in the structures that really didn't
        work. Software Engineering is a good example.  It was very hard
        to get things done.  It was very hard to spend time working
        because you were spending half your time going to meetings.
        Everybody wanted to have a task force and the fact of the matter
        is that some of those task forces were important.  But come out
        of New England and you don't get invited to any task forces and
        out production level has come up tremendously. What I know now is
        that some of those task forces are just a waste of time. 
          
        In the old days, which was back ten years ago, this company was
        absolutely run by engineering.  And I say absolutely in the sense
        that it was engineers that spawned all the ideas about the
        products. Once in a while, marketing would say something about,
        "Well maybe we ought to have this."  But engineering would spawn
        the idea and engineering would go ahead. 
        
        
        CULTURE CHARACTERISTIC
        
        We tend to be very proprietary about our own products and want to
        hold all the cards. 
        
        						I.  DIGITAL 11

        
        
        
        
        
        WHAT SHOULD WE STOP DOING
        
        Internally we should stop the 'cover your ass' mentality, where
        everyone is worried about their own turf and about their own
        project in a very short-sighted way.  And this gets back to the
        idea of trust. If you're going to start a project or if you're
        going to work on a project you have to depend on the other people
        to do their best and succeed. So we should stop being so
        entrenched. 
        
                   
        
        
        
        
        
        
        
        
        

        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
							I.  DIGITAL 12



        
        II.  PEOPLE
        
        
	HOW DO YOU SUCCEED AS AN EMPLOYEE
        
        Good people make themselves.  It will become evident to everyone
        that they're good without their becoming exceptionally arrogant.
        If you are too arrogant, people will not go out of their way to
        help you; they will probably go out of their way to sabotage you. 
        
        Figure out how to use the computer.  I'm surprised at the number
        of people, frequently managers, who can never find the time to
        learn how to use the computer effectively.  We sell the darn
        things and, you know, we use them in our everyday work.  You find
        out that so-and-so has an account on the computer and you send
        them mail and it turns out that they never read it. 
        
        You have to do a certain amount of public relations with your
        manager to let him know why you're of continuing value to the
        company. 
        
        An employee should never become invisible. 
        
        The product they were doing worked, sold a lot, made a profit,
        and people came after them to try and get them to work on the
        next project. They got listened to.  They proposed things, got
        promoted, got raises, and they got stock options.  Now, it's a
        little harder to tell. It seems that its a longer time between
        engineering finishing a product or project, and when its shipped
        and cleared, to determine its success. There's a longer ramp
        rate, and somehow the company seems to have gotten more
        self-critical, and less satisfied with its product. 
        
        Everyone on a project is 100% responsible for the product. 

        Somehow to be successful they need to get a mentor/advisor or
        some relationship. 
        
        An employee can have trouble understanding what's important
        versus what can be a problem because we expect them to figure
        that out for themselves. 
        
        We tend to prefer self-directed people.  We are not heavily into
        managing people or telling them how to do things.  We expect them
        to figure it out for themselves and tell us how they're doing it. 
        
        I think I'm probably more in the "good worker" category.  When we
        did the whole VAX thing there was a tremendous amount of risk
        there and we all accepted chunks of it.  The schedules I think we
        committed to were very aggressive.  The objectives we had, both
        in terms of a quality code we wanted to produce and the level of
        compatibility.                                  
        						II.  PEOPLE 13

        

        
        
        
        There was certainly risk in there and we could easily have blown
        them. We spent a lot of long hours and weekends getting the work
        done, and it was tremendously successful.  I would say, for the
        company as a whole, that it was an incredibly risky project. 
        
        Success, if achieved, produces several positive things.
        Certainly there is the personal satisfaction of a success, and I
        think that's a strong motivating factor for people.  I think, by
        and large, the groups around here feel that they participate in
        each other's success so that, when one new project comes out,
        everybody in that area feels a bit better about it and feels
        pride in that accomplishment. A sense of accomplishment in a sort
        of derivative sense.  Another thing that comes out of it is
        opportunity.  Once you've succeeded, then you have the
        opportunity to do something else, and people are more likely to
        pick you to do the next key thing that needs to be done or to
        listen favorably to a proposal for some new project. 
        
        I suppose the advice that I would give would be, try to find a
        place where he can put his skills to good work, have some clear
        goals about what he's going to accomplish, in terms of his project
        presumably (I'll presume he's got a project to work) and to set
        clear goals that agree with his project leader or manager, and then
        set about achieving them. And try to do a good job of measuring
        himself against the goals as he goes along.  Make sure that he's
        staying on track. I think having a good mastery of the technical
        skills that are required, realizing what your skills are around
        what your efficiencies are, technically finding a place where you
        can put those to use and being able to learn from others. 
        
        Written rules can be a real obstacle to progress, and yet, trying
        to carry out what their goals are is essential to success. 
        
        I suppose part of maturing is realizing that there are no oracles. 
        
        I don't worry about whether they can program or not.  What I worry
        about is can I work with this person?  Is this person a reasonable
        person?  And can they learn?  Are they willing to learn?  Do they
        want to work with me because they think there's something exciting
        here and they want to be able to do that? That's what I look for.
        You see a gleam in people's eyes and know immediately that that's
        the right person for you.  I don't train people in quality, but I
        try to impress upon people when they set their schedules, how much
        time have you left for writing a test system?  When are you going
        to run a test system? And when someone says, "I've just
        implemented a new run-time library feature."  You point to them
        and say, "there's Kim Peterson over there. You give Kim a test
        that will test that."  We didn't do that in VMS. 
                     
            
            						II.  PEOPLE 14 



        
        
        
        We didn't have a formal test system with VMS.  We depended on
        another group for the UETP.  And that was unfortunate because
        they became second-class citizens. 
        
        I've always had very successful challenging jobs to do and I
        think that I have a tremendous amount of credibility, because
        I've been successful. When I say I'm going to do something,
        people say, "Oh, his track record is good.  I know that he can do
        that."  And I think that's something I've earned.  I don't think
        that's a reward for success.  I think the success has only been
        something I've earned. I think everyone who's successful earns
        it.  They're not entitled to do.  If you wait for success to walk
        in the door, it isn't going to happen. 
        
        I think we're successful because we have set up an environment
        that is conducive to doing projects. 
        
        You have to play the political game, but that doesn't mean that
        you have to pay attention to all this nonsense going on. 
        
        What makes you successful at Digital is to work hard, use your
        imagination, use your common sense, and do the things that you
        commit to do.  That's what your job is. 
        
        What do I expect from my team people?  They contract with me to do
        a certain job on a certain date and that's what they're judged
        against. And I won't let them set an unreasonable schedule.  It's
        my responsibility to make sure they're not setting themselves up
        for failure. 
        
        If you're in trouble you should speak up and not hide it.  If you
        say something about it, something  may be able to be done.  If
        you sit in your office, nothing is going to happen. 
        
        I'd say the key to success in Digital is to set your sights on
        reasonable goals, achieve those goals, and to think very
        pragmatically about what you're trying to do.  We're back to
        products and good design.  Now, what do you do to interface well
        with the rest of the company?  You try to use your common sense
        again and be selective about what you listen to and what you
        ignore.  If you see something wrong, chuck a spear.  That's
        another good thing about working out of New England, we get very
        little travel from Maynard, but boy we get a lot of attention when
        we throw a spear. 
        
        We have to set it up so that the new employees know where to go
        to get information.  You have to encourage people to do that.
        You have to encourage the people you're hiring to review their
        design or review their thinking.  One thing that the old
        employees do is, we talk all the time.  "I'm working on this."
        
                                                        II.  PEOPLE 15


        
        
        
                
        "I'm having a problem." You've got to teach new employees to do
        that.  Because that's how they learn. That's how they don't get
        off in a corner. 

        I write software very, very quickly.  I never write anything
        down. I do it all on the terminal, and I do it so quickly that I
        can do it ten times over in the same time that other people can
        do it from start to finish.  Now, those people are sometimes just
        as successful as I am. Sometimes, more successful.  And,
        sometimes I'm more successful.  I get the benefit of lots of
        iterations over the design and they get the benefit of up-front
        thinking.  I try to tell my people that if you are the
        up-front-thinking kind, you want to write it all down, work all
        the details out and then start implementing -- that's great. But
        if you are the 'lots of iterations'  kind, make sure that you
        have the capability to do that.  So there are a lot of ways of
        getting to the same thing. Don't model the way I do it if it is
        not going to be successful for you.  Your job is to make your
        dates. 
        
        If you're experienced, you tend to propose projects that you know
        can live with in the reality of manufacturing and sales. Hopefully
        you can still build forward-looking products for the industry. 

        The good guys tend to collect more people about them and keep on
        doing things.  So, you can sort of see the good guys from the bad
        guys if you're real perceptive about what's happening. 
        
        If you want to be successful in the company, then you've got to
        do your job.  You probably have to do more than you job.  You
        can't just take a passive role in things.  You've got to take an
        active role.  Which means that you've got to foster ideas, maybe
        new product ideas, or you've got to foster innovative
        implementation ideas. You've got to do something where you're not
        just saying, "I can do that.  I'll do a good job at that.  Just
        give me a job and I'll do it."  Because I don't think you can do
        that and really be successful in the company.  If you really want
        to be successful, you've got to do that at a higher level. 
        
        You've got to put yourself in a position where you possibly could
        lose. 
                                                                               
        Alliances are ambiguous, a tub of concrete.  By and large, they
        tend to be opposed to organizational alliances, whereby once the
        organization changes, the personalities change and the alliance
        drops and has to be reestablished.  You operate a lot on the
        basis of an understanding provided that.. it's very hard to try
        to write down in words what the understanding was, you'd kill the
        understanding right there. 
        
                                  			II.  PEOPLE 16


        
        
        
        
	WHY DO YOU STAY
        
        I have an opportunity to pursue things that I think are important
        and going to be valuable for the company. 

        The company came through with their part of the bargain after my
        investment in the company.  I am now feeling that the company is
        investing in me. 
        
        If I couldn't guide my own destiny and work on the things that I
        think are important, that is mutually important for me and the
        company, I wouldn't be here. 

        I've been treated well and I have every expectation that that
        will continue.  There seems to be ample opportunity to experiment
        with things that I want to do as well as do things that I'm safe
        to do. 
        
        
        WHAT TURNS YOU ON
        
        I tend to get my jollies about getting a product out the door. 
        
        I am a product person. 
                              

        VISION
        
        I think that more attention needs to be paid to a corporate
        strategy. 
        
        The last thing I want to see is the bureaucracy get any stronger. 
        
        The culture maintainers are responsible for what they do.
        
        We're going to become more mature and responsible in the various
        organizations.  We won't have a Ting Guru, or a definitive oracle
        who can tell us everything we need to do, but in fact, we will
        have people within the various groups who will provide the kind
        of technical leadership in each area to help us to move along,
        and to build the kinds of products that need to be built.  There
        will be, I suppose, processes something like where we will try to
        pull together what the different oracles are saying to be sure
        that it's really coherent. That's what the Local Area Systems
        people are trying to do and, in fact, they are being supported by
        the operating system. 
        
        What we need to realize is that, in each of the areas, we need to
        have a vision of where we're headed and a strategy to work
        towards. 
                                                        II.  PEOPLE 17


        
        
        
                
        HEROES
        
        Being a Digital hero is being perceived as a leader on a very
        successful project or product. 
        
        I've developed a reputation at this point, and I think I could
        find somplace interesting to work if I wanted to change. 

        I'm smart.  I go out and ask questions and talk to the people. 
        
        I'm practically always doing something.  I don't sit in my office
        twiddling my thumbs - I go read a book in the library if I don't
        have anything else to do. 
        
        I'm busy.  I poke my nose into a lot of areas, and I usually have
        something to say about them.  I'm not afraid to speak up in a
        meeting. I apparently have some skills at running meetings.  I'm
        quite competent in a fairly broad range of stuff.  I guess I
        think I know what I'm doing.  I can be fairly assertive or even
        aggressive about getting what I want. 

        I think there certainly are heroes in Digital, and I think the
        notion of the hero is important as a model for people.  I think
        there are lots of different kinds of heroes. 
        
        Heroes have incredible technical skills and prolific ability to
        apply them.  A second attribute is the ability to produce
        products, and that's something that is recognized as outstanding
        in Digital. There are other heroes around who might have
        extremely strong technical gifts, not so much the product focus,
        and that doesn't say they don't produce products.  What they
        don't have is the kind of prolific involvement with products that
        some others have. 
        
        The style, the process they use, their ability to work with
        people, to work with groups. 
        
        I think that the role of people at my level, who have worked for
        the company for ten or fifteen years and have a lot of
        experience, is to pour out all their experience and guide the
        people who have a lot of energy to do their job.  In addition,
        people who are the senior technical people in the company have a
        responsibility to drive the company in ways that make sense. 
        
        One thing that sets me apart from other people is, maybe, that I
        take too much responsibility for the people.  I worry a lot about
        their technical work, I worry a lot about what the team is doing
        technically, but I also think I have a lot of responsibility to
        keep up my end of the bargain for them. 
        
                                                        II.  PEOPLE 18


                
        
        
        
        QUALITY
        
        Things that meet customer expectations.
        
        I promote quality by trying to remind people that the customer
        pays the bills.  We should be concerned with customer
        satisfaction instead of saving a nickel here and there in the way
        we design something. 
        
        Every time our machine recovers from an error and it doesn't
        crash, that's a customer who's satisfied. 
                                                        
        If you build a perfect machine that no one can build after the
        first one, you're building a prototype.  Somebody has to build the
        other three million of them.  Someone has to assure that every one
        of those three million looks like the first one and works the same
        way, that's manufacturing.  It's a difficult problem. 
        
        I'm in the business of building something that an awful lot of
        people are going to be pretty well satisfied with.  It doesn't
        have to be perfect in any of the dimensions, but it ought to be
        pretty good in all of them. 
        
        There's nothing you can do to put quality into something once its
        created.  Quality comes from the team that's doing it, from their
        vision of what they're doing and how well they can execute what
        their plans are. 
        
        You depend on the customer for feedback, and you want them to
        tell you what they need before you give it to them. 
        
        What I don't agree with, frankly, is this whole effort to try to
        teach people about quality; to try to give people methodology for
        engineering quality.  It's all bullshit as far as I'm concerned.
        You get quality by putting teams together that do real work.
        You're not going to get quality by trying to paint it on. 
        
        I think I have a sense of what quality is from a software
        engineering standpoint that I've acquired over the years, but
        it's going to be very hard for me to try to define it.  All I
        know is that when we're about to put a product out, there's a
        feeling you get about whether or not it's right.  And if it's not
        right, we're going to hold onto it until we feel right about it. 
        
        I do feel that groups that deal with customers, like CSSE, play a
        very very key role in the customer's perception of the quality of
        Digital or the quality of the software.  I don't think you can
        measure it by the SPRs, but you can certainly get a feeling about
        it. 
                                 
                                                        II.  PEOPLE 19


        
        
        
                
        You get quality by good design and good engineering.  You don't
        get it by testing it at the end.  Testing is fine for the five
        percent of the things that you hope the customer doesn't find. 
        
        We test a business plan by looking back at our goals and
        constraints and say, did we meet the constraints?  Because I want
        to be able to hold those constraints up when someone comes to me
        and says, "How about doing X?"  "I can't do X because I've
        constrained myself not to do X." 
        
        I think we have quality.  Our software is probably as good if not
        better than anybody's.  Our hardware is real good, regardless of
        what customers like to say.  Everything we design is designed to
        work under worst-case conditions.  In fact, if we didn't have to
        do that, we could build things a lot cheaper.  A lot cheaper. 

        We don't build anything that we aren't proud of.  We're not going
        to build anything that we think doesn't work.  We're not going to
        ship anything we don't think ought to be shipped. 
        
        Some things about quality can be measured.  Some things can't.
        Certainly, if it works the way it's supposed to work, we can
        measure, and we do with both the hardware and the software
        products we do here. Some of the things that are a little more
        esoteric can't be measured. If they can't be measured
        objectively, they can be measured subjectively. 
        
        I really can't say enough about how I disagree with this idea
        that quality is measured as the difference between what you
        produced and what the customer thought he needed, because that's
        not quality. 
        
        The people who build it are responsible for the quality. 

        
        BURNOUT
        
        There's certainly a lot of pressures to burn you out.
        
        I have a personal computer at home.  I don't use it for work.  I
        don't log in. 
        
        I sort of jealously guard my time off.  I don't commit to
        overtime. When the proto gets first turned on, I'll show up for
        flight sessions and debug or something, but generally I tend to
        come in at 8:30 and leave at 5:30 or 6:00.  I don't do late night
        sessions.  I don't do weekends. 
        
        
        
        						II.  PEOPLE 20


        
        
                
        
        There's a certain rhythm to the project.  When you're first doing
        the planning and getting up towards phase one, you can regulate
        it so that things stay pretty orderly.  I mean, not that you know
        all the answers, but the amount of work you're doing is the
        amount that fits into an average week.  Clearly, when you begin
        to get to the latter parts of the 1st three months before field
        tests, you just have to anticipate that it is going to be a big
        crunch, and, again, try to have some personal life organized to
        accommodate that one way or another. Be sure you take a vacation
        with your wife and kids before the big push for the field test.
        That kind of thing.  There's also the realization that, even when
        times are worse, when you're extremely hard and things are going
        very badly, that, at some point, there's going to be an end to
        this. There will be a slower time.  The product will get
        released. 
        
