It's July, 1997. A little rover sits on the surface of Mars. In family
rooms across the country, children play with a toy version of the same
rover. By playing with this realistic-looking model, they become fascinated
with the complex mission being carried out far away. Terrifying numbers
of hits bombard the web pages showing the science the real rover is doing
and more people are emotionally involved in the space program than at
any time since Apollo. This corporate effort to get scientifically accurate
products out for the landing was a huge win for science education, right?
Or did it, as some critics claimed at the time, "trivialize the space
program"?
Much has been written about how uninterested kids are in science. Many
trees have also died for publications covering how some of this is caused
by the increasing specialization and "priesthood" mentality
in science. My experience, however, as one of the principals in putting
together the merchandising of the Mars Rover (and recipient of the praise
and flak that followed) is that it is simpler
than that: people do not get out of their own industries very often, and
when they
do it usually is perceived as a hobby and distraction to their "serious
career."
The risk/reward structure for entertainment professionals and scientists
is amazingly similar. On the entertainment side, the vast majority of
producers have their own small core group of two to twenty people they
work with on a project-to-project basis, adding collaborators as the project
in question demands. There is a cult of the individual, and perceived
power and actual power after a while track each other as long as some
decent amount of innovative and revenue-positive work occurs along the
way. Precise wording of credits is vital, and a long list of credits is
critical for getting big gigs, which leads to more (and more impressive)
credits and projects.
Now replace "credits" with "papers" and--voila! The
entertainment industry becomes academic science.
Let's say you're a producer who has pulled together a project about a
scientist who happens not to be a nerd (who might even, for instance,
be female and have a social life and a knack for looking good in trendy
clothing). Said producer goes and pitches this new genre to a network,
and what is the answer likely to be? "Can't the lead character be
a lawyer? We have demographics for that so we can sell it to advertisers,
but who will be interested in a woman scientist?"
Let's suppose the producer now decides not to give up but to find a female
scientist to consult with to deepen the character a bit. What does he
do? More than likely, he asks his friends, who might have a friend who
is a doctor who knows a high school science teacher who will then speculate
on how academic science is done. The alternative--to call a large institution
without an introduction--is fairly intimidating since there are few entry
points except perhaps for media offices, which are usually set up for
journalists researching focused stories rather than for creatives with
unfunded story concepts fishing for inspiration. Some institutions will
explicitly not provide support to anyone who does not have a full team,
script, and funding in place.
Suppose we have the opposite situation: an engineer writes a sitcom about
scientists called "Bay State Road Bunsen Burners." (See, you
just had a stereotypical visceral response to that, didn't you?) How will
he try to sell it? He will talk to the guy down the hall who worked with
someone who did a documentary once, and will get the name of a production
company that probably knows as much about sitcoms as a biologist does
about cosmology.
How do you go from a space mission flown behind heavily guarded doors
to kids sitting on their floors in family rooms playing along with the
mission control guys? How do you get teenage girls to talk about how they
want to dress like Emily, the cool young female scientist in "Bay
State Road Bunsen Burners"?
Two years ago, after working at "guerrilla science education"
for a while inside conventional institutions, I decided I had to form
a startup company to fully develop a market for entertainment projects
which will carry science themes to those who would not naturally watch
a documentary or maybe not even science
fiction.
This company, Takeoff Technologies
LLC, neither an entertainment company nor a technology consultant
but something of a lumpy puree of the two, finds scientists and engineers
to advise entertainment projects and assists technologists who want to
find a way to get an entertainment or toy idea into production. Given
the nature of both sides, the company has had to work its way up via word
of mouth and strategic partnerships with those already solving pieces
of this puzzle. Some things we've learned:
- The creative process isn't very different for a filmmaker or toy designer
than it is for a scientist, particularly in the need to visualize solutions.
Once both sides figure that out and build some person- to-person trust,
interesting things tend to happen. It helps a lot, but isn't essential,
for them to meet in person. It is, however, essential for them to be
able to interchange photos and sketches.
- The earlier in a project and less focused the collaboration is at
the beginning, the more each of the parties get out of it. Often a scientist
or engineer can suggest something the writer would never have thought
about on his own, before the writer becomes invested in an alternative
storyline.
- The structure a technically trained person brings to looking at a
story problem can either be viewed with awe by a writer/producer or
can drive them crazy. Personal chemistry becomes terribly important
in these collaborations.
The company is also moving forward assisting aerospace entrepreneurs
who are building novel spacecraft and launch vehicles to try to use entertainment-industry
joint projects to help finance their privately funded flights to space.
All this is not to say there is no energy in market already--there certainly
is, from the successful plays about Richard Feynman, to the hit movie
A Beautiful Mind to many excellent documentaries and educational
toys that have broken into the mass market. But the fact that one can
pretty easily name the successes mean there need to be a lot more to fully
develop the potential to educate millions of kids and adults while they
think they are being entertained.
There's a saying in biology that "life thrives at interfaces"--between
air and water, land and sea--and maybe the biologists are on to something.
But they have to be sure to tell a toy designer or filmmaker all about
it!
Would you like to forward a comment about this column to the author?
You can email her at whatmatters@mit.edu.
About the Author
Joan
Horvath '81 is the CEO and President of Takeoff
Technologies LLC. Takeoff is designed to be a bridge between the entertainment
community and the science and technology community. Takeoff works with
technology companies looking to find markets for their technologies in
the entertainment and toy industries and puts together collaborations
to create innovative products and services. Coming across the bridge in
the opposite direction, Takeoff assists with the "content" side
of entertainment, finding interesting stories about scientists and engineers
and putting them together with producers, sponsors and so on, as well
as providing technical accuracy consulting for projects.
Before starting Takeoff, Horvath had a 16 year career as a "rocket
scientist" at the Jet Propulsion Laboratory (JPL), the NASA center
for the exploration of the solar system. She has a BS in Aeronautics and
Astronautics from MIT, and an MS in Mechanical, Aerospace, and Nuclear
Engineering from UCLA. At JPL she calculated how rocket fuel would flow
in space and developed ideas for advanced computers. She played key roles
on various spacecraft, particularly with the Magellan spacecraft to Venus
and the TOPEX/Poseidon earth orbiting spacecraft that measured the El
Nino phenomenon accurately for the first time. She was the manager of
a startup project studying how to land a vehicle on the surface of Jupiter's
ice-covered moon Europa which was designed to melt through the ice to
a potential ocean beneath, a mission which captured the public's imagination
and is still under study.
She also spent several years in the JPL Technology Transfer office where
she developed some innovative partnerships, particularly in the entertainment
area. She has a special technical interest in finding ways to automate
complicated systems in a way that is reliable and cost-effective. She
is the author of many technical papers, as well as the coauthor of a C
programming text, and teaches strategy and technology planning at the
Southern California campus of the University of Phoenix.