J: In high school I played bass guitar in the jazz band.
Sometimes the complicated riffs would throw me, and I’d get lost
in the music. It wasn’t more than a few seconds after losing my
place that the band director would tell us all to stop. He’d look
me in the eye and say, “You dropped out! When the bottom goes, the
music dies.”
It wasn’t that I
was more important than anyone else; it was that each member of
the band had an equally important job to do. We were all playing
equally important instruments that when brought together made
beautiful music.
In our view,
digital media functions much like one of the instruments in the
band. Each of the components of worship has a different part to
play to make the melodies and harmonies work. So for instance, if
you leave out the prayer in worship, one of the instruments is
missing, and the music dies. Leave out the sermon,
music or digital media, and the
same thing happens.
Unfortunately
some churches write their “jazz piece” without incorporating media
and they then try to tack it on at the end. Have you ever heard
someone try to play a lead solo over music that wasn’t written
with a solo in mind? It sounds like a muddy mess. When composers
write music, they must specifically compose breaks for lead solos,
so when a sax or guitar takes off it sounds like it fits. When we
plan all other aspects of worship we must incorporate media from
the beginning. It has to be written into the jazz of worship.
Throwing sermon points or a video clip at a media minister on
Sunday morning is a muddy mess.
We should strive
as digital age worship planners to give equal attention to all of
the instruments of worship. The results of these efforts will make
music that plays in perfect sync with melodies and harmonies that
will touch the hearts of all who hear it.
Some people are
of the opinion that the media should “serve” the other more
established portions of worship. I would have been insulted if
someone told me that my bass playing was only there to serve the
drums or the brass section, and so on. All elements of valid or
authentic worship should be celebrated. They are there to “serve”
the Gospel rather than one of the other instruments.
L: Frequently we hear that “contemporary worship” is such a
production! There are multiple reasons that lead
people to make such an assertion,
including confusion between faith and culture. The primary reason
for the complaint is that people have somehow become aware of the
production aspect, or interface of worship, and the work is
interfering with their ability to experience God.
An interface is,
among other things, as “a common boundary shared by two devices,
or by a person and a device, across which data or information
flows, for example, the screen of a computer… or the set of
commands, messages, images, and other elements allowing
communication between computer and operator.” It
is also “the place, situation, or
way in which two things or people act together or affect each
other or the point of connection between things.” An interface is
a point of intersection between people and also a dynamic action
that has an impact on the people to which it connects.
Good interfaces
are important because they make communication possible without
getting in the way. Take email, for instance. AOL continues to be
successful as an interface because it markets the dream of
transparency — even though the reality is much different. People
don’t really want to log on, configure dial up addresses, wait 4-5
minutes, or even boot up the system and then open up an
application to get their e-mail. They should be able to walk up to
a cold computer, hit a switch, and receive their email. The same
for cell phones. Having email capability combined with the
portability of a cell phone is nice, but not if it requires that I
spend 30 minutes hitting each number key 3 or 4 times to get the
letter I want. The interface for email should be as transparent as
ripping open a glued piece of paper. Whether it is email,
interpersonal communication, or worship, good interfaces don’t get
in the way; they facilitate.
This is because
good interfaces are oriented to the user, not the system. Early
research of personal computers focused on two different agendas.
One was a file-sharing idea that focused on the linear interaction
of information; the other was a sensory rich, high intensity
graphic-user interface (GUI) and application. Each camp believed
it was creating a superior interface that created the least amount
of interference: the command line because it taxed the hardware
less, and the GUI because it seemed more natural from a user’s
perspective. These revealed themselves in the marketplace as DOS
versus the Macintosh (or Windows), or the command line interface
versus the GUI. DOS won for many years, but eventually the graphic
interface took over, as hardware capability caught up to the
vision, because it was more human-like. It focused on the
perspective of the user rather than the structural needs of the
computer hardware. DOS has become a metaphor for modernism, and
GUI for postmodernism.
A better
interface for the world of computers doesn’t mean better buttons,
or sleeker, more industrial design, like putting beige hard drives
boxes inside iridescent blue boxes because Apple Computer did it.