        It may be very gratifying to have worked an extremely long week
        and gotten a major task accomplished.  That has to be done
        sometimes, but one does not want to believe that that's the model
        for life, that you're going to do that continuously. 
                                                        
	One of the things that I have learned is not to mistake effort
        for progress.  People burnout because they're spending effort and
        making no progress.  Then they fail.  I think burnout and failure
        have a lot to do with each other. 
        
        If you lose your perspective, it's very hard to recover.  What
        I'm talking about is brinksmanship, you're constantly walking on
        the edge of burnout.  If you're working to your full potential,
        you're constantly walking on that edge where you could fall off
        and you stay on the edge by keeping your perspective, by making
        sure you're making progress when you're making an effort. 
        
        I think Digital burns people out.  People get burned out because
        they work their ass off, and they finish something and they say,
        "Where's the rainbow, where's the pot of gold?"  And they look
        around and nothing happens. Just nothing happens.  And they say,
        "Why did I work that hard, that long?"  They don't know they're
        doing this.  They don't know that they really expect some praise
        or glory at the end.  It just isn't there, and they say, "Geez,
        why should I do that again?"  I think that's why people burn out,
        and I've seen quite a few of them do it.  And I don't think
        burnout is necessary. 
        
        It tends to be, I think more on a personal level.  Isolated
        individuals who take the responsibility for colleagues, friends,
        comrades at war.                  

        
        
                                                        II. PEOPLE  21


        
        
                
        
        DISCIPLINE
        
        Creativity is important, but too much of it without any
        discipline is chaos. 
        
        I think there are processes, discipline processes, and if you
        don't have those, you will indeed fail. 
        
        
	HOW TO BE SUCCESSFUL
        
        In my particular case, I recognized it when I got here.  I
        started working in this office that the company had finally come
        through with for me after years of being frustrated over the fact
        that I was getting screwed at every turn.  It took a long time
        for me to overcome that, like eight years for me to realize that
        the company could come through for me.  Up to that point, I
        always thought of myself as kind of a peon.  I think a lot of the
        new engineers think of themselves that way and have to overcome
        it because, if you look back on your own career, you have lots of
        successes that you have to identify and to buoy up to your
        personality at any particular moment. 
        
        I'll also make the judgment that, if you need more than twelve
        people to do a project, the project is too big; you're biting off
        too much.                                       
        
	If you decide to work on a project and it's going to take longer
        than two years, you're doing the wrong project, and taking too
        much time to do too much. 
        
        I think we each have a responsibility that if we do see a
        problem, to speak up about it. 
        
        I think that we're successful because we have set up an
        environment that is conducive to doing projects.  What gives us
        grief is that we have found ourselves, after three years, to be a
        bit out of touch with the day-to-day operations of the company
        and what's going on, who the people are. 
        
        To be successful you should never assume that the people around
        you have the answers, especially when it comes to the management. 
        
        Always know that no matter how long you've been here, or what
        your title, or where you are in the pecking order, your ideas can
        prevail, as long as you realize that it's 90% sweat, blood, and
        tears. 
                                                       
        
        
                                                        II.  PEOPLE 22


        
        
        
        
        We have an oversupply of good ideas and bright people who can do
        the 90% innovation.  Our greatest resource is people who can do
        the 90% innovation to the technical side of their ideas.  They're
        awash with good ideas.  Other parts of the company might be quite
        different. I'm suggesting that perhaps it should be.  Somehow in
        this high-tech culture, I don't just mean Digital, I mean in the
        media, people have an inordinate and undue respect for the bright
        idea.  Einstein said it in, I forget exactly what he said, but he
        had the ideas for general relativity. It took nine years to get
        it written down and explained to his satisfaction. Einstein was
        more than just an idea man.  He was able to render those ideas
        tractable to other people and his business. That's important. 
        

        EMPLOYEES SHOULD NEVER DO
        
        The one thing that I would not like to see people do is lie about
        their progress.  They get in trouble and they don't tell me, then
        there's nothing that I can do to help them or me.  If they get in
        trouble and they come and tell me, then the chances are that
        there is probably somebody that did a little better than we
        thought they were going to do, and we could probably have them
        help the person out.  But if they don't come and tell us, then
        that's really a problem. 
        
        Well, one thing we should never do is take too seriously the idea
        of managing our culture, because that can degenerate into
        propaganda and people being cast out as heretics.  We should
        never stop changing. There are a variety of businesses we should
        never go anywhere near. But also we should not be afraid to try
        others -- those that even have a tiny chance of being exciting
        for future businesses. 

        
        RESPONSIBILITY
        
        I think everybody has responsibility.  I don't think any one
        person has the ultimate responsibility, but, ultimately, whoever
        I report to is responsible. 
        
        The groups are the ones who are really responsible for the
        product's success as far as the engineering side of it.  We can't
        do anything about the marketing or sales side of it.  We're, in
        fact, very disappointed that our last product has not done much
        better, because we really thought it would.  We thought it was a
        really good product. From the engineering side, the project was
        really a good project and very successful.  From the sales side,
        right now, it's not as successful as we thought it would be. 

        
        						II. PEOPLE 23

        

               

	III.  PROCESS
        
        
        WHAT IS RISK
        
        I would say that this current project is, by Digital standards, a
        very-high risk project...certainly a lot of people tell me that
        it's crazy, and, therefore I infer that it must be high risk. Do
        I feel it? Yeah, I guess I do. I don't think that it's stressful,
        I think that's what makes the job exciting. That's why I'm here. 
        
        So I feel we need some risky projects.  I guess I'd feel that I
        was in over my head if I couldn't at least get some grudging
        admission on the part of the skeptics that it might all work. 
        
        I think the risk is worthwhile.  I'm also prepared to find, in a
        year, that it isn't coming together, and maybe we ought to not do
        this. 
        
        I don't see myself as primarily a risk taker.  I tend to see myself
        as making sure that I know that the thing is going to work. 
        
        This machine is running faster than probably anybody would have
        thought it would have, mostly because I said it was going to run
        that fast.  I suppose that was a risk because something could
        have gone wrong and it wouldn't have worked, but somehow I didn't
        see it as a risk.  I sat down and figured out "I think it can run
        this fast, and, by God, I'm going to make it run this fast."
        Then I didn't see it as a risk anymore. 
        
        One of the kinds of risks we'd face would be not doing enough. We
        can be sort of complacent and slow moving, and hang on to our
        current customer base, and let it grow.  That's probably one of the
        biggest risks we face.  I think there is certainly risk when people
        start out doing new things.  For example, some of the projects where
        we've had a lot of trouble may have been problems with the way those
        projects were run, but we were trying to do some new things. 
        
        I don't know that I've taken really large risks.  They don't look
        like that, although there's certainly risk every time one commits
        to doing a project. 

        There's only one kind of real risk and that's physical injury risk.
        You take a risk when you go mountain climbing.  Technical risk does
        not exist.  Technical risk can always be overcome by overwork. 
        
        I think, individually, we take risks -- small risks.  I think
        projects are filled with a few small risks such as another group
        not finishing their product.  But again, I have to trust them to
        do what they think is right. 
        
         
				      			III.  PROCESS 24



        
        
        
	You're risking your livelihood and your reputation with people.
        
        I would say that I do take risks.  There are always hedge risks
        -- gambles.  There's no reward for failure. 
        
        
        POLITICS
        
        I feel I spend an inordinate amount of time on politics, much
        more than I wish I had to. 
        
        
        WHAT IS GOOD MANAGEMENT
        
        A good administrative manager has to be someone who is in touch
        enough with what people are saying and doing to understand the
        realities of what is going on. 
        
        I think the downfall of a number of managers is convincing people
        above them that they have everything under control, then
        eventually the rude shock hits that things have fallen apart.  I
        think the failure is to continually present the impression that
        things are under control while, in fact, they're quietly going to
        hell in a handbasket. 
        
        A good technical manager has to do a good balancing act.  Give
        people enough freedom to create solutions to problems without
        imposing on them, but be firm enough not to accept solutions
        which that person's experience suggests will not fly.  They have
        to be a good sorter and they have to be able to do reasonably
        well at working resolution of contrary views among their people. 
        
        Our approach has been to say, well, let's start with the
        presumption that they're competent, interested, and so forth.
        Start at the technical level and bring all those people into what
        we were thinking about and say, "We're only going to succeed if
        you help us out at this venture".  By and large that's been
        pretty successful. There has always been a problem area and we
        said, "You know, we're going to sort that out and not presume
        that those people are just a bunch of turkeys." 
        
        Managers work administrative bureaucracy.  For one thing, there's
        a lot of paper that needs to get filled out.  The manager's tend
        to work schedules, intergroup coordination, and get involved in
        process sorts of things more than a technical manager.  A
        technical manager must try to get the best technical product they
        can and to get the earliest product they can.  Somehow this has
        to get balanced off. 
                                                                        
        
        						III. PROCESS 25


        
        
        
        
        One of the clear management tasks is to provide charters that are
        clear and crisp enough, and, if executed correctly, will produce
        things that fit into the overall Digital environment. 
                                                  
        Characteristics in a manager that are important to me are skills in
        managing people, processes, and resources.  I think in that order
        also. It's important that a manager be able to deal with people,
        and there are lots of styles that work.  I certainly prefer those
        that deal with people on a fairly adult, straightforward, and
        humanistic way that value them as individuals.  Managers should try
        to deal with them and their problems, rather than just manage to
        get the job done.  So I think people management is very important. 

        Processes, I think are quite important, particularly in Digital
        because of the lack of structure.  Often, one has areas where a
        lot of the problem is structural and it's important for the
        manager to be able to identify that and to try to put in place
        structures that will help people get the job done.  When you have
        an interface across several organizations, you need some
        communication channel and working process to help both transmit
        information and resolve conflict.  If you can set up structure
        that people can understand and the mechanism for doing that, it
        is not too hard to work across organizations. 
        
        For the technical leaders, I think that the primary thing is that
        the person have a good command of the technical knowledge and the
        ability to communicate that knowledge to the people he's working
        with. Obviously, the technical leader may need some of the
        management skills as well.  He can't be just technically
        brilliant and have no people skills. 
        
        The process I would have in mind is getting the people who are
        going to contribute to a product, whether it's designing, selling
        or whatever, to write down, understand, and then write down again
        what their goals and strengths are.  What's the product you're
        trying to build?  How long will it take to do it?  What is it that
        will make that product successful?  If it's to be a leadership
        product, why is it that it's going to be overwhelmingly better than
        anything else?  If it's a beat-the-competition product, a clear
        picture of the competition is needed to build something that's
        adequate and will compete sort of on an even basis, even though it
        may not dominate the competition. 
        
        I think the team leaders have to be emotionally tied to their
        products. 
        
        I feel that people who work on my projects are contracting with
        me to do a certain job by a certain date.  They set the schedule
        and I help them.  But, once they set that schedule, that's what

							III.  PROCESS 26


                              
        
        
        
        I'm going to judge them by.  That's another thing that we have
        forgotten about, teams.  We don't judge people by accomplishments
        anymore.  We tend to be a little easy on personal judgments and
        reviews.  I think we need to look at what people accomplish and
        set some expectations for them.  Then they know what they're
        supposed to accomplish and to expect judgment on the
        accomplishments.  I think BJ stresses that, but I don't think we
        stress it enough in smaller engineering groups. 

        If you use common sense and make a judgment, I'll trust that you
        did the right thing. 
        
        It's my responsibility to make sure they're not setting
        themselves up for failure. 
        
        I like to think of myself as a model, but then again, I don't
        chastise them or judge them if they don't think the way I do.  I
        think that's important. 
        
        You try to let people decide for themselves that it's the right
        thing. I try not to tell anybody.  People always feel better
        about something they have arrived at by themselves. 
        
        I think I'm very good at running projects.  I have vision. 
                             
        I believe managers should view their role in life as doing
        everything possible to make it easier for their people to do their
        job.  It's not that the people are there to help the manager do his
        job, because they're not.  If we take the manager away, nothing
        would happen. They would still be there, would still work, and
        still get things done right.  If you take the people away, you
        leave the manager. All we have is the manager, and what can he do? 
        
        A good manager is a leader.
        
        You've got to find a way to appeal to the emotion, the religion,
        the ego, or the drive and capture it without really telling them.
        What you tell them is that we are going this way.  Then you head
        that way, and don't even look back to see if they are coming,
        because you know they are.  That's a leader.  A leader can always
        employ a manager, but it's not clear that a manager can employ a
        leader. 
        
        One of the things I do, especially at one or three in the morning,
        is think about a person whom I would like to see accomplish
        something. What does that person really want and how can I give it
        to him. How can I combine this engineering problem I have over here
        with their talents and desires?  They are two separate things, I'm
        looking for a combination that works. 
        
        						III.  PROCESS 27



        
        
        
        I don't give very many directions.  One of the things I try very
        hard to do is not give people the answer they can't ask for at all,
        even though I think I know what the answer is.  Provoke them to
        think about it in a way different from the way they've already
        thought about it. Inquire as to what it is they're thinking about,
        and how it is they thought about it.  Sometimes it can be real
        quick. 
        

        TEAMS
        
        If I'm telling an employee to do something stupid, then I expect to
        hear about it immediately and in no uncertain terms.  I want it to
        be real clear if I'm telling him or her something incorrect. 
        
        I think you have a better chance of getting a successful project if
        the team is assembled top down.  If the team builds itself, I think
        the team has to grow or evolve or something -- not be placed by
        external forces.  You need to start with a nucleus and grow it. 
        
        I think sometimes there is a tendency, both in Digital and
        elsewhere, to emphasize the hero in what was actually a team
        effort.  The focus on the hero can be good to the extent of
        personifying a set of values, but if the notion is given that one
        person is the key to producing something that was, in fact, a large
        team effort, I think that's bad for the culture. 
        
        The group is a very good group in the sense that everybody on it, I
        think, feels affirmed by the group.  They feel that they're
        accomplishing significant things, and there's no particular feeling
        that one of us must be the star and get all the credit.  One of the
        values that I hold very high on any project is that the project
        reach agreement, generally by some kind of consensus, on what the
        group standards are going to be.  Once that agreement has been
        reached, everyone must conform to it. 
        
        The team that I am in today is just like the team I was in when I
        started.  It's a small team.  A team of people that I hope would
        all say they knew exactly what the product is that they are
        building and know exactly what their part of that product is. 
        
        You can keep track of what everybody is doing if you have a team of
        twelve or less people.  You can't if you have a team of hundreds. 
        
        I think the successful teams are a combination of two kinds of
        people. You have some people who really understand what they're
        doing and are proven winners, and you have another group of people
        who are real hard workers. 
        

							III.  PROCESS 28






        It's important not to set up a cast system in the team.  It is
        important that the technical writers, product managers, secretarial
        people, librarian, and junior people, if you will, all feel that
        they're peers on an equal basis.  There's one project leader,
        there's one administrative leader.  Everybody else is equal and has
        an equal contribution to the product.  It's critically important to
        make sure that your technical writers don't feel that they're
        second-class citizens and so on down the line. 
        
        If the system doesn't work, it's broken. I get upset because the
        system is broken not because the person screwed up.  I have a right
        to yell and throw things too.  I've never met anybody who's done
        something bad intentionally. 
        
        The reason the team I was on failed was because we tried to do too
        much. 

        We try to hire people who we think will fit into to the group. We
        try to hire people who are aggressive, who will be able to stand
        up and defend their ideas.  We try to hire people who are
        ambitious. We don't want to necessarily hire people whose goal in
        life is to aspire to management, because, there's no future for
        them here because there isn't hardly any management. 
        
        It's more like a family.  No rules means that you can do anything
        you want to do that is socially acceptable.  But your responsibility
        is to do your job. That's your first responsibility. 
        
        Our management structure is as flat as we can get it, and we're
        going to stay with that management structure until it absolutely
        just breaks, and it's not broken yet. 
        
        There is a cast system, but the cast system is formed from
        technical excellence.  It's formed by experience and what you've
        achieved, so it's not one that's formally placed.  It's just
        there from the achievements the people have. 

        
        CONFLICT
        
        Person A thinks this is the way it ought to be done and person B
        thinks that's the way it ought to be done.  My process tended to
        be,...you and you sit down and either tell me how it is you've
        worked out a solution or I will tell you a solution that will
        work that neither of you may like. 
        
	



							III.  PROCESS 29


        


        CUSTOMER
        
        I don't feel as closely in touch as I would like to be.
        
        A Digital customer is someone who considers quality to be a feature
        more than some of our competitors, who consider that "it does more for
        you to be a feature, even though it doesn't do it hte same way every
        time".  There is a different person who comes to Digital. 
        
        It used to be that when a machine came out, we'd go out and give
        marketing presentations, talk to the customers, deal with real
        people, and sometimes learn things from them.  Over the years, we
        seem to have been doing less and less of that.  And we're getting
        more of our input from various marketing groups. 
        
        I go to see customers all the time.  It's our collective
        responsibility to make sure that we're doing the right product
        for the customer. 
        
        I really like to hear what customers say is good, and I also like
        to hear what their complaints are. 
                                                        
        But I like to talk to customers, because I think we can solve
        their problems.  For instance, Thursday, we had a customer who
        just wanted to have his hand held.  He sent us a list of
        questions he wanted answered.  All he had to do, really, is read
        the book, but we're going to give him half a day just to hold his
        hand because it's the right thing to do. 
        
        I think the people we're dealing with today are just like the
        people we were dealing with in 1975.  I think we're still selling
        to customers who are exactly the same.  Anyway, all this talk
        about expanding our market isn't true.  We've just found more
        people who are Digital customers over the years. 
        
