Death by Meeting: A Leadership Fable

by Patrick Lencioni
Jossey-Bass, 2004


    This book is an entertaining and yet educating view of one of the most frequent activities of leaders in organizations:  the dreaded meeting.  It begins with an illustrative story of “Yip Software” and its acquisition by “Playsoft” involving a newcomer’s (Will) novel idea to structure meetings based on an analogy to film and TV acquaints the reader with the basic ideas proposed.  For those who don’t want to read the fictional case study (although I recommend it, and it’s an easy read), the model is presented by itself in the second part of the book.  Many basics of leadership competence are addressed in a light-hearted format, including the difficulties of decisions regarding corporate structure (mergers), ethical versus bottom-line profit organizational missions, and the political climate common to the corporate world, regardless of the size of the business.

    Some of the competencies below are best illustrated by Will (e.g. Challenging the Status Quo, Persistence, Optimism, Persuading); others are exemplified more by Casey (e.g. Engaging in Non-Work Related Interests, Technological Savvy, Managing Personnel Policies).

    For example, Will challenges the status quo when Will notices that no one prepares for the weekly meetings and realizes that the status quo for a “successful” meeting is simply finishing in the time allotted, he announces in a meeting: “these meetings are amazing.  You spend more time getting less done and avoiding anything remotely interesting…”  This brave remark is the impetus needed to change the meeting format and improve the quality of overall work performance at “Yip” by changing the meeting structure.  Will exemplifies the persuading competency when he convinces Casey to try out the new meeting format he suggests.

    The basic premise for “Yip Software” came from Casey’s engaging in non-work related interests.  His first career as a professional golf player provided a creative way of looking at a separate field:  computer games.  He utilized the skills and knowledge obtained from this non-work interest when he left the golfing profession to make the most realistic golf computer game in existence.

    These are just a few specific examples of the relevant competencies (listed below); there are many more.  In addition to these specific examples with the primary characters, most competencies are present in the majority of the characters, including more secondary characters like Connor, Michelle (members of the executive team), and even J.T. (of “Playsoft” notoriety) or in the overarching situation, so that several examples of each competencies are given from differing viewpoints.

 Competencies Addressed: 

Decision Making

Reinforcing Change

Engaging in Non-Work Related Interests

Attention to Detail

Goal Orientation

Distributing Rewards Fairly

Challenging the Status Quo

Strategic Task Management

Setting Goals for Others

Time Management

Energy

Work Ethic

Identifying Downstream Consequences

Political Savvy

Research Orientation

Mental Focus

Managing Personnel Policies

Independent Thinking

Problem Identification

Active Listening

Facilitating Discussion

Developing External Contacts

Public Speaking

Communicating Outside the Organization

Delegating

Empowering

Inspiring

Persuading

Learning Strategies

Self Control

Seeking Feedback

Initiative

Self Reliance

Persistence

Optimism

Adopting Beneficial Values for Society

Self Confidence

Self Awareness

Financial Ethics

Humility

Avoiding Exploitative Mentality

Knowledge of Organizational Justice Principles

Adaptability

Work/Life Balance

Stress Tolerance

Social Orientation

Social Perceptiveness

Servant Leadership

Nurturing Relationships

Interpreting the Meaning of Information for Others

Knowledge of Legal Regulations

Taking Charge

Orienting Others

Effort

Helping the Community

Reinforcing Success

Cooperating

Courage of Convictions

Communicating with the Community

Benchmarking

Open-Door Policy

Work-Place Ethics

Generating Ideas

Critical Thinking

Valuing Diversity

Eliminating Barriers to Performance

Creative Problem Solving

Synthesis/Reorganization

Developing and Building Teams

Sensitivity to Situations

Seeking Improvement

Technological Savvy

Analytic Thinking

Perceiving Systems

Visioning

Managing the Future

Collaborating

Communicating with Coworkers

Openness to Ideas

Personnel Decision Quality

Resolving Conflicts

Performing Administrative Activities

Maintaining Quality

 

~ Contributed by Kirsten Gobeski

Leader Model Home
Competency Model Competency Assessment Development Guide Research Reports
CMU Psychology Department About Us
©2004