The long-term vision for the computer industry is to eliminate
buttons, keyboards, and mice altogether, and to create an
interface that is essentially organic. People should be able to
talk to their computers instead of get carpal tunnel syndrome from
typing so much, and they should be able to access the internet
anywhere, without having to use cumbersome machines, and they
should be able to navigate a personal planner without learning
alternate languages like “Graffiti.”
As we see all of
these dreams for digital communications, we find parallels to the
church’s position. As with the aim of technological industry,
worship needs to improve its sensory points of contact. It’s
similar to the creation of what the computer industry calls
“personhood,” or the design of intelligence. Worship for any age
needs to acknowledge human need and respond to it with the Gospel.
The current
apparatus of “contemporary worship” is clunky right now because it
is only partially fitted to the needs of digital culture:
“Transmitting freely from one to another is really where the field
of multimedia is headed.” Oh, that the church could transmit
freely from one environment to another! As digital age worship
matures, it will take on forms that are more rich and organic, and
more reflective of its age, just as 4-part harmony on the organ so
clearly reflected the cultural sensitivities of the Enlightenment.
Worship needs an improved interface for the whole of digital
culture.
This means
rethinking the entire interface of worship, not simply making
“better buttons” in the way of better bulletins or putting lyrics
on the screen instead of in hymnals. We need to facilitate
worshipful encounters with God that transcend the interface on
which they happen. We need to make the appearance of production,
or the mechanics of worship, go away. Removing the mechanics, and
allowing for a more organic experience, allows for a rediscovery
of mystery.
J: Implementing digital age worship means raising the bar on
production values associated with the worship experience. The
culture of today is completely immersed in a world of incredible
sights, sounds, and smells. When we ask for a show of hands for
how many love to go home to watch public access television, the
final tally is always zero. When the excellence factor is
extremely low, people don’t tune in. Instead CNN, ESPN, Lifetime,
and many other high-end networks
fill their screens. Whether it is worship or TV, people aren’t
engaged when the production is bad.
But some suggest
that worship should not be a production. They fear that the
“slickness” of the experience may take something away from the
Spirit’s movement. I must admit that I felt the same way when I
first visited the early digital age
worship experiment at Ginghamsburg Church a year before
joining the staff. I thought church should be what I had grown up
with, which was something much more formal. At the same time I was
serving in Younglife, which strived to bring the gospel to the
youth in ways that were relevant to them. I began to see that
using digital media made the gospel come to life in ways that were
real for people of this culture including me. Without the
production this could not happen.
The craftsmanship
and storytelling abilities required to experience worship that
would speak to the culture of the day could easily be defined as
production skills. The better honed they were the more effective
the sermon or worship experience would be.
When we talk
about producing worship we get an inevitable set of practical
constraints. How do you keep up, how do you avoid burn out, (and
my favorite) how can the Spirit do it’s work if everything is
planned out? (We’ll answer the first two in the next chapter.) The
power of the Spirit cannot be limited by our efforts. No amount of
pre-planning can restrict the Spirit’s presence in worship. As I
mentioned earlier, I always feel
closest to the Spirit when creating art for worship. Can we not
trust the Spirit’s presence in the formation and creation of the
worship experience? Will it not then be present as the service is
taking place? No matter how planned or produced worship might be,
there are always unknowns. We should rely on the Spirit’s guidance
in all that we do, and especially in implementation the weekly
spiritual meal. As a production team we would always begin our
worship experiences by praying for the Spirit’s guidance. I can
remember times when something unexpected would happen, like the
pastor leaving the stage sick or a drama lines being missed and so
on. The team would begin praying on the spot that God would
continue to guide us through whatever hurdle we were facing. Many
times there was an almost tangible sense that the Spirit was
hovering, assisting our every mood.