        Well, the engineers here have done a tour of duty and talked to
        customers, to observe what happens out there and also to do some
        teaching, basically, to the folks on the front line, what it is
        we've just done to them and what it is they're gonna get calls
        about. We also send people to Europe, Canada, Australia, and
        Brazil. Sometimes, if we're having trouble figuring out the
        customer's problem, we'll just give him a call and ask him. 
        
        We have a project manager who goes out and talks with customers. 

        The customer base seems to be less technical then it used to be.
        Therefore, we tend to design things that are simple to put together
        and need less fiddling with.  To me, that doesn't seem like a
        fundamental issue -- it's still a computer and still does most of
        the same things but, we make some trade-offs a little bit more than
        we used to. 
        					 	III.  PROCESS 30 


        
                
        

        DIGITAL MECHANISMS
        
        Digital is obviously kind of a loose and open environment.  You
        see all kinds of mail as it gets forwarded thirdhand, or things
        that are argued about in Notes files, and so on.  I don't think
        there is reason for anybody who is an individual contributor and
        whose interested in what's going on to feel they're totally in
        the dark. 

        
        
        HOW TO GET A PRODUCT STARTED
        
        If you've got a good enough idea, it's got to be a good idea.  If
        it's in the strategy, or something that fits into the strategy,
        then it's easier to sell than something that doesn't fit.  But if
        you came up with an idea that you could show had real potential,
        as far as money or return on investment, the idea should be
        explored, unless it was something we didn't want to get into. 
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
                                      
                                       
                                       
        
        
							III.  PROCESS 31


        
        
        
        
                
        
	IV.  COMMENTS
        
        
        
        
        COMPETITION                                                     
        
        Actually, we have eleven competitors.  One through seven is IBM.
        Number eight is either Japan, all of it, or AT&T.  Number nine is
        the other of those two.  Number ten is everybody else from Apollo
        to Data General -- all the rest. 
        
        And who is number eleven?  Digital
        
        
        
        THE INDUSTRY IN GENERAL
        
        The shakeout is always coming and it is always here. 
        
        I think it's customary at Digital to pick on marketing.
        
        
        
        TRUST
        
        I think that there's trust in Digital among people who have
        learned that they can trust somebody else. 
        
        I think people have their personal networks of people they trust
        and, otheer than that, I wouldn't trust anybody.  Trust in this
        sense would be something like trusting them to meet their
        commitments. 
        
         
         
        
         
        
        
                
        
        
        
        
        
        
        
        						IV.  COMMENTS 32
    
1605.11ASICS::LESLIEFunfair for the common coldMon Sep 23 1991 08:103598











                        A STUDY IN CORPORATE CULTURES

                          DIGITAL EQUIPMENT COMPANY

                                  THE MYTH:

                         A CULTURAL OPERATING MANUAL










                                      BY

                               REESA E. ABRAMS

			      STEPHAN P. HEISER










                                NOVEMBER 1984
				
			    REVISED FEBRUARY 1988	



                           












                              TABLE OF CONTENTS


	INTRODUCTION
        
        
        THE CULTURE
        
        	ASSUMPTIONS
        
        	VALUES
        
        	EXPRESSIONS
        
        	THE DIGITAL DANCE
        
        
        PERSONAL ISSUES
        
        	VALLEY OF THE SHADOW OF DIGITAL
        
        	WHERE THE CREATIVE ENERGY FLOWS
        
        	DILEMMAS
        
        
        RESOURCES
        
        	WHAT IF YOUR CULTURAL EXPERIENCE DOES NOT MATCH THIS
        	  DESCRIPTION AND YOU WISH IT WOULD
        
        	WHO CAN INITIATE CHANGE IF IT IS NEEDED
        
        	WHO CAN PROPOSE NEW PRODUCTS OR SERVICES
        
        	MESSAGES TO DIGITAL EMPLOYEES FROM DIGITAL HEROES
        
	
        TOMORROW

		OBSERVATIONS ABOUT DIGITAL'S FUTURE, CULTURE, AND CHALLENGES

        
        BIBLIOGRAPHY
        
        


        
        
        
        
        
                                  
        
        
                                  INTRODUCTION
        
        
        
        I have been exposed to the culture in many ways.  I have worked
        as an employee.  I have read official documents and memos,
        newsletters, and other people's opinions.  While I have always
        worked in Engineering, I have made an effort to talk to employees
        and customers in all areas of the company to broaden my view. 
        
        What I have tried to produce is something that can be used over a
        period of time by all employees to help them work their way
        through the culture.  I expect that some of the material in this
        work will also provide new meanings to the reader as perspective
        changes through the course of a career. 
        
        My goal is to provide as much INFORMATION to the employee as
        possible about how to be successful in the Digital culture so
        informed decisions can be made.  This will bring more personal
        success with less frustration thereby profiting the company
        through the freeing of energy and time spent worrying about the
        culture and how to work it.  Having the rules of the culture is
        only one step in the secret to success. Making the rules work for
        you to the company's advantage is the key. 
               
        I cannot say that I have followed all the messages I am
        presenting here.  I have been aware of the messages and my
        awareness of the culture has made my way within Digital easier.
        I hope it helps you. 
                              
        
        


        
                                  THE CULTURE
        
                                  ASSUMPTIONS
        
        The following list are some of the assumptions that support the
        culture. Remembering these can often make clear why Digital does
        business a certain way.  These are not necessarily all the
        assumptions about the company.  They are limited to beliefs about
        people, relationships, and business at the operating level.  They
        were adapted from the works of Scorzoni, Dyer, and Schein. 
        
        WE ARE ALL ONE FAMILY
        
        Digital is a company where appropriate sub-cultural differences
        are encouraged, failure among members is tolerated to some
        extent, promotions are from within the company, people are
        encouraged to express their feelings and to give candid feedback
        when approached, all doors are open, informality and working
        through people (instead of memos) is encouraged, verbal
        commitments are to be kept. 
        
        PEOPLE ARE CREATIVE, HARD WORKING, SELF-GOVERNING, AND CAN LEARN 
        
        People are encouraged to learn from experience, do-it-yourself
        career, learn by the sink or swim method with some support, be a
        self starter, create a job that is greater than a formal job
        description, push at the system from your position (bottom-up),
        respect the differences of others, find a way to enjoy work, take
        ownership, do the right thing. 
        
        THE TRUTH & QUALITY COME FROM MULTIPLE VIEWPOINTS, FREE ENTERPRISE
        
        People are all working at Digital to help the company produce good
        products and services and thus make money for the company.
        Individuals in the process of governing themselves have different
        ideas about how to proceed.  Some people view this as conflict.
        Indeed there is some conflict.  The basic idea is that we are all
        in this business to win, that requires buy-in from key areas,
        selling ideas to get support, confronting ideas that are not
        considered good for the final outcome, taking risks, tolerating
        mistakes (but not big ones), and accepting that this is a political
        world.  Top management feels that they are not smart enough to know
        every detail.  Top management is able to sort out ideas. 
        
        SURVIVAL EQUALS RESPONSIVENESS TO CHANGING ENVIRONMENT
        
        Working at Digital is fast paced, there are constant
        re-organizations, the matrix is the basis of management, things
        need to happen if you are to succeed, you will be judged by the
        results you obtain, you are expected to build and work within
        teams, proposals are to be clear and brief, there are turf issues
        to be worked through the management layers, to get success you
        have to solve cross-functional problems and time to market
        problems as well as produce.           



        
                                     VALUES

        Some Digital values are:
        

        DO THE RIGHT THING
        
        This term is a catch-all at Digital.  It means to decide what is
        right for the corporation, the organization you are working in,
        and for yourself -- to commit to that right thing and to do it.
        It is possibly the most common phrase used in the corporation. 
        
        
        INDIVIDUAL FREEDOM
        
        People have the freedom to be themselves and to find out the best
        way of getting their work done.  Sometimes a person's individual
        freedom conflicts with another's or an organization's needs.
        These are the places where negotiations take place.  Individual
        freedom implies individuals taking responsibility for themselves. 
        
        
        ENTREPRENEURS
        
        This is the basic building block of the culture.  The individual
        is an entrepreneur in a free enterprise system. Digital  uses
        individual strengths for the good of the company by running many
        small businesses producing specific products.  It is these
        products which Digital markets as single business to a free
        enterprise system, the world marketplace. 
        
        
        RISK-TAKING
        
        Individuals take risks to try out new ideas or to find solutions
        to a problem they see.  There are ways to minimize risk or to
        ensure a greater degree of success.  Once a commitment is made to
        risk there are ways to minimize failure. 
        
        
        HONESTY
        
        A person's word is all it takes to make a commitment for work in
        this company.  A person's word is taken seriously.  You are
        assumed to be honest until you prove otherwise.  This value is a
        hiring criteria.               
        
        
        QUALITY
        
        Digital has always believed that the quality of its products have
        been its great strength.  There are customer audits which
        substantiate this.  Belief in quality is a hiring criteria. 
        
       
        
        
        
        
        
        PROFIT
        
        Digital is in the business of making money.  It has always made
        money. Profit leads to growth but growth is not a value in
        itself.  Profit leads to a variety of interesting jobs.  Profit
        leads to company security and success. 
        
        
        PERSONAL EXCELLENCE
        
        Excellent work is what makes heroes.  It is valued in people, in
        products, and in services.  People want to produce excellent work
        and be praised by their peers for it. 
        
        

        
        
        
        
        
                                  EXPRESSIONS
        
        
        The following is a list of terms used at Digital.  They are a
        clue to the nature of the way the culture works and the skills
        needed to operate within it.  I assume that you already know the
        dictionary definition so I will provide the Digital viewpoint. 

        APPRENTICESHIP
        
        An informal process that occurs at all stages of people's careers
        when they try to do something new.  They are encouraged to walk
        around and see what others are doing and what needs to be done.
        They develop relationships with people they contact and learn
        from them. Eventually they find how they can contribute.  By this
        time they should have developed enough personal relationships to
        help if they get stuck. Everyone is expected to contribute to
        that process. People will even tell you who is and is not helpful. 
        
        Management jobs use the same process.  This is the way planning,
        budgeting, and other administrative information is passed on. The
        development of the necessary political skills to survive is a
        part of this process. 
        
        You have succeeded in your apprenticeship when you usually get
        what you want.  You have failed in your apprenticeship if you
        find that people start ignoring you, resources get harder and
        harder to obtain, and no one likes your ideas.  Most people fall
        somewhere in the middle of the continuum. 
        
        
        BEAT-UP
        
        A person gets beat-up when they are overpowered by the person
        with whom they are interacting.  It is not a pleasant experience. 
        
        
        BUY-IN
        
        The process of talking with interested parties to gather support
        for a project.  When a party expresses interest in the job,
        buy-in can be achieved.  Buy-in can be more powerful if the
        interested party provides 'real' support by being a part of a
        committee, providing resources or working difficult political
        situations. Sometimes buy-in requires horse-trading.  Once buy-in
        is acheived periodic check-in with the interested party should be
        done to insure continued support. 
        
        

        
        
        
        
	BURNOUT
        
        A person is considered burned out when they are unable to
        contribute. Working too hard, worrying too much, stress,
        frustration, etc. cause burnout.  Many times the manifestations are
        serious to the person involved.  This person might also be called
        one of the 'walking- wounded'. Burnout will damage a personal
        reputation as people want to be sure they can rely on an individual. 

        
	COALITION
        
        An alliance of a group of people who are motivated with the same
        objective. 
        
        
        COMMITTEES
                          
        Committees support a person in the performance of their task -
        they consist of interest parties from any organization.  A
        committee is made up by invitation of the person who is
        responsible for the work. There is a belief that sitting on the
        right committee is important for buy-in and horsetrading in
        future projects as well as the one that is the subject of the
        committee.  The work done by a committee can be of many kinds;
        brainstorming new ideas for a product, a dry run of a
        presentation, the writing of a document, testing out a new idea,
        designing the requirements of a product, etc.  There is a belief
        that your product is as good as the committee you pick or who
        will sit on your committee.  Committees only exist as long as
        they are needed and then they are disbanded.  Other corporations
        would call this  a task force. 
        
        
        COST CENTER
        
        Where your budgetted funds reside to support tasks to be done. 
        
        
        CUSTOMER BASE
        
        Your customer base can mean two things.  First there is the
        external customer base for a given product or service.  There
        are, however, some people, like the internal technical
        consultants, who maintain an internal customer base for their
        consulting relationships. 
        
        
        DEC
        
        A slang name of the company.             



        
        
        'digital'
        
        Official slang name of the company.


        DO-IT-YOURSELF CAREER
        
        An employee at Digital is expected to make their own career plans
        and to pursue them.  The company is not responsible for creating
        your career path for you.  Careers are made by having your ticket
        stamped. A service manager once told me that he and Ken Olsen had
        one basic thing in common, they both had gone as far in the
        company as they wanted to go and were happy with the job they
        each had. 

        
        DOTTED-LINE
        
        In matrix management the dotted-line is an expression for
        defining all the indirect people an individual reports to in the
        process of doing their job.  The dotted-line reports are often
        people who require buy-in because they have some related
        responsibility to the product being developed. 
        
        
        DOWNLOADING
        
        Delegating.
        
        
        EMPIRE
        
        See turf.
        
        
        FALLING INTO THE VALLEY
        
        Feeling bad.
        
        
        FIRST NAME
        
        Digital is an informal company.  People are referred to by their
        first name.  Informality is a support of self-direction.  In
        Digital, people are more equal than in most companies. 
        
        
        FIT
        
        This is the term used to describe how well a person and a task or
        organization match skills.  A good fit is when a person is happy
        in their organization and likes their task and produces.         


        
        
        
	GROUP
        
        The primary operating unit the people are formed in to get the
        basics of administration accomplished.  This is ususally the
        center of secretarial  support, budget, paychecks, and
        appraisals.  This is a person's primary committee.  Most groups
        perform one basic function. 
         
        
        HORSE-TRADING
        
        When someone needs a resource or requires buy-in they may strike
        a deal with a person who they think is important to their project
        in terms of support or to obtain resources.  Horse-trading means
        providing resources or support to someone in exchange for
        something (resources or support) that is needed for the success
        of the project.  For example, you may provide a person to consult
        to a group in exchange for that group adding a feature to their
        project required to interface with your product. 
        
        
        INDIVIDUAL CONTRIBUTOR
        
        An individual contributor is a person who uses only their skills
        to produce for the good of the system. 
        
        
        LATERAL
        
        A horizontal job transfer.
        
        
        LOSING
        
        Being unsuccessful, failure.
        
        
        LOW BADGE NUMBERS
        
        Badge numbers are assigned upon the day of employment in
        ascending sequential order.  Those people with low badge numbers
        have been around for a long time and are given some respect for
        survival and accumulated knowledge. 
        
                                                                 
        MATRIX
        
        Digital is a matrix organization.  This matrix organization is
        supported by committees and networking.  An individual may find
        that they report to one person for one thing and to another for
        another product. Managing ambiguity is often necessary when
        dealing with more than one manager. 
        

        
        
        
        
        
        MILL
        
        Corporate headquarters, an old woolen mill in Maynard,
        Massachusetts. 
	
        
        NETWORKING
        
        A person creates individual support networks both in person and
        over the established automated networks for a variety of reasons.
        They are a way that gossip is spread throughout the company. They
        provide personal friendship support.  They provide political
        safety and support.  They are the way that understanding of the
        culture is spread.  Networks are also a way to find out who
        requires buy-in on your project and to keep political
        associations current. 

        
        NOP
        
        This term actually means no operation.  It is used to refer to
        people or teams who are perceived as not producing as well as
        they could or who are not considered to be producing a product
        that is for the good of the company. 
        
        
        OPEN-DOOR
        
        The door of anyone in this company is open to anyone who wants to
        discuss anything about the company or its products.  The key to
        using the open-door is in making sure that you need the person
        behind the door and that they will need to hear what you are
        discussing. 
        
        
        ORGANIZATION
        
        Organizations are made up of groups.  This is the way one refers
        to generic areas of the company; ex., sales organization,
        marketing organization , engineering organization. 
        
        
        ORIGINAL EQUIPMENT MANUFACTURER (OEM)        
        
        OEMs take the products that Digital produces and make them a part
        of their own system and sell it to a customer.  Sometimes these
        OEM systems are in competition with Digital systems.  That is
        accepted by the company.  OEMs were the first major customer base
        Digital had and still comprise a large customer base. 
        
        


        
        
                
        OUTPLACEMENT
        
        When you find that your job has disappeared seemingly overnight
        and you have to find a new one immediately.  This is usually done
        to someone who has a bad reputation within a group.  Sometimes
        the person finds that they have been given to another group
        without their consent. 
        

	OWNERSHIP
        
        You own the piece of work for which you are responsible.  This
        applies to every job, no matter how small.  It is your
        responsibility to decide how to get the information you need and how
        to satisfy your objectives and produce.  You are also responsible
        for letting those who depend upon your work know in reasonable time
        what problems you encounter and how they can be solved.  There is a
        lot of latitude given (individual freedom) to you to support you in
        your responsibility.  You own your own success or failure.  A
        Digital manager once said, "If you learn nothing else at this
        company, learn that you can do a competent job. No one does that for
        you.  No one can keep you from doing your job." 
        
        
        OVERLOAD
        
        When a person takes on too much responsibility.  Continuing in this
        state for long will bring burnout.  One way out of this state is
        downloading.  Sometimes perspective is all that is needed to
        redefine the load. 
        
        
        PERSONAL REPUTATION
        
        In Digital your personal reputation opens the doors you need to
        obtain the resources and support you need to accomplish your task.
        Your personal reputation can get bad marks when you are associated
        with a project that failed or when you burn out.  Some other causes
        of a bad reputation are lack of honesty, not being supportive, only
        being a taker, failure to produce, and being negative.  Some causes
        of a good reputation are consistently producing, quality, honesty,
        being supportive, good people skills, and reliability.  It is a good
        idea to make sure that you produce something tangible often to
        assure that your personal reputation is kept clean. 
        