Some will ask the
question: How do you avoid emotionalism when you begin to use
digital media to communicate the Gospel? My first response is that
what we do must be rooted heavily in prayer and Scripture. If we
start and remain rooted there we avoid many potential problems
down the road. Giving people an emotional or experiential
connection with biblical texts is an important part of digital age
worship. There is a big difference between manipulating
worshiper’s emotions and giving them an experience. We’ve already
learned that digital DNAers crave experience, and so we must
strive to be authentic in the way we present the stories of the
Bible. Anything less may become empty and manipulative
presentation.
Len often points
out that the metaphors we use (and all art for that matter) are
merely doorways by which to enter into an emotional understanding
of biblical truth. Digital DNAers often cannot enter the room of
biblical truth without an appealing
doorway. The emotional connection with their own personal
human needs is the key to drawing them into the room. Again this
is not emotionalism.
When we talk
about GUI we’re not just talking about the screen as the
interface. The entire worship environment is accessible through
the interface. There are many aspects within the physical worship
space to consider, including
lighting, sound, smell, taste, touch, video, alter display,
animation, drama, dance.
During a
conference in Orlando we took a day to visit a few of the local
theme parks. After scouting the map we headed over to a ride
called Poseidon’s Fury, in Universal’s Island of Adventure. The
building was amazing. A large statue (3 or 4 stories tall) of a
Greek god looked as if it had been broken on the ground in front
of the entrance. The entrance looked like a cave that was formed
millions of years ago. Once inside we faced pyramid like walls and
candle lit halls. I remember both of us being totally astonished
at how cool it was just to stand in line. Then we entered into a
room with a circular stage standing about two feet off the ground.
The room went dark except for a single spotlight, which shined on
a ladder coming from a whole in the ceiling. From a ladder came an
old man with a full beard wearing ancient clothing and
carrying a cane. He made his way
to the stage where he began to tell the story of Poseidon’s battle
with Zeus. Laser lights painted with ancient figures
on the walls. We were taken
further into the story by entering various rooms, and ultimately
ended up in a large room with images projected on screens and onto
waterfalls. The storyteller interacted with the characters
presented on the screens, as explosions of light, fire, and water
went off around us. We were completely surrounded by the story,
and it was fascinating.
If
such amazing detail can be given to ancient myths, how much more
to the truth of the Gospel! The same attention to environment is
possible in worship.
Worship leaders interacting with the screen, music overlapping
dramatic storytelling, and natural elements such as candle flames
and water can give worshipers the sense that they are part of the
story. Unlike Poseidon’s story, we have a different story, with a
larger truth to share. As worship designers we should all have
field trip money set aside to visit theme parks for creative
inspiration. We can take advantage of the millions they spend on
getting a theme or metaphor into production.
L: Redundancy is critical to the teaching aspect of worship.
Good digital age worship has many different channels of
communication, so that the worshipper has multiple opportunities
to cull meaning from a number of different sensory devices. This
is multi-modal — not time sharing — or messaging back and forth,
but more like face-to-face conversation, which has a constant dual
interchange of meaning. In other words, digital age worship is not
a modern presentation of a linear sequence of events, in which
each event stops before another in singular fashion. Digital age
worship is a multi-stack, or what Len Sweet calls a “double ring,”
a postmodern matrix of overlapping sensory experiences, or modes,
that create a constant exchange of meaning. Digital age worship is
GUI, not DOS.
Creating a
digital age worship interface means creating a matrix of media
that operates within the interactive assumptions of digital
culture. There are interactive
assumptions with print or oral culture where worshipers
don't acknowledge every typo or bulletin or every grammatically
misspoken word. In print and oral culture these assumptions don’t
interfere with communication. Worshippers move past an awareness
of the form of communication, to an acceptance of its messages.
Nowhere is this
more apparent than in the apparently anti-digital “Unplugged”
movement of young people in 1990s. The move to coffeehouses and
acoustic guitars was not anti-technology but rather a preview of
the future: post-technology, or the
moving beyond (metastate) of self-awareness where we announce
movie clips by saying, “Let’s look at the screen.” Digital media
should take on this role in worship. The difference is
not an abandonment of digital culture, but rather its integration
into a more mature, organic system of interaction, or a more fully
digital interface.
1)
J: Overlap!