        
        PRE-SELL
        
        Getting support for an important idea through informal meetings
        before the formal presentation of the idea to assure it will be
        well received and that all the problems have been worked out.
        This is a way of reducing risk. 


        
                
        
        PROMOTION
        
        A vertical job transfer.
        
        
        PROPOSAL
        
        The way to get your ideas presented to someone for buy-in.  These
        can be formal or informal depending upon the situation.  They are
        expected to be simple and clear. 


	PUSH BACK
        
        When a person is presenting their ideas and another person reacts
        with their response, the reacting person is pushing back.
        Another meaning is when an idea is presented to a superior and
        given no support, the proposer might push back by going around
        the superior using the open door to continue selling the plan
        hoping to get support at a higher level.  Pushing back means to
        get a communication and to react to it through action. 
        

        PUSH/PULL
        
        A term used to describe the interactions which take place between
        people at Digital in the process of exchanging ideas about the work. 
        
        
        RESPONSIBILITY
        
        Individuals at Digital are responsible for their own actions and
        for the production of the work they committed to do.  See
        ownership. 
        
        
        RIDING THE WAVE
        
        At Digital when you do something that is perceived by people as
        successful they will approach you for your support of their work or
        ideas.  This could come in the form of an offer to work in their
        group. Often it comes in the form of internal consultation,
        networking, or committee requests.  Since individuals are
        responsible for deciding how they will spend their time, you will be
        encouraged to support some of these requests to expand your sphere
        of influence.  As you are more successful and well known you get
        more and more requests. Hence the term riding the wave. The secret
        to riding the wave is to find a way to say no gracefully when you
        need to and to take the opportunities that will further your ends as
        well as the company's. The volume can be overwhelming.  This is one
        of the causes of burnout. It is a good idea to manage this area
        closely. 

        

        
        
                
        RISK-TAKING
        
        There are two kinds of risk in this company.  First is the risk
        that individuals take when they see something that they want to
        work on and they signup to work on it.  If their work is
        successful, then they may be given more and more resources and
        the risk becomes greater. There are people now below them who are
        betting you will be successful and they with you.  Also as you
        grow the stake that the company places in your work is greater so
        there is risk involved there.  There are ways to minimize risk.
        You can use buy-in to assure that there is a large base
        supporting you.  You can use your networks for review to assure
        that what you are producing is going to be well received.  Some
        people perceive a situation as risky where others do not.  Risk
        seems to be a state of mind. As one gets higher up the ladder the
        risks are greater.  Overload may be an important factor to
        consider. 
        
        
        SAFETY-NET
        
        This is a concept that if you make a mistake or find yourself in
        a job that is a bad fit that you will be taken care of.  This net
        is real.  I have seen it used to support an employee who burned
        out and one who made a bad political mistake.  I have also seen
        it work to get someone out of a bad job fit.  People in one's
        network seem to be the basic element of the safety net.  But it
        fans out from there into the secondary relationships of the
        networks of the people in the person's primary network. 

        
        SELF-DIRECTION
        
        Digital believes that people should propose what they are going
        to produce and have the responsibility for seeing that the
        product is produced.  The person is given quite a lot of latitude
        in the process of production of the product -- from getting the
        resources, obtaining buy-in, developing the correct organization,
        and organizational structure to support the product, etc.  This
        is self-direction. 
        
        
        SELLING
        
        The primary activity an employee is engaged in when they are
        trying to get buy-in. 
        
        


        
        
        
        SIGN-UP
        
        This is the process a person goes through individually when they
        commit to a project and give more than the standard work energy
        to it. Sign-up means that they are committed to their work
        emotionally and and will work that extra bit to make their
        contribution the right thing. Managers try to get sign-up from
        their people because they believe it makes the final outcome more
        successful with higher quality. 
        
        
        SINK OR SWIM SURVIVAL
        
        A new employee is left to their own devices often for months and
        is expected to sink or swim, i.e., find something that is the
        right thing to do.  It is considered a compliment in some areas
        of the company if your boss leaves you alone.  It may mean you
        are swimming fine and are being left to your own devices. 
        

	SLOT
        
        Job position, used when there is an opening that needs to be filled. 
        
        
        SOLID LINE
        
        The manager to whom you report directly and the people who report
        directly to you.  This is usually your group. 
        
        
        SPACE
        
        To give individuals the necessary freedom and support to work out
        their own problems their own way. 
        

        SPEAR THROWING

        Attacking the ideas of another employee through criticism or
        negative comments made behind their back. 
        
        
        STOCK OPTION
        
        The ultimate reward for success.  These are unpublished and much
        sought after.  They are considered to be a good indicator of an
        individual's value to the corporation over time.  Discussion of
        who gets what is a taboo subject.  Receiving an option for the
        first time can be seen as a sign of acceptance of the value of
        the individual's worth.         


        
        
                
        
        TASK FORCES
        
        See committees.
        
        
        TEAM CONTRIBUTOR/MEMBER
        
        A person who works with others to produce a product.  Cooperation
        and good people skills are required as part of the job to keep the
        team producing quality products in a timely manner for the company. 
                                                             
        
        TICKET STAMPING
        
        One way of building your personal reputation is to get your ticket
        stamped.  That means to work in a variety of areas to learn what
        function they have to the company and to be able to speak
        authoritatively about what their needs are so that you will reduce
        the risk of producing a product or service that no one wants. Each
        new area in which you work is worth one stamp on your ticket.  The
        actual ticket is mythological.  It can be thought of as an internal
        resume of your work at Digital.  The value of a ticket varies with
        the quality of the experience behind the stamps. 

        
        TIN CUPPING
        
        Asking for funds to support your project.
        
        
	TRANSITION

        A state of employment when the employee has no formal job but to
        look for another job within the company.  The outgoing group
        manager manager the employees in this state separately until a
        new job is found.  This often includes retraining. 


        TURF
        
        A person's sphere of direct influence.  This can be people,
        resources or a technical area. 
        
                                
        UNFUNDING
        
        Your resources are taken away from you. 

        
        
        

        
        
        
       
        
        WALKING WOUNDED
        
        This is an alternate term for burnout.  It is used more often
        when the reference is that the system is the cause of the burnout
        rather that the individual. 

        
        WINDOW-IN-THE-DOOR POLICY
        
        There is a myth that a couple was found engaging in activities
        that are frowned upon by the corporation behind closed doors,
        thus there is now a policy that all doors will have windows. 
        
        
        WINNING
        
        Being successful.
        
        
        WOODS MEETINGS
        
        This is the term for meetings held off site so a group of people
        can discuss an important issue without being disturbed.  They are
        not necessarily held in the woods. 
        
        
        WORKING AT HOME
        
        Many employees have some equipment in their home so they can work
        at home when they need to.  Reasons for working at home include:
        needing a quiet place to be uninterrupted, the ability to work at
        night without having to go to a facility, the ability to continue
        contributing when you are unable to come to work for some reason,
        personal preference, trying out a system as if you are a customer.

        
        WORKING THE SYSTEM
        
        A person works the Digital system when they engage in trying to
        get their idea sold. It is especially interesting is when
        customers work the system better than the employees. 
        
        



        
        
        
        
        
                    
              
        
        
                               THE DIGITAL DANCE
                               -----------------
        
        Every person within Digital can be thought of as a customer to
        everyone else.  Every person within Digital can thought of as an
        entrepreneur to everyone else selling their product or service to
        everyone else. 
        
        Employees trade technical skills and form teams, hence the terms,
        buy-in, tin-cupping, horse-trading, etc.  Outside customers are a
        part of the system and they have their own networks, getting the
        employees to sign-up to work their issues.  The reverse is also
        true.  Employees get customers to sign-up to work issues. 
        
        
        

        
                                PERSONAL ISSUES
        
                        VALLEY OF THE SHADOW OF DIGITAL
        
        I have seen, experienced, and heard many references to the scenario
        called the 'valley of the shadow of Digital'.  Figure 1 provides an
        illustration of this cultural myth.  This experience seems to happen
        not just to new hires, but to anyone who tries out a new idea. 
        
        The scenario works as follows:
         
        Individuals enter at point A.  They have just been hired into a
        group or are going to try out a new task. They receive a lot of
        encouragement. This is called the 'walk on water' point of entry. 
        
        For a while they vacillate in area AB while learning the
        environment, deciding exactly what they will do and what they will
        propose first. Finally they reach point B, 'decision'.  They have
        decided what they will do and have presented a proposal. 
        
        Feedback is given to the employee.  Not all the feedback is
        positive. The employee may even be beat-up. 
        
        Some people did the right homework before their proposal and do
        not fare too badly.  They go on, selecting the feedback that is
        relevant to them and proceed to begin their task without falling
        into the valley. 
        
        For others, however, the experience was not so good.  They may have
        been inexperienced in the Digital system and made a proposal that
        was not well received.  Others may have made their presentation too
        soon or did not do the right homework.  This can happen easily in a
        do-it-yourself atmosphere.  For whatever reason, the meeting was
        not fun and the employee falls into 'the valley', point C. 
        
        Time passses.  Perspective is gained.  The employee is beginning to
        think about what they could have done to avoid making the same
        mistakes. Point D, 'initial recovery', is gained.  The employee
        does not have to do much to get to this point.  Just the passage of
        time will cause some better feelings. Ususally, other employees
        will console the injured person telling their own experiences which
        serve to let the employee know they are not alone. 
        
        What is crucial at this time are the decisions that the employee is
        making about the company and their role in the future.  Some people
        do not risk again.  Some people choose to update their resume and
        leave the company, point F.  The attrition rate is low.  Most people
        get to point E, 'full recovery', and find better ways to interact
        with the system, a wiser employee. 
        
        I personally have experienced the valley.  I am aware of how my
        assumptions about business caused me to misread the Digital system. I
        have since done more homework about buy-in and other forms of support
        within the Digital culture.  This has helped me avoid extreme
        negative experiences.  All negative experiences do not go away.
        However, they can be tempered with wisdom making recovery easier. 



        
        
        
                                   FIGURE 1

                          VALLEY OF THE SHADOW OF DEC

                                 




                                   
        ,-----,         ,-----,  /                              ,-----,
        |     |         |     | /                               |     |
 -------|  A  |~~~~~~~~~|  B  |/_____                           |  E  |
        |     |         |     |\                                |     |
        `-----'         `-----' \                               `-----'
                           \     \                               /
                            \                                   /
                             \                                 /
                              \                               /
                               \                             /
                                \                           /
                                 \                         /
                                  \                       /
                                   \                     /
                                    \                ,-----,
                                     \               |     |
                                      \             /|  D  |
                                       \           / |     |
                                        \,-----,  /  `-----'
                                         |     | /         \
                                         |  C  |/           \
                                         |     |             \
                                         `-----'              \
                                                               \      
                                                                \
                                                                 \
                        					  \
                                                                   \            
                                                                    \           
                                                                     \          
                                                                      \         
        A:  WALK ON WATER                                              \        
                                                                        ,-----, 
        B:  DECISION TO RISK                                            |     | 
                                                                        |  F  | 
        C:  VALLEY                                                      |     | 
                                                                        `-----' 
	D:  RECOVERY

	E:  FULL RECOVERY
                                       
	F:  ATTRITION








                         WHERE THE CREATIVE ENERGY FLOWS
        
        
        In looking at the Digital culture I found recurring patterns of
        effective and ineffective behavior. Describing each pattern by
        stating its extremes made each one clear. The various patterns
        interract with each other. 
        
        The flow of energy and interactions are constantly changing. Most
        people show responses from both sides of the list -- they fall
        somewhere in the middle ranges. The secret to success is to keep
        most of your energy positive and directed toward whatever it takes
        to produce quality work.  I have also found that I can use my peaks
        and valleys to direct myself to improved performance within the
        culture. 
        
        It is important to understand that these are not necessarily the
        energy patterns that a person would experience in interacting with
        another culture. 
        
          
        
        

                
        PRODUCTIVE RESPONSES			NON-PRODUCTIVE RESPONSES
        --------------------			------------------------
        
        
        Produces good quality work		May or may not produce with
        					   questionable quality
        
        Teamwork - working to positive		Conflict - work faltering
           ends
        
        Supporting people through		Beating up people
           constructive criticism
        
        Gets paid to play and call it work	Works for a living
      
        Acceptance of differences -		Judgment of differences-
           Individuals doing what they 		   My way is the only way
           need to succeed
        
        Being responsible - do the right	Being a victim -"not knowing
           thing				   what is the right thing"
        
        Takes care of self			Something always seems to
           					   wrong with self 
        
       
        
        
        
        
        
        PRODUCTIVE RESPONSES			NON-PRODUCTIVE RESPONSES
        --------------------			------------------------
        
        
        Takes initiative			Doesn't act - might consume
        	  				   the time of others negatively
        
        Development of systems of		Development of products that
           integrated quality products		   are not compatible with
        					   systems
        
        Development of systems that 		Development of systems that
           are appropriate to the customer	   are inappropriate to the
           base					   customer base
        
        Chooses which waves to ride and		Rides all (burnout) or no
           how far				   waves (NOP)
        
        Lets safety net keep valleys		Falls deep into valleys - keeps
           shallow - learns from mistakes	   making the same mistakes   
        
        Can work the matrix - manages		Gets stuck in contradictions
           ambiguity				   among managers and peers
        
        


        
        
        
        
                                    DILEMMAS
        
                                     
        The following dilemmas are real to an employee within Digital.
        These dilemmas are complicated by the fact that old responses
        from other experiences in more structured environments (work,
        school, etc.) may not be appropriate here.  There are no right
        answers. These dilemmas do occur.  Expect to deal with them. 
        
        You see a task you would like to do.  You have the time.  How do
        you go about getting the assignment? 
        
        You have been working very long hours for some time, and yet feel
        you are only able to keep you head above water.  You know you
        cannot carry on like this for much longer.  What do you do? 
        
        You feel strongly that some process or philosophy in your group
        is not appropriate.  Your supervisor and manager disagree with
        you. What do you do? 
        
        You are given a task but no resources or authority to handle work
        as you see it.  How do you succeed? 
        
        You have an idea but no one listens to you.  You're convinced it
        is good.  What do you do? 
        
        You see a task you would like to do.  You are working to the max
        now. You do not like what you are doing as much as the other
        task.  What do you do? 
        
        You are working on your task and find a problem in as associated
        area. How do you deal with your knowledge? 
        
        You do not believe in the assignment you are given.  You think it
        is basically wrong.  You are told it is important.  How do you
        handle this? 
                                                                               
        You've been on the job a few weeks and still do not know what you
        are supposed to do.  Punting has gotten you nowhere.  You are
        told to make a proposal.  How do you get the information you need
        to make it successful?  How do you get the support you need to
        get it accepted? 
        
        Your manager moves on to another job.  You felt that many doors
        were open to you as a result of this person's credibility.  You
        feel that now the success of your work may be in jeopardy.  How
        do you go about reopening the doors you require to keep your task
        moving in a positive direction? 
        
        There's been a reorganization again.  How do you go about finding
        out what will mean to you in your task? 



        
        
        
        
                                   RESOURCES
                                   ---------
        
        
                        WHAT IF YOUR CULTURAL EXPERIENCE
        
                        DOES NOT MATCH THIS DESCRIPTION
    
                             AND YOU WISH IT WOULD?
        
        
                
        The following advice has been given to me by a number of Digital
        managers.  There are many subcultures within Digital.  The
        experience a person has with one may not be the same in another
        part of the company. If you are feeling that you have missed the
        essence of the cultural advantages to your creativity in your
        group then you should begin by asking yourself the following
        questions: 
        
        
        	What would you like to have that you do not have now?
        
        	Can it come from the area where you currently work?
        
        	What do your peers think?
        
        	What do your managers think?
        
        	What's the roadblock?
        
        	Is it a 'fit' problem?
        
        	What actions can you be responsible for to make the changes
        	you desire?
        
        
        Interacting with the environment is the best way to gain
        knowledge on how to make it work for you.  Give it a try. 
        
        
                  


        
        
        
        

        
                    WHO CAN INITIATE CHANGE IF IT IS NEEDED?
        
        
        
        
                                    You can.
        

        
        
        
                
        
        
             WHO CAN PROPOSE NEW PRODUCTS, PROCESSES, OR SERVICES?
        
        
        
        
                                    You can.
        



                         MESSAGES TO DIGITAL EMPLOYEES
                            
                              FROM DIGITAL HEROES
        
        
	In November, 1981 a memo called 'talking values' was prepared
        from some published speeches and interviews of early architects.
        It gives a clear description of what is valued in a Digital
        employee.  This section contains exerpts from this paper. 
        
	"A DEC type is someone who is innovative, somebody who is
        enthusiastic, someone who is willing to work here, somebody who
        isn't hung up on structure, somebody who has absolutely no
        concern with educational background." 
        
        
        "We demand an awful lot of our people and they demand an awful
        lot of themselves." 
        
        
        "A core of the environment is individual commitment to whatever
        you are doing and a lot of integrity to achieve a very high level
        of expectations for yourself." 
        
        
        "We are all learning, we are all going to make mistakes and the
        only important thing is to know you made a mistake, know what you
        did wrong so you can go on." 
        
        
        "He who plans executes.  You propose a plan and when you fail,
        you know you fail; but at least it was your plan and you don't
        fail against somebody else's plan." 
        
        
        "You should always be selling your plans and programs as opposed
        to saying:  Do it!  People should always be allowed to ask why." 
        
        
        "We want people to feel free to go and openly challenge a
        decision without feeling that they will be fired." 
        
        
        "Hassle is the price of an organizational structure as we have
        it. For those people who don't like it, it's very frustrating.
        It depends where you want your frustration:  upfront where you
        get people to agree with you, so that you have support, or later
        because you've got so many people upset with you." 
        
        
        "If you wrap those 3 or 4 things together (openness, honesty,
        success, fairness) you can sum it up in one word and it is
        caring.  Caring about your job.  Caring about the people that
        work for you.  Caring about yourself." 


        
        
        
        
                                    TOMORROW

          OBSERVATIONS ABOUT DIGITAL'S FUTURE, CULTURE, AND CHALLENGES
	
        
        
        This section includes comments from employees who see a vision of
        Digital as it grows and evolves into its second 30 years. 


        "Digital's work force has  been changing rapidly due to the
        company's continuing growth and evolving business and shifts in
        society as a whole.  These changes call for increased emphasis on
        our traditional values, greater flexibility in the ways we
        attract and retain employees, and more management focus on
        international, cross-cultural and cross-organizational issues." 

        "Digital's business is becoming more service-oriented.  At one
        time a large segment of Digital's employee population consisted
        of hourly employees in manufacturing.  Now, the manufacturing
        business is much less labor-intensive, and its service business
        is expanding." 

        "Digital's business is becoming more international.  Next year,
        revenues from outside the U.S. may exceed U.S. revenues for the
        first time in the company's history.... International concerns
        will be more important not just to senior managers, but to middle
        managers as well." 

        "In the company's first 30 years. only 1000 people retired.  It
        may take less than five years to reach 2000 retirees." 

        "We have gone from being a matrix organization to a networking/
        networked organization." 

        "The lines between our employees, suppliers, and customers are
        blurring. The lines between regular and temporary employees and
        contractors/consultants are blurring.  The distinctions between
        technologies are blurring, as are those between workspaces:
        office, conference room, classroom are becoming metamorphic, and
        thus interchangeable." 
        
        "Information is no longer hoarded, it is shared. Knowledge is not
        exclusive, it is inclusive.  Expertise is not concentrated, it is
        dispersed." 
        


        

                                  
                                  BIBLIOGRAPHY
                                     
      
          
        The following bibliography is a selection of the many articles
        written about the Digital culture which may be of interest to
        someone wanting to pursue the subject further. 

        
        Abrams, Reesa, "A Study in Corporate Cultures, Digital Equipment
        Comany, The Myth: The Philosophy", Digital Equipment Company
        October 84 
        
        	A description of the messages that the philosophy gives to
        	employees.
        

        Abrams, Reesa, "A Study in Corporate Cultures, Digital Equipment
        Corporation, The Reality: Herospeak", Digital Equipment Company
        September 1985, Revised February 1988 

		A summary of quotes about the Digital culture from
		successful heroes.
        
        
        Belle Isle, David, DEC Culture, Videotape, HF5386.d4, 1977
        
        	Discusses the problems new employees have upon entering the
        	company.  Gives information about the culture and what an
        	employee can do to survive.
        
        
        Brown, Donald H., Digital Equipment Corporation, Tactics and
        Strategies, The Gartner Group, Second Printing August 1981 
        
        	Gives a comprehensive description of the matrix and how it
        	operates.  Additionally, it gives a comprehensive view of
        	the company, where it came from and where it is going.
        
        
        Cassidy, Frank, Interoffice Memo on Manufacturing Culture,
        Digital Equipment Corporation, August 18, 1983 
                                     
        	Gives the results of a values poll among the various levels
        	of personnel within manufacturing.
        
        
        DECWORLD, September 1982, Volume 6, Number 4
        
        	Twenty-fifth anniversary issue filled with memorabilia.
        
        

        
        
        
        
        Dyer, W. Gibb, "Culture in Organizations:  A Case Study and
        Analysis", Sloan School of Management, MIT, 1982, unpublished
        thesis 
        
        	Depth background work in defining the assumptions of the 
        	culture used by others, (Scorzoni, Abrams, Schein)


        Epstein, Karen A., "Socialization Practices and Their
        Consequences: The Case of an Innovative Organization",MIT Sloan
        School Of Management, 2/11/83 
        
        	Characterizes the socialization process which occurs in 
        	Digital acccording to 7 socialization criteria.

        
        Geist, John, "Talking Values", Digital Equipment Company, 1981
        
        	A summary of quotes from early architects about the company
        	organized into topics.
        

        Glick, L. J., Kennedy, P. A., Scorzoni, John, "Digital
        Philosophy", A White Paper, Digital Equipment Corporation, Draft,
        5/82 
        
        	Presents the basic assumptions, values, and general 
        	expectations of employees and managers. This is a myth paper. 
        
        
        Gumpert, David, "Rags to Riches", The Wall Street Journal, 7/18/78 
        
        	Gives the secrets to Digital's success.
        
        
        Holland, Kathee, Knowing Your Competition in Manufacturing, 2nd
        Edition, Digital Equipment Company, 1982 
        
        	Gives description of Digital and competition from the
        	manufacturing perspective.
        
        
        Johnson, Bill, Speech on Digital Culture, 7/22/83
        
        	This is one of a few speeches he has given on this subject.
        	It gives his views of the culture and how it works.
        
        
        Kanter, Rosabeth Moss, The Changemasters, Simon and Schuster, 1983
        
        	'Chipco' is Digital.  This book is designed to encourage
        	companies to allow more employee freedom around risk taking.  
        	Digital is used as a positive example. 


        
        
        
                
        King, Heidi, Taylor, Mary,"The Influence of Corporate Culture on
        the Assessment of 'Fit' in Personnel Recruitment and Selection at
        Computer Industry Group", Term Paper, Simmons Colege,
        unpublished, July, 1984 
        
        	Computer Industry Group is Digital.  Gives a short 
        	description of the culture.  Shows the interviewing
        	tactics of personnel officers in picking new employees.
      

        Kunda, Gideon, "Engineering Culture: Culture and Control in a 
	High-Tech Organization", MIT Doctoral Disseration, 1986

		A study of how engineering works through its
		cultural constructs.

        Levering, Robert, Moskowitz, Milton and Katz, Michael, The 100
        Best Companies to Work For In America, Addison Wesley, 1984 
        
        	Lists Digital as an 'eden for engineers' and describes 
        	the high morale of the company.

        
        Marchilonas, Barbara A., Manager's Perceptions of Power in a High
        Tech Corporation, Doctoral Dissertation, Harvard University,
        June, 1983 
        
        	An analysis of managerial perceived influence and power 
        	at Digital.
        
        
        Mgmt Memo, Digital Equipment Company, Office of the President,   
        Volume 2 Number 6, June 1983
        
        	State of the Company Issue.  Synopsis of June 1983 State 
        	of the Company meeting with speeches by management.
        
        
        Mgmt Memo, Digital Equipment Company, Office of the President,
        Volume 2, Number 11, November 1983 
        
        	Ken written article telling about short-term problems 
        	and long-term strengths. 
        
	
	Mgmt Memo, Digital Equipment Company, Office of the President,
	Volume 7 Number 1, February 1988

		Shows a vision of the future Digital as it is evolving
		after 30 years of success.
        
        


        
        
        
        McClellan, Stephen T., The Coming Computer Industry Shakeout, 
        Wiley 1984 
                                                                            
                Gives a good description of the corporations recent 
        	problems and still lists us as number 2 after the shakeout.
        
        
        Monosson, Sonny, Monosson on DEC, "A Demonding Matrix: Why is
        Digital so Successful and So Confusing", April 1981 
        
        	Discusses the matrix and how it works.

        
        Monosson, Sonny, Monosson on DEC, "The Struggle for Simplicity in
        the 'New DEC'", Issue 22, April 1983 
        
        	Discusses the recent reorganization from an outsider's
        	perspective.
        
        
        Northern Business Information Incorporated, DEC: A Strategic
        Analysis, New York, December 1982 
        
        	Gives an analysis of the strategies used to run Digital. 
        	Of special interest are the strengths of the Digital matrix
        	(p30) and an analysis of DEC as a theory Y company (p32).
        
        
        Olsen, Ken, "Ken Olsen Discusses the Corporate Philosophy",
        videotape, EEE-16212-05, 1980 
        
        	The corporate philosophy from the founder's perspective.

        
        Olsen, Ken, "A Discussion with Ken Olsen", videotape, EJ90325-05,
        1977 
        
        	Ken discussing the company with engineering managers.  
        	Gives some history, values, and his beliefs.
        
        
        Olsen, Ken, "Digital Equipment, The First Twenty-five Years",
        Speech delivered at Newcomen Society of North America, 9/21/82 
        
        	The first 25 years from Ken's perspective.
        
        
        Plant Managers Creed, Digital Equipment Company, 1976 
        
        	Details responsibility of the individual.
        
        
        


        
        
        
                
        Peters, Thomas J., Waterman, Robert H. Jr., In Search of
        Excellence, Harper and Row, 1983 
        
        	Discusses 8 characteristics of excellent organizations.  
        	Digital is included with some cultural stories.
        
        
        Schein, Edgar H., Organizational Culture, Jossey Bass, In Press, 
        October, 1984                       
        
        	Discusses the issues involved in studying organizational 
        	culture.  ACTION is Ditigal.  Gives some interesting 
        	insights to the way we do business from someone who has 
        	watched us alot.
        

	Scorzoni, John, "Addressing Culture in the Design and Start-up of
        Digital Organizations", Digital Equipment Corporation Organization
        and Employee Planning and Development, June, 1982
        
        	Gives a flow diagram of the actions by some successful
        	organizations at start-up during the 81-82 time period.
        
        Sussman, Harris, Internal Corporate Memo, Digital Equipment
	Corporation, Strategic Information Group, Corporate Personnel,
	December, 1987

		On the end of the thirtieth anniversary year of the
		corporation this memo gives a view of Digital going
		into the next decade of operations.	

        Wilkoff, Marcia Valeria, Organizational Culture:  A Grounded
        Theory Approach, Doctoral dissertation, University of
        Pennsylvania, 1982 
        
        	Gives a model for studying the Digital culture.  Discusses
        	in-depth the consensus mechanisms which operate.


                                  

















                        A STUDY IN CORPORATE CULTURES

                        DIGITAL EQUIPMENT CORPORATION

                                 THE REALITY:
        	                            
                                  HEROSPEAK







               A summary  of what some Digital heroes have to say
                               about the culture.



                 The subject of this paper is Differentiation.







                                       By
                                Reesa E. Abrams
                                 Stephen Heiser
                                 September 1985
                             Revised February 1988









                 @copyright 1985, DIGITAL EQUIPMENT CORPORATION
                               INTERNAL USE ONLY



        
        
        
        
        
        
        
        
        Table of Contents
        
        
        
        
        Introduction................................................1
        
        I. Digital..................................................4
        
        II. People.................................................11
        
        III. Process...............................................21
        
        IV. Comments...............................................27
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        


        
        
        
        
        
                                               		
                            			Table of Contents iii



        
        
        
        
        INTRODUCTION
           
        
        The purpose of this series of papers is to show what the Digital
        Culture is, has been, and is becoming in the world of the
        employees who have been successful.  This paper portrays six
        successful engineers who emerged in the first twenty five years.
        These six are preceded by myths about their accomplishments.
        These are not the only six heroes of Engineering. 
        
        Heroes are very important to a culture.  They provide important
        information about what behavior is valued in the culture.  Heroes
        provide the models used by younger employees in deciding career
        moves.  Heroes show what is possible.  Heroes become larger than
        life.  Every characteristic is something to be examined and
        followed, especially if it gives validation to who you are and
        provides you with the direction you are seeking. 
        
        There are a number of ways to study the heroes of a culture.  The
        way chosen was to give information about some working Engineers
        in their own words.  This gives the perspective of a successful
        person.  Rather than showing each person individually, we created
        a composite of their perspectives.  This hints at an accepted
        Digital perspective.  What is most interesting is which
        perspectives were similar and which were not. 
        
        Some people may take exception to my use of the word "hero".
        There is a maturity level in us all that is reached in our adult
        life when we finally realize that we are the heroes of the next
        generation. Our behavior is the model that will be followed.
        Thus, each of us is responsible to those around us in some way,
        not just for the Digital of today, but also for the Digital of
        tomorrow.  This is the way organizations evolve.  Additionally,
        in the life of an engineer, there is a difference between being
        considered successful by our peers and finally considering
        ourselves a success.   What I noticed about the six people I
        interviewed was that they had achieved the success as well as the
        maturity level.  This is what a hero is all about.  Furthermore,
        the six heroes in this paper have continued, long-term technical
        success as well as the repect of the people across all levels of
        the corporation. 
        
        I had to decide who to study.  This study is being funded by Bill
        Johnson, so I asked him to pick six people in Engineering for the
        study. 
        


        
              						INTRODUCTION 1  


        
        
        
        
        What is interesting is what they had in common.  They were each
        clear about their technical skills and accomplishments.  They
        each were quick to tell me how important teams were to building
        successful products.  Additionally, each knew clearly their own
        strengths and weaknesses.  They each told me that Digital is a
        production-oriented company. You must produce and keep producing
        to be continually successful.  Each told me about the value of a
        mentor or some management person who kept the path clear for them
        to keep producing.  I also heard from them how important it is to
        them personally that Digital is an engineering-driven company.
        Each of them in his own way put me through my paces to make sure
        I was safe to talk with. 
        
        What is also interesting about these six people is their
        differences. Their styles, for example, cover a broad range of
        characteristics. Some work lots of hours and weekends, others a
        regular week.  Some like the intensity of New England and others
        want to be left alone to produce. Some think process is
        important, others think that getting the work out is more
        important than rules.  They disagreed on what quality is.  Some
        believe that it is customer-driven.  Others feel that a quality
        product is more esoteric and that you know it when you see it.
        Some are arrogant, others embarrassed by all this attention. Some
        are affiliative, some are not.  Some are introverted, some more
        extroverted. What stood out is that each individual has figured
        out what works personally.  This reinforces my personal theory
        that one characteristic about Digital is that each person is
        valued as an individual. Dealing with each person is an
        experience in culture shock. 
        
        After I had spoken with each of the six heroes, I had a
        conversation with Bill Johnson to summarize his philosophy about
        heroes and why he had sent me after these six.  The text of that
        interview follows: 
        
        1.  Why did you pick the six people you picked? 

            "Largely, because believe that within Engineering they were
            viewed as people who had made significant contributions over
            time, that they had involvement in either successful projects
            or products continuously, or had brought some new method or
            technology in to the company." 
        
        2.  These are clearly the heroes of the old Digital.  Where is
            Digital going? 


        
            
                                                        INTRODUCTION 2






            "First of all, they are heroes of the old Digital up to 1978.
            Before 1978, we had this strategy that said, there are so
            many markets we can go into.  We are going to have so many
            market areas for us to go after, it is important for us to
            differentiate what we're doing  internally and externally.
            Therefore, having a clear, viable objective different from
            anybody else at Digital was important.  Differentiation was
            the real key to becoming a hero in the past. 

        
            "The key to becoming a hero in the future, since 1978, has
            been integration which means trying to make things look the
            same, just spaced differently." 

        3.  "How do you get heroes in place?  

            "You get heroes by getting management to say and value what
            they do. I suggest to you that the reason why there aren't
            any new heroes is because there really aren't any senior
            managers who value that integration.  We talk about one
            product, one company, one message, one strategy.  What we
            really need is one really good product, and one really good
            company that carries with it its own message. 
                   
            "Heroes can exist at all levels.  I think there are
            management heroes that exist. 
        
            "What is interesting to me is the consistency of the messages
            delivered by six heroes." 
        
        
        					Reesa Abrams
        					September, 1985
        
        
        
        
        
        
        
        
        

        
        
                
        
                
        
							INTRODUCTION 3
        


      
        
        
	I.  DIGITAL 
        
        
        WHAT IS GOOD ABOUT DIGITAL
        
        I tend to value Digital because of the competition or the
        tendency toward anarchy or the lack of central structure, and I
        regard that as a valuable trait. 
        
        One of the most positive things to me has been the sense of
        working with peers. 
        
        I think we're solemnly committed to building quality products,
        and we have, if not a precise, at least a strong definition of
        what quality means, and there's a strong desire throughout the
        company to build high-quality products. We have aggressive goals
        about what we're trying to achieve. 
        
        I feel a substantial sense of ownership for some of our products
        and for things that have been accomplished, and I think that's
        true of many of my professional peers around here.  After you've
        done something that you think is good, the company has put it in
        to production, and it's widely used and accepted, and people are
        pleased with it, then you know you did the right thing. That's
        tremendously reinforcing. 
        
        Another thing that's important to me about Digital is the notion
        that it's an engineering company. I really do have the sense that
        the reason we're strong is because of the quality of the
        engineering we do, and that provides a lot of the direction for
        what we're going to do. 
        
        It's got something to do with the way the company not just says
        "the people" but somehow puts its mind where its mouth is.  I
        don't really mean money in dollars, I mean the actions that we
        all subscribe to have something to do with the fact that this is
        people, even though we create machines. 
        
        If you can take it in a broad continuum, it is paying attention
        to people:  to the employees as people first, workers second;
        customers as people first, bill paying customers second.  Even
        some of the things that the company does in the community have to
        do with people rather than the politics of the community so much.
        You sort of have a feeling that when you come through that front
        door there are people who work here.  That's probably the most
        important thing.  It translates into little things like the
        creative engineering types with whom I'm most familiar.  I'd give
        them their head even if it is a wild goose chase or an idea that
        is going to wind up costing more than it's going to benefit,
        because we don't presume to know what is going to happen anyway,
        so we have a little latitude in what we do. 
        