Transitioning from one portion of worship to the next can be
critical to the effectiveness of
the experience. Communication studies have shown that once you’ve
lost the attention of your audience it can take twenty minutes to
get it back. Thus if you loose them after praise and worship, and
your thirty-minute sermon follows, you may only have their
attention for the last 10 minutes. Effective use of media can fill
the potential holes in worship.
I liken postmodern worship to the old “pass the egg” game I played
when I was in youth ministry. The game goes like this. There are
two teams lined up next to each other with each team member
holding a spoon. The egg has to be
passed from one end of the line to the other with out dropping it.
First one to get the egg to the other end wins. This should be a
delicate process, but in the spirit of the game the floor is
covered with scrambled eggs. The worship moment is so much
like that egg for the individuals who fill our sanctuaries. When
the stage is bare between elements, someone is fumbling with a
microphone, or the sound system is turned off but the band is
trying to play, and the egg hits the floor. The screen not
only makes the songs, sermon, and various other elements, more
meaningful, it also covers those egg-drop experiences.
This does not mean that there are no pauses or quiet times in
worship. In fact we advocate time to reflect on various pieces in
worship. Using graphics and animation during some of the pauses
in worship is a great way to use the screen. A main worship
graphic can be the primary graphic displayed throughout a worship
experience. Think of it as a default screen that can fill the
visual "holes" in worship. There is no need for your screen to be
blank at any time. The "default graphic" can provide smooth
transitions between elements in
worship. For example,
when the call to worship has finished and the musicians are on
their way to their instruments, put the graphic on screen to
divert the attention of your congregation as this transition takes
place.
2)
Integrate the metaphor throughout. Making the move
to metaphorical presentation of the Gospel means finding ways to
make the metaphor work throughout the entire worship experience.
Earlier we shared how metaphor is the glue to make the Gospel
message stick in the minds of worshipers. It is also the glue that
makes the various elements of worship work as one. Metaphor cannot
be effective if limited to the screen. This means that the worship
leader’s language; the pastor’s message, the songs, and so on,
must all together reflect the metaphor. It is worth saying again
that the metaphor must be strictly rooted in scripture.
Here are a few questions to ask that will help you integrate the
theme and metaphor:
a)
Do the songs reflect the theme/metaphor?
b)
How can the altar space be used to further communicate the
theme/metaphor?
c)
Are there any smells associated with the theme/metaphor?
d)
Are there any objects that worshiper can take with them to
remember the experience?
e)
Are there ways to alter sermon points, prayers, and other
spoken words to make the metaphor work?
f)
Can lighting be used to further integrate the
theme/metaphor?
g)
Can you sum up the experience in a few sentences?
3)
L:
Forge a new synthesis of all the best of Christian
tradition. Digital age worship is not exclusively the latest and
greatest but a combination of many forms, each that can express
unique things. The phrase “Ancient-Future” is popular in
progressive church circles because it connotes both innovation and
tradition. Digital age worship doesn’t deny tradition; it takes
the best of it and rejuvenates it. One example is in biblical
storytelling. Rather than just reading the scripture lesson,
storytelling offers a way in which the hearer can enter into and
internalize the story, as if they were present in first-century
culture and hearing it for the first time. Although storytelling
has found renewed enthusiasm in church circles for a few years,
digital age worship takes the form one step further by introducing
soundtracks, sound effects, lighting, fog and imagery. The
combination of these elements can create a much more powerful
experience that in the traditional reading of the big dusty altar
Bible, which I read publicly for worship as a teenager.
J: When you take
each of these various traditions, cultures, and current forms and
make them work together thematically, the result is something
entirely new. When it works, it is a fusing together of elements
that can make worship a powerful and timeless experience. If the
hard work of tying it all together isn’t done, the experience can
become a muddy mess. This should be a primary concern when the
worship planning team meets. Giving up early on making elements
work thematically always results in an experience that is not at
all memorable.