                                      			I.  DIGITAL 4   
                                              		

        
        
        
        
        There is a reluctance to formulate rules.  We try to operate on a
        minimum number of rules.  We all know that once you create a rule
        that concerns human behavior then the next day you're going to
        have to make exceptions and eventually deviate from the
        established structural guidelines.  I think the one thing that is
        most important at Digital is that somebody can stand up with
        ideas, follow through with ideas, build products, and be the
        person who guides his own destiny.  That's what I really like
        about Digital, and that's why I'm still here. 
        
        People like to say we're better at producing products that have
        higher quality than other people, and I think that's true. I
        think that is the reason we've been able to introduce new
        computer architectures like the VAX and the PDP-11, that were in
        the forefront. 
        
        I perceive that Digital is an atmosphere that I can excel in, and
        it's an atmosphere in which I can work with good people. 
        
        We tend not to follow all the rules, and we don't chastise people
        for not following the rules. 
        
        When I needed the company to come through for me, they did. 
        
        
        DIGITAL GIVENS
        
        There are no absolutes.
        
        
        DIGITAL CHARACTERISTICS
        
        Running a company can be hard on people at times - a sort of ever
        present fear of losing. 
        
        I don't think Digital is particularly unsafe, certainly in a
        macro sense.  You're probably not going to get fired or anything.
        It's certainly worse other places.  I think it does build up a
        lot of tension.
        
        We have indicated to our product management people that we want
        to go out and talk to customers.  They give us wonderful things
        about how they will have the time to work on this, set up groups,
        go out and talk to customers, and let us know what they say.
        They're sure we're too busy to want to do this.  My perception is
        that there are a lot of design decisions that we need to make
        that could be influenced by the customer.  Existing and
        prospective customers for this type of product are hard to get
        because I don't know who to call. 
        
                                                        I.  DIGITAL 5


        
        
        
        
        We're operating in a vacuum.  I'm guilty of this when I presume
        that our customers look like us.  Many people have failed on that
        presumption. 
        
        We only make computers, we don't use them.
                                                                               
	
        NOW VS THEN
        
        Chances were good, if you're a middle-level technical person,
        that there were only a few other people who were working in your
        particular area.  You have the opportunity to become a project
        leader, more or less immediately, and if you do well in one or
        two projects, you have the opportunity to rise and be recognized.
        Very quickly. That's a lot harder at Digital these days in the
        sense that we're a much larger company.  We have more established
        technical people, and we're also doing harder, more complicated
        things.  There's not that opportunity to immediately do the
        technical thing and bubble to the top. 
        
        At that time we didn't try to heap so much responsibility on
        product or project leaders as we do now.  We didn't have the
        complexities of having program managers and umpteen product
        managers, and we didn't have a whole bunch of products.  We
        didn't have the whole company trying to inject requirements into
        all the plans.  Most of the products in those days were directly
        related to some product line.  And much of the input came from
        that product line or maybe a few other product lines.  There's a
        lot of input now versus very little before. 
        

        HOW DIGITAL COULD BE BETTER
        
        Digital has some legitimate superstars, but I don't consider
        myself a superstar in that sense.  I think there are plenty of
        people who make substantial contributions who aren't superstars,
        but who have something really of value to be communicated and
        emulated. The company would be better off if more people were
        aware of that. 
        
        I've seen examples of situations where the product is perceived
        to be in trouble and a lot of turnover happens. 
        
        Projects that are somebody else's idea have a much higher failure
        rate than projects that are the idea of the person who is leading
        the project.  One of the problems that we often have is when we
        haven't identified an appropriate group to undertake a task.
        Instead, we have four or more groups sitting around hacking at
        the task from their own perspective. 
        
        
                                                        I.  DIGITAL 6


        
        
        
        
        I'm not sure how good we are at identifying those kinds of
        failures and bringing them to a quick merciful end.  I think
        they'll tend to muddle on for a while and finally the whole thing
        may just kind of collapse.  One of the things around here is that
        you probably end up both blaming and praising the wrong people. 
        
        Following the letter of the law is not going to make a successful
        software project.  There are plenty of failed projects that had
        nice, thick project plans and functional specifications.  They
        didn't look any worse than lots of other projects and yet the
        thing didn't come off at all.  They did not really put the
        process to work in an effective way.  There are people who have
        been quite successful by breaking lots of  "rules", though I
        don't think there are people who have been highly successful who
        have just totally ignored what phase reviews were about.
        Frustrations are usually based on something that is keeping me
        from doing what I believe to be the common sense thing to do. 
                					
        Periodically, when we build teams to do certain things, we don't
        use out heads.  We build teams to give value to things and to
        people who are proven losers. 
        
        Today, I'm very frustrated about the fact that it takes so long
        to get certain things done within the company.  People are so
        preoccupied with pettiness they don't seem to want to worry about
        the big things anymore. Therefore, they don't want to worry about
        what projects are going on and so on. 
        
        I think one of the frustrating things is that I'm a senior person
        in the corporation and I don't even get those memos. 
        
        The management is a cast system set up around the management
        people at senior group and vp level.  They tend to have their
        staffs and the engineering people seldom, if ever, hear about
        certain developments. 
        
        I just wish people would use their common sense and trust me to
        use common sense.  I think sometimes when the poison pen memos
        are flying back and forth, it is because we don't trust each
        other to use our good judgment.  The biggest single problem with
        the corporation today is that, in engineering, people don't trust
        each other. Engineering people don't trust the sales force to do
        the right thing with products and the sales force doesn't trust
        engineering, so we have a terrible situation. 
                             
        Another thing that we've done over the years is forgetting our
        roots in that we have abandoned some markets that we were "king"
        in. An example is a lab market.  We have just let MassCom take
        the lab market from us.  Those are the people who ran the lab
        business from Digital so there's no reason in the world we
        should've forgotten about that. 
                                                        I.  DIGITAL 7


        
        
        
        
        I think that today's teams are too big. 
                                                           
        I think people have lost track of how to meet schedules because
        we haven't trained the people running a software or hardware
        project how to schedule. 
        
        I think there are a lot of people who can learn about scheduling
        and about how to run a software project.  We don't teach them in
        a general way, but I think they can learn.  I think that the
        people who are working on my project right now are learning what
        I believe to be a fool-proof method of how to schedule a project
        for success. 

        Someone was asked what's different about the company; why aren't
        we seeing more ideas come to product?  The answer is because you
        can never get somebody to decide whether that's important or not
        important.  We need to be able to stand up and say, "That idea is
        lousy.  I don't want you to work on that."  On the other hand, we
        need to be able to recognize good ideas and say, "that's a very
        important product for this company to be building, put a team
        together  and do it." 
                              
        The reason personnel is frustrated is because they read that darn
        orange book.  They follow the rules and don't use common sense.
        They're working with people, but they're not solving people
        problems in people ways. 
        
        The company could help engineering get its job done by setting up
        a workable structure around engineering to do the things like
        budgeting. 
        
        When we started the VAX project, the VAX VMS, it was clearly
        known that we were building a team to do a specific job.  And
        there was corporate commitment to that.  We don't have corporate
        commitments anymore.  If I was trying to get a project going now,
        it would be a lot easier if there was a commitment by someone who
        just wanted to take a stand and say, "That's important.  We
        should do that.  Go do it." 
        
        I think that the mentality of the corporation is to be all
        entrenched and defensive right now.  But we've got to get out of
        that, because what made us really great was not being defensive. 
        
        We're playing catch-up all the time here.  We're catching up on
        the hardware projects we're doing:  we're catching up on the
        software projects we're doing. 
        
        We think we can do anything, but we are terribly constrained by
        realities of the corporation. 
        
                                                        I.  DIGITAL 8


        
        
                
        
        I'm not sure we do anything very consciously.  
        
        Well, we have a couple of workstations.  But the problem was at
        that time that we had to produce the absolute Cadillac
        workstation that would never exist anywhere and beat the
        competition hands down. And consequently, we didn't get anything.
        I think the competition is a little better at getting a product
        idea formulated and into a product than we are.  We've got to
        change that. 
        
	If only there were some kind of a marketing strategy that lasts
        more than one quarter.  It takes two years worth of strategy to
        market what we are seriously going after in a particular market.
        Furthermore, there must be a series of coordinated factors by
        which we will accomplish the goal and strategy we set out for. If
        not, it's disorganized. 
        
        Interactions with customers are easy compared to Digital, in
        getting anything done.  Customers will love you to death. Digital
        people will shoot you to death if you have an original idea.  I'm
        not kidding, this company really was not invented here.  It's
        riddled with feifdom, it's riddled with people posturing, trying to
        make heroes of themselves at the expense of us.  We don't applaud
        each other's ideas at all.  We attack them until, well I guess, the
        person is either devastated or can take anything. 
        
        If anything, we have too many good ideas, and we don't have
        effective ways of concentrating on choosing some of them, instead
        of trying to do them all, thereby not doing any well enough. 
        
        Digital is really really good at building goods, but we are
        hopeless at using them. 
        
                 
        CHANGES IN THE CULTURE OVER TIME
        
        There's certainly more overt competition between projects (than
        in earlier times).  I guess in a sense Digital has become more
        dangerous. I think it is adversely affecting the culture.  I
        think it drives people towards less sharing of information,
        toward less willingness to take chances.  Certainly less trust. 
        
        It does seem as though there is less tendency today to break up
        teams and form new teams, that there is more of a tendency
        towards empire building, maintaining groups and that sort of
        thing.  There's good and bad to that.  In some sense it's good to
        maintain a stable nucleus and build on experience and all that.
        On the other hand, there also seems to be a tendency to do that
        even when you don't have a really well working group to maintain. 
        
                                                        I.  DIGITAL 9


        
        
                
        Because Digital is more mature, we also have the wealth and the
        luxury of having experienced people.  Nowadays, when we start a
        compiler project, it would be most unusual to have the team
        leader be someone who has not done a large, successful compiler
        project for Digital before, either as the project leader or
        certainly as the first assistant project leader.  When I first
        came here, we were much smaller.  The language group fit into
        about two offices, and we didn't have that luxury, so some of us
        just started off being, with some brief experience at Digital and
        then there you are, you're the project leader of this compiler
        project. 

        
        STRENGTH
        
        One of the crucial things in the success of the VAX was that it
        was put together as a project team or a task team and drew from
        diverse groups within the company that were necessary in order to
        pull off the first VAX product, and the whole family.  We got
        together a group that had focus, the authority to do what it
        needed to do, and had the resources. in my judgment, this is
        probably the best technical team, perhaps, that Digital has ever
        put together in the sense of the number of quality people that it
        had, and was able to draw on.  In fact, it had people who had
        been successful in previous related endeavors, mostly the
        operating system or hardware design. 
        
        One of Digital's selling successes is that we are not IBM, and
        people will buy from Digital because we are not IBM.  They can
        see through IBM's propaganda, just as anybody else could. 
        

        DO THE RIGHT THING
        
        One of our early catch phrases for VAX was "this time we're going
        to do it right" and, in fact, we had a lot of fun with that
        because at various times we'd punctuate it differently.
        Sometimes it was, this time we're going to do it, with right in
        big capital letters and an exclamation point.  Sometimes it was,
        this time we're going to do it right, period. Sometimes it was,
        this time we're going to do it, right? 
        
        We're engineers.  We've trained ourselves as engineers through
        sound schooling.  Some of us have put in a dozen years at the
        company and we know how to do this job.  We've learned a lot.
        The ones who are successful and still here have a lot of common
        sense about what's good and what's bad.  Trust those people and
        trust yourself to make common sense decisions.  So the right
        thing is to use and trust each other. You know why Digital is
        losing some of its good people?  Because other companies know
        
                                                        I.  DIGITAL 10


        
        
        
	
        that Digital people who are successful are very good at what they
        do.  And it's very hard...we get calls from headhunters all the
        time and they have very lucrative offers.  What they don't offer,
        ususally, is something that's appreciably different.  I mean, it
        might be more money, but it's the same old problem. 
        
        
        HISTORY
        
        If people understood in a real gut way what that process was and
        how it worked, I think that can be used in a lot of places.  It
        doesn't guarantee that every time we'll pull off a VAX, there are
        only a certain number of times when (a) you're that successful
        and (b) when there's such a wonderful opportunity. 
                           
	Like it used to back in 1970 when we worked on small teams in
        isolated parts of the mill, making our own decisions on a very
        localized basis, ignoring the people we wanted to ignore,
        shooting spears out when we needed to shoot spears out.  Between
        1976 or 1977 and 1981 we really lost that.  Groups just grew
        tremendously.  All of a sudden we had huge groups doing projects.
        And they didn't have any direction.  They were meandering.  They
        were perceived to be spending a lot of time watching people do
        their jobs rather than letting people do their jobs. And in some
        sense I think that was a reaction to managing the tremendous
        growth that occurred when VAX came out.  But we really didn't do
        a good job at that.  We put in the structures that really didn't
        work. Software Engineering is a good example.  It was very hard
        to get things done.  It was very hard to spend time working
        because you were spending half your time going to meetings.
        Everybody wanted to have a task force and the fact of the matter
        is that some of those task forces were important.  But come out
        of New England and you don't get invited to any task forces and
        out production level has come up tremendously. What I know now is
        that some of those task forces are just a waste of time. 
          
        In the old days, which was back ten years ago, this company was
        absolutely run by engineering.  And I say absolutely in the sense
        that it was engineers that spawned all the ideas about the
        products. Once in a while, marketing would say something about,
        "Well maybe we ought to have this."  But engineering would spawn
        the idea and engineering would go ahead. 
        
        
        CULTURE CHARACTERISTIC
        
        We tend to be very proprietary about our own products and want to
        hold all the cards. 
        
        						I.  DIGITAL 11

        
        
        
        
        
        WHAT SHOULD WE STOP DOING
        
        Internally we should stop the 'cover your ass' mentality, where
        everyone is worried about their own turf and about their own
        project in a very short-sighted way.  And this gets back to the
        idea of trust. If you're going to start a project or if you're
        going to work on a project you have to depend on the other people
        to do their best and succeed. So we should stop being so
        entrenched. 
        
                   
        
        
        
        
        
        
        
        
        

        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
							I.  DIGITAL 12



        
        II.  PEOPLE
        
        
	HOW DO YOU SUCCEED AS AN EMPLOYEE
        
        Good people make themselves.  It will become evident to everyone
        that they're good without their becoming exceptionally arrogant.
        If you are too arrogant, people will not go out of their way to
        help you; they will probably go out of their way to sabotage you. 
        
        Figure out how to use the computer.  I'm surprised at the number
        of people, frequently managers, who can never find the time to
        learn how to use the computer effectively.  We sell the darn
        things and, you know, we use them in our everyday work.  You find
        out that so-and-so has an account on the computer and you send
        them mail and it turns out that they never read it. 
        
        You have to do a certain amount of public relations with your
        manager to let him know why you're of continuing value to the
        company. 
        
        An employee should never become invisible. 
        
        The product they were doing worked, sold a lot, made a profit,
        and people came after them to try and get them to work on the
        next project. They got listened to.  They proposed things, got
        promoted, got raises, and they got stock options.  Now, it's a
        little harder to tell. It seems that its a longer time between
        engineering finishing a product or project, and when its shipped
        and cleared, to determine its success. There's a longer ramp
        rate, and somehow the company seems to have gotten more
        self-critical, and less satisfied with its product. 
        
        Everyone on a project is 100% responsible for the product. 

        Somehow to be successful they need to get a mentor/advisor or
        some relationship. 
        
        An employee can have trouble understanding what's important
        versus what can be a problem because we expect them to figure
        that out for themselves. 
        
        We tend to prefer self-directed people.  We are not heavily into
        managing people or telling them how to do things.  We expect them
        to figure it out for themselves and tell us how they're doing it. 
        
        I think I'm probably more in the "good worker" category.  When we
        did the whole VAX thing there was a tremendous amount of risk
        there and we all accepted chunks of it.  The schedules I think we
        committed to were very aggressive.  The objectives we had, both
        in terms of a quality code we wanted to produce and the level of
        compatibility.                                  
        						II.  PEOPLE 13

        

        
        
        
        There was certainly risk in there and we could easily have blown
        them. We spent a lot of long hours and weekends getting the work
        done, and it was tremendously successful.  I would say, for the
        company as a whole, that it was an incredibly risky project. 
        
        Success, if achieved, produces several positive things.
        Certainly there is the personal satisfaction of a success, and I
        think that's a strong motivating factor for people.  I think, by
        and large, the groups around here feel that they participate in
        each other's success so that, when one new project comes out,
        everybody in that area feels a bit better about it and feels
        pride in that accomplishment. A sense of accomplishment in a sort
        of derivative sense.  Another thing that comes out of it is
        opportunity.  Once you've succeeded, then you have the
        opportunity to do something else, and people are more likely to
        pick you to do the next key thing that needs to be done or to
        listen favorably to a proposal for some new project. 
        
        I suppose the advice that I would give would be, try to find a
        place where he can put his skills to good work, have some clear
        goals about what he's going to accomplish, in terms of his project
        presumably (I'll presume he's got a project to work) and to set
        clear goals that agree with his project leader or manager, and then
        set about achieving them. And try to do a good job of measuring
        himself against the goals as he goes along.  Make sure that he's
        staying on track. I think having a good mastery of the technical
        skills that are required, realizing what your skills are around
        what your efficiencies are, technically finding a place where you
        can put those to use and being able to learn from others. 
        
        Written rules can be a real obstacle to progress, and yet, trying
        to carry out what their goals are is essential to success. 
        
        I suppose part of maturing is realizing that there are no oracles. 
        
        I don't worry about whether they can program or not.  What I worry
        about is can I work with this person?  Is this person a reasonable
        person?  And can they learn?  Are they willing to learn?  Do they
        want to work with me because they think there's something exciting
        here and they want to be able to do that? That's what I look for.
        You see a gleam in people's eyes and know immediately that that's
        the right person for you.  I don't train people in quality, but I
        try to impress upon people when they set their schedules, how much
        time have you left for writing a test system?  When are you going
        to run a test system? And when someone says, "I've just
        implemented a new run-time library feature."  You point to them
        and say, "there's Kim Peterson over there. You give Kim a test
        that will test that."  We didn't do that in VMS. 
                     
            
            						II.  PEOPLE 14 



        
        
        
        We didn't have a formal test system with VMS.  We depended on
        another group for the UETP.  And that was unfortunate because
        they became second-class citizens. 
        
        I've always had very successful challenging jobs to do and I
        think that I have a tremendous amount of credibility, because
        I've been successful. When I say I'm going to do something,
        people say, "Oh, his track record is good.  I know that he can do
        that."  And I think that's something I've earned.  I don't think
        that's a reward for success.  I think the success has only been
        something I've earned. I think everyone who's successful earns
        it.  They're not entitled to do.  If you wait for success to walk
        in the door, it isn't going to happen. 
        
        I think we're successful because we have set up an environment
        that is conducive to doing projects. 
        
        You have to play the political game, but that doesn't mean that
        you have to pay attention to all this nonsense going on. 
        
        What makes you successful at Digital is to work hard, use your
        imagination, use your common sense, and do the things that you
        commit to do.  That's what your job is. 
        
        What do I expect from my team people?  They contract with me to do
        a certain job on a certain date and that's what they're judged
        against. And I won't let them set an unreasonable schedule.  It's
        my responsibility to make sure they're not setting themselves up
        for failure. 
        
        If you're in trouble you should speak up and not hide it.  If you
        say something about it, something  may be able to be done.  If
        you sit in your office, nothing is going to happen. 
        
        I'd say the key to success in Digital is to set your sights on
        reasonable goals, achieve those goals, and to think very
        pragmatically about what you're trying to do.  We're back to
        products and good design.  Now, what do you do to interface well
        with the rest of the company?  You try to use your common sense
        again and be selective about what you listen to and what you
        ignore.  If you see something wrong, chuck a spear.  That's
        another good thing about working out of New England, we get very
        little travel from Maynard, but boy we get a lot of attention when
        we throw a spear. 
        
        We have to set it up so that the new employees know where to go
        to get information.  You have to encourage people to do that.
        You have to encourage the people you're hiring to review their
        design or review their thinking.  One thing that the old
        employees do is, we talk all the time.  "I'm working on this."
        
                                                        II.  PEOPLE 15


        
        
        
                
        "I'm having a problem." You've got to teach new employees to do
        that.  Because that's how they learn. That's how they don't get
        off in a corner. 

        I write software very, very quickly.  I never write anything
        down. I do it all on the terminal, and I do it so quickly that I
        can do it ten times over in the same time that other people can
        do it from start to finish.  Now, those people are sometimes just
        as successful as I am. Sometimes, more successful.  And,
        sometimes I'm more successful.  I get the benefit of lots of
        iterations over the design and they get the benefit of up-front
        thinking.  I try to tell my people that if you are the
        up-front-thinking kind, you want to write it all down, work all
        the details out and then start implementing -- that's great. But
        if you are the 'lots of iterations'  kind, make sure that you
        have the capability to do that.  So there are a lot of ways of
        getting to the same thing. Don't model the way I do it if it is
        not going to be successful for you.  Your job is to make your
        dates. 
        
        If you're experienced, you tend to propose projects that you know
        can live with in the reality of manufacturing and sales. Hopefully
        you can still build forward-looking products for the industry. 

        The good guys tend to collect more people about them and keep on
        doing things.  So, you can sort of see the good guys from the bad
        guys if you're real perceptive about what's happening. 
        
        If you want to be successful in the company, then you've got to
        do your job.  You probably have to do more than you job.  You
        can't just take a passive role in things.  You've got to take an
        active role.  Which means that you've got to foster ideas, maybe
        new product ideas, or you've got to foster innovative
        implementation ideas. You've got to do something where you're not
        just saying, "I can do that.  I'll do a good job at that.  Just
        give me a job and I'll do it."  Because I don't think you can do
        that and really be successful in the company.  If you really want
        to be successful, you've got to do that at a higher level. 
        
        You've got to put yourself in a position where you possibly could
        lose. 
                                                                               
        Alliances are ambiguous, a tub of concrete.  By and large, they
        tend to be opposed to organizational alliances, whereby once the
        organization changes, the personalities change and the alliance
        drops and has to be reestablished.  You operate a lot on the
        basis of an understanding provided that.. it's very hard to try
        to write down in words what the understanding was, you'd kill the
        understanding right there. 
        
                                  			II.  PEOPLE 16


        
        
        
        
	WHY DO YOU STAY
        
        I have an opportunity to pursue things that I think are important
        and going to be valuable for the company. 

        The company came through with their part of the bargain after my
        investment in the company.  I am now feeling that the company is
        investing in me. 
        
        If I couldn't guide my own destiny and work on the things that I
        think are important, that is mutually important for me and the
        company, I wouldn't be here. 

        I've been treated well and I have every expectation that that
        will continue.  There seems to be ample opportunity to experiment
        with things that I want to do as well as do things that I'm safe
        to do. 
        
        
        WHAT TURNS YOU ON
        
        I tend to get my jollies about getting a product out the door. 
        
        I am a product person. 
                              

        VISION
        
        I think that more attention needs to be paid to a corporate
        strategy. 
        
        The last thing I want to see is the bureaucracy get any stronger. 
        
        The culture maintainers are responsible for what they do.
        
        We're going to become more mature and responsible in the various
        organizations.  We won't have a Ting Guru, or a definitive oracle
        who can tell us everything we need to do, but in fact, we will
        have people within the various groups who will provide the kind
        of technical leadership in each area to help us to move along,
        and to build the kinds of products that need to be built.  There
        will be, I suppose, processes something like where we will try to
        pull together what the different oracles are saying to be sure
        that it's really coherent. That's what the Local Area Systems
        people are trying to do and, in fact, they are being supported by
        the operating system. 
        
        What we need to realize is that, in each of the areas, we need to
        have a vision of where we're headed and a strategy to work
        towards. 
                                                        II.  PEOPLE 17


        
        
        
                
        HEROES
        
        Being a Digital hero is being perceived as a leader on a very
        successful project or product. 
        
        I've developed a reputation at this point, and I think I could
        find somplace interesting to work if I wanted to change. 

        I'm smart.  I go out and ask questions and talk to the people. 
        
        I'm practically always doing something.  I don't sit in my office
        twiddling my thumbs - I go read a book in the library if I don't
        have anything else to do. 
        
        I'm busy.  I poke my nose into a lot of areas, and I usually have
        something to say about them.  I'm not afraid to speak up in a
        meeting. I apparently have some skills at running meetings.  I'm
        quite competent in a fairly broad range of stuff.  I guess I
        think I know what I'm doing.  I can be fairly assertive or even
        aggressive about getting what I want. 

        I think there certainly are heroes in Digital, and I think the
        notion of the hero is important as a model for people.  I think
        there are lots of different kinds of heroes. 
        
        Heroes have incredible technical skills and prolific ability to
        apply them.  A second attribute is the ability to produce
        products, and that's something that is recognized as outstanding
        in Digital. There are other heroes around who might have
        extremely strong technical gifts, not so much the product focus,
        and that doesn't say they don't produce products.  What they
        don't have is the kind of prolific involvement with products that
        some others have. 
        
        The style, the process they use, their ability to work with
        people, to work with groups. 
        
        I think that the role of people at my level, who have worked for
        the company for ten or fifteen years and have a lot of
        experience, is to pour out all their experience and guide the
        people who have a lot of energy to do their job.  In addition,
        people who are the senior technical people in the company have a
        responsibility to drive the company in ways that make sense. 
        
        One thing that sets me apart from other people is, maybe, that I
        take too much responsibility for the people.  I worry a lot about
        their technical work, I worry a lot about what the team is doing
        technically, but I also think I have a lot of responsibility to
        keep up my end of the bargain for them. 
        
                                                        II.  PEOPLE 18


                
        
        
        
        QUALITY
        
        Things that meet customer expectations.
        
        I promote quality by trying to remind people that the customer
        pays the bills.  We should be concerned with customer
        satisfaction instead of saving a nickel here and there in the way
        we design something. 
        
        Every time our machine recovers from an error and it doesn't
        crash, that's a customer who's satisfied. 
                                                        
        If you build a perfect machine that no one can build after the
        first one, you're building a prototype.  Somebody has to build the
        other three million of them.  Someone has to assure that every one
        of those three million looks like the first one and works the same
        way, that's manufacturing.  It's a difficult problem. 
        
        I'm in the business of building something that an awful lot of
        people are going to be pretty well satisfied with.  It doesn't
        have to be perfect in any of the dimensions, but it ought to be
        pretty good in all of them. 
        
        There's nothing you can do to put quality into something once its
        created.  Quality comes from the team that's doing it, from their
        vision of what they're doing and how well they can execute what
        their plans are. 
        
        You depend on the customer for feedback, and you want them to
        tell you what they need before you give it to them. 
        
        What I don't agree with, frankly, is this whole effort to try to
        teach people about quality; to try to give people methodology for
        engineering quality.  It's all bullshit as far as I'm concerned.
        You get quality by putting teams together that do real work.
        You're not going to get quality by trying to paint it on. 
        
        I think I have a sense of what quality is from a software
        engineering standpoint that I've acquired over the years, but
        it's going to be very hard for me to try to define it.  All I
        know is that when we're about to put a product out, there's a
        feeling you get about whether or not it's right.  And if it's not
        right, we're going to hold onto it until we feel right about it. 
        
        I do feel that groups that deal with customers, like CSSE, play a
        very very key role in the customer's perception of the quality of
        Digital or the quality of the software.  I don't think you can
        measure it by the SPRs, but you can certainly get a feeling about
        it. 
                                 
                                                        II.  PEOPLE 19


        
        
        
                
        You get quality by good design and good engineering.  You don't
        get it by testing it at the end.  Testing is fine for the five
        percent of the things that you hope the customer doesn't find. 
        
        We test a business plan by looking back at our goals and
        constraints and say, did we meet the constraints?  Because I want
        to be able to hold those constraints up when someone comes to me
        and says, "How about doing X?"  "I can't do X because I've
        constrained myself not to do X." 
        
        I think we have quality.  Our software is probably as good if not
        better than anybody's.  Our hardware is real good, regardless of
        what customers like to say.  Everything we design is designed to
        work under worst-case conditions.  In fact, if we didn't have to
        do that, we could build things a lot cheaper.  A lot cheaper. 

        We don't build anything that we aren't proud of.  We're not going
        to build anything that we think doesn't work.  We're not going to
        ship anything we don't think ought to be shipped. 
        
        Some things about quality can be measured.  Some things can't.
        Certainly, if it works the way it's supposed to work, we can
        measure, and we do with both the hardware and the software
        products we do here. Some of the things that are a little more
        esoteric can't be measured. If they can't be measured
        objectively, they can be measured subjectively. 
        
        I really can't say enough about how I disagree with this idea
        that quality is measured as the difference between what you
        produced and what the customer thought he needed, because that's
        not quality. 
        
        The people who build it are responsible for the quality. 

        
        BURNOUT
        
        There's certainly a lot of pressures to burn you out.
        
        I have a personal computer at home.  I don't use it for work.  I
        don't log in. 
        
        I sort of jealously guard my time off.  I don't commit to
        overtime. When the proto gets first turned on, I'll show up for
        flight sessions and debug or something, but generally I tend to
        come in at 8:30 and leave at 5:30 or 6:00.  I don't do late night
        sessions.  I don't do weekends. 
        
        
        
        						II.  PEOPLE 20


        
        
                
        
        There's a certain rhythm to the project.  When you're first doing
        the planning and getting up towards phase one, you can regulate
        it so that things stay pretty orderly.  I mean, not that you know
        all the answers, but the amount of work you're doing is the
        amount that fits into an average week.  Clearly, when you begin
        to get to the latter parts of the 1st three months before field
        tests, you just have to anticipate that it is going to be a big
        crunch, and, again, try to have some personal life organized to
        accommodate that one way or another. Be sure you take a vacation
        with your wife and kids before the big push for the field test.
        That kind of thing.  There's also the realization that, even when
        times are worse, when you're extremely hard and things are going
        very badly, that, at some point, there's going to be an end to
        this. There will be a slower time.  The product will get
        released. 
        
        It may be very gratifying to have worked an extremely long week
        and gotten a major task accomplished.  That has to be done
        sometimes, but one does not want to believe that that's the model
        for life, that you're going to do that continuously. 
                                                        
	One of the things that I have learned is not to mistake effort
        for progress.  People burnout because they're spending effort and
        making no progress.  Then they fail.  I think burnout and failure
        have a lot to do with each other. 
        
        If you lose your perspective, it's very hard to recover.  What
        I'm talking about is brinksmanship, you're constantly walking on
        the edge of burnout.  If you're working to your full potential,
        you're constantly walking on that edge where you could fall off
        and you stay on the edge by keeping your perspective, by making
        sure you're making progress when you're making an effort. 
        
        I think Digital burns people out.  People get burned out because
        they work their ass off, and they finish something and they say,
        "Where's the rainbow, where's the pot of gold?"  And they look
        around and nothing happens. Just nothing happens.  And they say,
        "Why did I work that hard, that long?"  They don't know they're
        doing this.  They don't know that they really expect some praise
        or glory at the end.  It just isn't there, and they say, "Geez,
        why should I do that again?"  I think that's why people burn out,
        and I've seen quite a few of them do it.  And I don't think
        burnout is necessary. 
        
        It tends to be, I think more on a personal level.  Isolated
        individuals who take the responsibility for colleagues, friends,
        comrades at war.                  

        
        
                                                        II. PEOPLE  21


        
        
                
        
        DISCIPLINE
        
        Creativity is important, but too much of it without any
        discipline is chaos. 
        
        I think there are processes, discipline processes, and if you
        don't have those, you will indeed fail. 
        
        
	HOW TO BE SUCCESSFUL
        
        In my particular case, I recognized it when I got here.  I
        started working in this office that the company had finally come
        through with for me after years of being frustrated over the fact
        that I was getting screwed at every turn.  It took a long time
        for me to overcome that, like eight years for me to realize that
        the company could come through for me.  Up to that point, I
        always thought of myself as kind of a peon.  I think a lot of the
        new engineers think of themselves that way and have to overcome
        it because, if you look back on your own career, you have lots of
        successes that you have to identify and to buoy up to your
        personality at any particular moment. 
        
        I'll also make the judgment that, if you need more than twelve
        people to do a project, the project is too big; you're biting off
        too much.                                       
        
	If you decide to work on a project and it's going to take longer
        than two years, you're doing the wrong project, and taking too
        much time to do too much. 
        
        I think we each have a responsibility that if we do see a
        problem, to speak up about it. 
        
        I think that we're successful because we have set up an
        environment that is conducive to doing projects.  What gives us
        grief is that we have found ourselves, after three years, to be a
        bit out of touch with the day-to-day operations of the company
        and what's going on, who the people are. 
        
        To be successful you should never assume that the people around
        you have the answers, especially when it comes to the management. 
        
        Always know that no matter how long you've been here, or what
        your title, or where you are in the pecking order, your ideas can
        prevail, as long as you realize that it's 90% sweat, blood, and
        tears. 
                                                       
        
        
                                                        II.  PEOPLE 22


        
        
        
        
        We have an oversupply of good ideas and bright people who can do
        the 90% innovation.  Our greatest resource is people who can do
        the 90% innovation to the technical side of their ideas.  They're
        awash with good ideas.  Other parts of the company might be quite
        different. I'm suggesting that perhaps it should be.  Somehow in
        this high-tech culture, I don't just mean Digital, I mean in the
        media, people have an inordinate and undue respect for the bright
        idea.  Einstein said it in, I forget exactly what he said, but he
        had the ideas for general relativity. It took nine years to get
        it written down and explained to his satisfaction. Einstein was
        more than just an idea man.  He was able to render those ideas
        tractable to other people and his business. That's important. 
        

        EMPLOYEES SHOULD NEVER DO
        
        The one thing that I would not like to see people do is lie about
        their progress.  They get in trouble and they don't tell me, then
        there's nothing that I can do to help them or me.  If they get in
        trouble and they come and tell me, then the chances are that
        there is probably somebody that did a little better than we
        thought they were going to do, and we could probably have them
        help the person out.  But if they don't come and tell us, then
        that's really a problem. 
        
        Well, one thing we should never do is take too seriously the idea
        of managing our culture, because that can degenerate into
        propaganda and people being cast out as heretics.  We should
        never stop changing. There are a variety of businesses we should
        never go anywhere near. But also we should not be afraid to try
        others -- those that even have a tiny chance of being exciting
        for future businesses. 

        
        RESPONSIBILITY
        
        I think everybody has responsibility.  I don't think any one
        person has the ultimate responsibility, but, ultimately, whoever
        I report to is responsible. 
        