4)
L:
Be more holistic. Worship planners and leaders must become
more holistic in their approach to both media in worship and
worship itself, and begin to see media as both communication and
communion. As the print age became more sophisticated, it
distinguished roles such as reporter, layout designer, and press
operator, or as power struggles dictated, the idea people and the
production people. Recent technological changes have collapsed
these boundaries and returned the communication industry toward an
era of integration, much like the era when Shakespeare hung out in
the pressroom.
Someone might say, “Well, what about the film industry, which is
highly specialized?” The answer here is that the real trend in
film isn’t Hollywood and unions, whose structural system was built
fifty years ago, but in the democratization of digital production
that is occurring everywhere through the iMac and the like, which
is creating a whole new breed of independent filmmaker.
The holistic approach applies both to skill sets as individuals
and to teams in service of the worship experience. We need not
support superhero pastors who want to add digital to their skill
repertoire, but rather we support empowering environments where
consensus is the force that creates digital art for revealing God.
Artists of any age are holistic. They are good at the mechanics of
form as well as expression. Michelangelo invented new techniques
when working on the Sistine Chapel project because the project, in
all its complexities,
demanded a degree of craftsmanship that had previously not
existed. Guy Kawaski, the Apple marketing guru, wrote Rules for
Revolutionaries in which he uses the phrase “Evangineer” to
describe a person that has a burning desire to change the world
and the technical knowledge to accomplish it.
It is a bad idea to separate the technical group from the creative
group. Some members of the community seem more interested in
widgets, and other members in ideas. To truly be effective, a
digital age minister must go through the painful work of learning
both. I don’t mean to the point of mastery, as each of us are
gifted in unique ways. Teams that work are teams that understand
enough about each other’s gifts, skills, and interests in order to
both communicate and empathize.
J: I’m not a
preacher, but I’ve written and given what some would call sermons
for various services over the last decade. Each time was a
struggle, and I was often worried that what I would say might not
relate, or would be confusing, or offensive, or ineffective. I
hated that pressure. Then I joined a worship design team. Although
my job on the team was not to preach, I felt a comfort in that
what we designed in a group would work in worship because the
material had been tested in our group. I don’t ever want to go
back!
I can’t understand why anyone would want to work alone on worship
when they could work with creative teams. When you work alone, a
bad idea stays bad idea.
A bad idea in a team environment is an opportunity for greatness.
For instance I might throw out a really bad idea for a metaphor
after hearing the Scripture for the week. Len might say “Ok that’s
a bit weird, but what about this…” You, in turn might respond by
saying “I see where you’re going with that, but what about…” and I
might throw in one last spin on your
idea to make it really work. Had I been working alone, the bad
idea would have remained. When working in a team to design
worship, ideas and creativity are exponential.
5)
L:
Pastors should broaden their
self-conception from preacher to producer. Being a producer
means one allows a team to
co-construct the basic ideas of worship. This requires a great
degree of control relinquishment. Give up some control. Don’t
worry about not getting credit or losing the most visible aspect
of your job. Realize that good worship reflects good leadership.
Broaden your self-definition to include not only preaching skills
but also leadership ability.
What about creating space for some bad stuff to happen? Yes, this
could happen. But the essence of the team is in the core theology
of the priesthood of all
believers: each of us, through the work of the Holy Spirit, is
able to encounter the Word of God. When people want to go crazy
with their imaginations, allow them to be creative while holding
them to core standards already present in the congregation, such
as the mission of the church.
Sharing ownership of the worship planning function doesn’t negate
the preaching function or the role of teaching in worship. Both of
these remain extremely vital in our
digital world. Preaching is critical to discipleship, but
the three-point sermon with illustrations may not be. Try
approaching your sermons more like storytelling experiences. At
the same time, take broader ownership of the entire worship
service. Don’t rely on the music person any more than the music
person should rely on you. Work together.
J: Sooner or
later many pastors become concerned that they will lose control.
Although it shouldn’t matter, credit becomes an issue. If a pastor
works with a team, then it may
seem as if their role is less than it once was. The pastor,
however, might be perceived as the master planner who has
reconceived worship for this age. All of the successes are
attributed to the pastor. I look at it much like a baseball team.