        The groups are the ones who are really responsible for the
        product's success as far as the engineering side of it.  We can't
        do anything about the marketing or sales side of it.  We're, in
        fact, very disappointed that our last product has not done much
        better, because we really thought it would.  We thought it was a
        really good product. From the engineering side, the project was
        really a good project and very successful.  From the sales side,
        right now, it's not as successful as we thought it would be. 

        
        						II. PEOPLE 23

        

               

	III.  PROCESS
        
        
        WHAT IS RISK
        
        I would say that this current project is, by Digital standards, a
        very-high risk project...certainly a lot of people tell me that
        it's crazy, and, therefore I infer that it must be high risk. Do
        I feel it? Yeah, I guess I do. I don't think that it's stressful,
        I think that's what makes the job exciting. That's why I'm here. 
        
        So I feel we need some risky projects.  I guess I'd feel that I
        was in over my head if I couldn't at least get some grudging
        admission on the part of the skeptics that it might all work. 
        
        I think the risk is worthwhile.  I'm also prepared to find, in a
        year, that it isn't coming together, and maybe we ought to not do
        this. 
        
        I don't see myself as primarily a risk taker.  I tend to see myself
        as making sure that I know that the thing is going to work. 
        
        This machine is running faster than probably anybody would have
        thought it would have, mostly because I said it was going to run
        that fast.  I suppose that was a risk because something could
        have gone wrong and it wouldn't have worked, but somehow I didn't
        see it as a risk.  I sat down and figured out "I think it can run
        this fast, and, by God, I'm going to make it run this fast."
        Then I didn't see it as a risk anymore. 
        
        One of the kinds of risks we'd face would be not doing enough. We
        can be sort of complacent and slow moving, and hang on to our
        current customer base, and let it grow.  That's probably one of the
        biggest risks we face.  I think there is certainly risk when people
        start out doing new things.  For example, some of the projects where
        we've had a lot of trouble may have been problems with the way those
        projects were run, but we were trying to do some new things. 
        
        I don't know that I've taken really large risks.  They don't look
        like that, although there's certainly risk every time one commits
        to doing a project. 

        There's only one kind of real risk and that's physical injury risk.
        You take a risk when you go mountain climbing.  Technical risk does
        not exist.  Technical risk can always be overcome by overwork. 
        
        I think, individually, we take risks -- small risks.  I think
        projects are filled with a few small risks such as another group
        not finishing their product.  But again, I have to trust them to
        do what they think is right. 
        
         
				      			III.  PROCESS 24



        
        
        
	You're risking your livelihood and your reputation with people.
        
        I would say that I do take risks.  There are always hedge risks
        -- gambles.  There's no reward for failure. 
        
        
        POLITICS
        
        I feel I spend an inordinate amount of time on politics, much
        more than I wish I had to. 
        
        
        WHAT IS GOOD MANAGEMENT
        
        A good administrative manager has to be someone who is in touch
        enough with what people are saying and doing to understand the
        realities of what is going on. 
        
        I think the downfall of a number of managers is convincing people
        above them that they have everything under control, then
        eventually the rude shock hits that things have fallen apart.  I
        think the failure is to continually present the impression that
        things are under control while, in fact, they're quietly going to
        hell in a handbasket. 
        
        A good technical manager has to do a good balancing act.  Give
        people enough freedom to create solutions to problems without
        imposing on them, but be firm enough not to accept solutions
        which that person's experience suggests will not fly.  They have
        to be a good sorter and they have to be able to do reasonably
        well at working resolution of contrary views among their people. 
        
        Our approach has been to say, well, let's start with the
        presumption that they're competent, interested, and so forth.
        Start at the technical level and bring all those people into what
        we were thinking about and say, "We're only going to succeed if
        you help us out at this venture".  By and large that's been
        pretty successful. There has always been a problem area and we
        said, "You know, we're going to sort that out and not presume
        that those people are just a bunch of turkeys." 
        
        Managers work administrative bureaucracy.  For one thing, there's
        a lot of paper that needs to get filled out.  The manager's tend
        to work schedules, intergroup coordination, and get involved in
        process sorts of things more than a technical manager.  A
        technical manager must try to get the best technical product they
        can and to get the earliest product they can.  Somehow this has
        to get balanced off. 
                                                                        
        
        						III. PROCESS 25


        
        
        
        
        One of the clear management tasks is to provide charters that are
        clear and crisp enough, and, if executed correctly, will produce
        things that fit into the overall Digital environment. 
                                                  
        Characteristics in a manager that are important to me are skills in
        managing people, processes, and resources.  I think in that order
        also. It's important that a manager be able to deal with people,
        and there are lots of styles that work.  I certainly prefer those
        that deal with people on a fairly adult, straightforward, and
        humanistic way that value them as individuals.  Managers should try
        to deal with them and their problems, rather than just manage to
        get the job done.  So I think people management is very important. 

        Processes, I think are quite important, particularly in Digital
        because of the lack of structure.  Often, one has areas where a
        lot of the problem is structural and it's important for the
        manager to be able to identify that and to try to put in place
        structures that will help people get the job done.  When you have
        an interface across several organizations, you need some
        communication channel and working process to help both transmit
        information and resolve conflict.  If you can set up structure
        that people can understand and the mechanism for doing that, it
        is not too hard to work across organizations. 
        
        For the technical leaders, I think that the primary thing is that
        the person have a good command of the technical knowledge and the
        ability to communicate that knowledge to the people he's working
        with. Obviously, the technical leader may need some of the
        management skills as well.  He can't be just technically
        brilliant and have no people skills. 
        
        The process I would have in mind is getting the people who are
        going to contribute to a product, whether it's designing, selling
        or whatever, to write down, understand, and then write down again
        what their goals and strengths are.  What's the product you're
        trying to build?  How long will it take to do it?  What is it that
        will make that product successful?  If it's to be a leadership
        product, why is it that it's going to be overwhelmingly better than
        anything else?  If it's a beat-the-competition product, a clear
        picture of the competition is needed to build something that's
        adequate and will compete sort of on an even basis, even though it
        may not dominate the competition. 
        
        I think the team leaders have to be emotionally tied to their
        products. 
        
        I feel that people who work on my projects are contracting with
        me to do a certain job by a certain date.  They set the schedule
        and I help them.  But, once they set that schedule, that's what

							III.  PROCESS 26


                              
        
        
        
        I'm going to judge them by.  That's another thing that we have
        forgotten about, teams.  We don't judge people by accomplishments
        anymore.  We tend to be a little easy on personal judgments and
        reviews.  I think we need to look at what people accomplish and
        set some expectations for them.  Then they know what they're
        supposed to accomplish and to expect judgment on the
        accomplishments.  I think BJ stresses that, but I don't think we
        stress it enough in smaller engineering groups. 

        If you use common sense and make a judgment, I'll trust that you
        did the right thing. 
        
        It's my responsibility to make sure they're not setting
        themselves up for failure. 
        
        I like to think of myself as a model, but then again, I don't
        chastise them or judge them if they don't think the way I do.  I
        think that's important. 
        
        You try to let people decide for themselves that it's the right
        thing. I try not to tell anybody.  People always feel better
        about something they have arrived at by themselves. 
        
        I think I'm very good at running projects.  I have vision. 
                             
        I believe managers should view their role in life as doing
        everything possible to make it easier for their people to do their
        job.  It's not that the people are there to help the manager do his
        job, because they're not.  If we take the manager away, nothing
        would happen. They would still be there, would still work, and
        still get things done right.  If you take the people away, you
        leave the manager. All we have is the manager, and what can he do? 
        
        A good manager is a leader.
        
        You've got to find a way to appeal to the emotion, the religion,
        the ego, or the drive and capture it without really telling them.
        What you tell them is that we are going this way.  Then you head
        that way, and don't even look back to see if they are coming,
        because you know they are.  That's a leader.  A leader can always
        employ a manager, but it's not clear that a manager can employ a
        leader. 
        
        One of the things I do, especially at one or three in the morning,
        is think about a person whom I would like to see accomplish
        something. What does that person really want and how can I give it
        to him. How can I combine this engineering problem I have over here
        with their talents and desires?  They are two separate things, I'm
        looking for a combination that works. 
        
        						III.  PROCESS 27



        
        
        
        I don't give very many directions.  One of the things I try very
        hard to do is not give people the answer they can't ask for at all,
        even though I think I know what the answer is.  Provoke them to
        think about it in a way different from the way they've already
        thought about it. Inquire as to what it is they're thinking about,
        and how it is they thought about it.  Sometimes it can be real
        quick. 
        

        TEAMS
        
        If I'm telling an employee to do something stupid, then I expect to
        hear about it immediately and in no uncertain terms.  I want it to
        be real clear if I'm telling him or her something incorrect. 
        
        I think you have a better chance of getting a successful project if
        the team is assembled top down.  If the team builds itself, I think
        the team has to grow or evolve or something -- not be placed by
        external forces.  You need to start with a nucleus and grow it. 
        
        I think sometimes there is a tendency, both in Digital and
        elsewhere, to emphasize the hero in what was actually a team
        effort.  The focus on the hero can be good to the extent of
        personifying a set of values, but if the notion is given that one
        person is the key to producing something that was, in fact, a large
        team effort, I think that's bad for the culture. 
        
        The group is a very good group in the sense that everybody on it, I
        think, feels affirmed by the group.  They feel that they're
        accomplishing significant things, and there's no particular feeling
        that one of us must be the star and get all the credit.  One of the
        values that I hold very high on any project is that the project
        reach agreement, generally by some kind of consensus, on what the
        group standards are going to be.  Once that agreement has been
        reached, everyone must conform to it. 
        
        The team that I am in today is just like the team I was in when I
        started.  It's a small team.  A team of people that I hope would
        all say they knew exactly what the product is that they are
        building and know exactly what their part of that product is. 
        
        You can keep track of what everybody is doing if you have a team of
        twelve or less people.  You can't if you have a team of hundreds. 
        
        I think the successful teams are a combination of two kinds of
        people. You have some people who really understand what they're
        doing and are proven winners, and you have another group of people
        who are real hard workers. 
        

							III.  PROCESS 28






        It's important not to set up a cast system in the team.  It is
        important that the technical writers, product managers, secretarial
        people, librarian, and junior people, if you will, all feel that
        they're peers on an equal basis.  There's one project leader,
        there's one administrative leader.  Everybody else is equal and has
        an equal contribution to the product.  It's critically important to
        make sure that your technical writers don't feel that they're
        second-class citizens and so on down the line. 
        
        If the system doesn't work, it's broken. I get upset because the
        system is broken not because the person screwed up.  I have a right
        to yell and throw things too.  I've never met anybody who's done
        something bad intentionally. 
        
        The reason the team I was on failed was because we tried to do too
        much. 

        We try to hire people who we think will fit into to the group. We
        try to hire people who are aggressive, who will be able to stand
        up and defend their ideas.  We try to hire people who are
        ambitious. We don't want to necessarily hire people whose goal in
        life is to aspire to management, because, there's no future for
        them here because there isn't hardly any management. 
        
        It's more like a family.  No rules means that you can do anything
        you want to do that is socially acceptable.  But your responsibility
        is to do your job. That's your first responsibility. 
        
        Our management structure is as flat as we can get it, and we're
        going to stay with that management structure until it absolutely
        just breaks, and it's not broken yet. 
        
        There is a cast system, but the cast system is formed from
        technical excellence.  It's formed by experience and what you've
        achieved, so it's not one that's formally placed.  It's just
        there from the achievements the people have. 

        
        CONFLICT
        
        Person A thinks this is the way it ought to be done and person B
        thinks that's the way it ought to be done.  My process tended to
        be,...you and you sit down and either tell me how it is you've
        worked out a solution or I will tell you a solution that will
        work that neither of you may like. 
        
	



							III.  PROCESS 29


        


        CUSTOMER
        
        I don't feel as closely in touch as I would like to be.
        
        A Digital customer is someone who considers quality to be a feature
        more than some of our competitors, who consider that "it does more for
        you to be a feature, even though it doesn't do it hte same way every
        time".  There is a different person who comes to Digital. 
        
        It used to be that when a machine came out, we'd go out and give
        marketing presentations, talk to the customers, deal with real
        people, and sometimes learn things from them.  Over the years, we
        seem to have been doing less and less of that.  And we're getting
        more of our input from various marketing groups. 
        
        I go to see customers all the time.  It's our collective
        responsibility to make sure that we're doing the right product
        for the customer. 
        
        I really like to hear what customers say is good, and I also like
        to hear what their complaints are. 
                                                        
        But I like to talk to customers, because I think we can solve
        their problems.  For instance, Thursday, we had a customer who
        just wanted to have his hand held.  He sent us a list of
        questions he wanted answered.  All he had to do, really, is read
        the book, but we're going to give him half a day just to hold his
        hand because it's the right thing to do. 
        
        I think the people we're dealing with today are just like the
        people we were dealing with in 1975.  I think we're still selling
        to customers who are exactly the same.  Anyway, all this talk
        about expanding our market isn't true.  We've just found more
        people who are Digital customers over the years. 
        
        Well, the engineers here have done a tour of duty and talked to
        customers, to observe what happens out there and also to do some
        teaching, basically, to the folks on the front line, what it is
        we've just done to them and what it is they're gonna get calls
        about. We also send people to Europe, Canada, Australia, and
        Brazil. Sometimes, if we're having trouble figuring out the
        customer's problem, we'll just give him a call and ask him. 
        
        We have a project manager who goes out and talks with customers. 

        The customer base seems to be less technical then it used to be.
        Therefore, we tend to design things that are simple to put together
        and need less fiddling with.  To me, that doesn't seem like a
        fundamental issue -- it's still a computer and still does most of
        the same things but, we make some trade-offs a little bit more than
        we used to. 
        					 	III.  PROCESS 30 


        
                
        

        DIGITAL MECHANISMS
        
        Digital is obviously kind of a loose and open environment.  You
        see all kinds of mail as it gets forwarded thirdhand, or things
        that are argued about in Notes files, and so on.  I don't think
        there is reason for anybody who is an individual contributor and
        whose interested in what's going on to feel they're totally in
        the dark. 

        
        
        HOW TO GET A PRODUCT STARTED
        
        If you've got a good enough idea, it's got to be a good idea.  If
        it's in the strategy, or something that fits into the strategy,
        then it's easier to sell than something that doesn't fit.  But if
        you came up with an idea that you could show had real potential,
        as far as money or return on investment, the idea should be
        explored, unless it was something we didn't want to get into. 
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
        
                                      
                                       
                                       
        
        
							III.  PROCESS 31


        
        
        
        
                
        
	IV.  COMMENTS
        
        
        
        
        COMPETITION                                                     
        
        Actually, we have eleven competitors.  One through seven is IBM.
        Number eight is either Japan, all of it, or AT&T.  Number nine is
        the other of those two.  Number ten is everybody else from Apollo
        to Data General -- all the rest. 
        
        And who is number eleven?  Digital
        
        
        
        THE INDUSTRY IN GENERAL
        
        The shakeout is always coming and it is always here. 
        
        I think it's customary at Digital to pick on marketing.
        
        
        
        TRUST
        
        I think that there's trust in Digital among people who have
        learned that they can trust somebody else. 
        
        I think people have their personal networks of people they trust
        and, otheer than that, I wouldn't trust anybody.  Trust in this
        sense would be something like trusting them to meet their
        commitments. 
        
         
         
        
         
        
        
                
        
        
        
        
        
        
        
        						IV.  COMMENTS 32
    
1605.12Replies .10 and .11 hiddenQUARK::LIONELFree advice is worth every centMon Sep 23 1991 10:377
    I have hidden replies .10 and .11, which combined, contain some 5500
    lines of text.  Though the material is certain to be of interest to
    DIGITAL readers, posting text of this length directly to a conference
    is inappropriate, given current limitations of NOTES software.  I will
    ask the author to provide an alternate means of access.
    
    				Steve
1605.13GVA01::ATKINSONJust the facts kidTue Sep 24 1991 06:106
    RE.10 & .11
    
    Could you please mail the info that is SET HIDDEN in .10 & .11 to Alan
    Atkinson @GEO or GVA01::ATKINSON
    
    Thank you
1605.14The author of the hidden notes repliesASICS::LESLIEFunfair for the common coldTue Sep 24 1991 08:3613
    Aftrer discussion, the notes will be set unhidden by the Moderators
    later today.
    
    It's my contention that the current limitations of Notes should be
    corrected, not that we should get all bent out of shape trying to
    compensate for this shortcoming - which has been allowed to exist for
    YEARS because we all pussyfoot around.
    
    No, this hasn't always been my contention, but I'm fed up with crap
    being seen as acceptable in DEC. If we see it as acceptable, you can
    bet your dollars that our customers don't.
    
    	- andy
1605.15How about a warning reply?SCAACT::AINSLEYLess than 150 kts. is TOO slowTue Sep 24 1991 09:569
re: .14

May I request that in the future if you are going to enter something that will
tie up my terminal for 15 minutes, please put in a warning reply so I can
NEXT UNSEEN.

Thanks,

Bob
1605.16ASICS::LESLIEFunfair for the common coldTue Sep 24 1991 10:274
    Sure. But let's get VAXNotes fixed, not insist on workarounds for the
    next 'n' years.
    
    	- andy
1605.17"feature" avoidance is easy in this caseCADSYS::HECTOR::RICHARDSONTue Sep 24 1991 11:084
    Until that particular "feature" gets FIXED, do what I do: define NOTES
    to be NOTES/NODECWINDOWS.
    
    /Charlotte
1605.18Replies .10 and .11 unhiddenQUARK::LIONELFree advice is worth every centTue Sep 24 1991 11:194
    I have unhidden replies .10 and .11.  They are 1939 and 3598 lines,
    respectively.  
    
    				Steve