The pitcher is credited with the win, even the whole team
contributed in various ways.
6)
L: Don’t compartmentalize. It is not the job of the theologian to interpret and the
technician to edit and the producer to form the story and then for
them to all come together early Sunday morning to figure out how
to link their work with some loosely held strand. For digital age
worship, these functions should be mixed together in the formative
stages of worship development. Being a digital storyteller is a
holistic mix of interpretation and translation, integrity and
integration, technical and creative. Not one person that does it
all, but that they work together.
You may be surprised to find that creative empowerment will draw
talented people to your ministry. So many gifted people don’t put
their gifts to ministry because the church insists that their
music be acceptable to everyone in the congregation, that their
stories and dance raise no questions, that their video challenge
no prejudices, that their images maintain the status quo. God
forbid that people should be challenged to move off their
spiritual backsides!
7)
Everyone on the team needs to
exegete culture just as much as one might do with scripture.
To exegete means to reach in and extract the truth. Pastors are
trained to do this with Scripture but not culture, though this
flaw is slowly disappearing in
many seminaries. We must learn how to extract truth from popular
culture for the sake of completing the final step of the
exegetical process, to put the truth of the Gospel back into the
culture. Because we live in our current time and space, we must
both pull out and push in truth with culture.
To truly exegete culture is a difficult, ongoing struggle. Culture
is temporal and constantly changing. One cannot achieve a
particular culture so much as one might achieve a particular
moment in cultural history, which to be defined must be pointed
toward a past cultural moment. This leaves the church in a
position where it is never able to understand or relate to the
culture of the present, which of course is what Jesus calls the
church to do when it is commanded to promote the Kingdom of God.
So we are not called to merely achieve or conquer a particular
cultural language, but to stay in continual interaction with it
for the purposes of communicating the language of the Gospel,
which is both now and in the future, imminent and transcendent.
8)
Allow the canvas for digital art to encompass the
entire worship space, and not merely the drama stage or
video screen.
J: When churches
move in digital directions they often see the screen as the
canvas. The screen is an important part of painting worship, but
it should by no means be understood as the sum of digital age
worship. There are so many ways to paint the picture, and
sometimes the screen is not even needed to transform the moment.
We often encourage churches to start without installing a screen
at first. What does this look like?
 |
Mike Slaughter was preaching on the seven disciplines from his
book Spiritual Entrepreneurs. This particular week focused
on the biblical principle. Our team wanted to present the
Bible as an exciting record of God’s love for humanity. The word
adventure sprang up again and again in our design process.
Someone suggested that Indiana Jones and the Last Crusade, a film
popular at the time, might capture the adventurous spirit. The
plot centers on the diary that Indiana’s father kept throughout
his lifelong search for the Holy Grail. Presenting the Bible as an
adventure book, God’s diary, would, we expected, help worshipers
re-conceive the Bible in a fresh way.
With the entire worship space as the canvas, we obtained the
familiar Indiana Jones theme music by John Williams, and played it
as worshipers entered the sanctuary. The house lights were low
that week, with candles in lanterns, lighting each row of chairs.
On the stage was an altar display that looked like a scaled down
version of what you’d find outside the Indiana Jones show at
Disney’s MGM Studios theme park. It was made of crates, rope,
candlelight lanterns, the famous Fedora style hat, and an old beat
up Bible wrapped in a grocery
bag. Mike even wore a khaki Indiana Jones shirt.
Worship began with a clip from the film. In it, Sean Connery
explains the three challenges they must face to reach the grail.
First, the breath of God, next,
the word of God, and finally, the path of God. Those became the
points for the sermon, so in a sense Sean Connery was our guest
speaker that weekend. We altered the language for the prayer and
all other connectional words throughout the service. Some
worshippers were so drawn in by the experience that they returned
for a second service.
Using smell and touch as part of the experience can also make
worship more effective for this culture. We’ve had coffee brewing,
Jambalaya cooking, incense burning, and we’ve even sprayed perfume
on bulletins to engage the sense of smell. We’ve given out paper
etch-a-sketches, shells, rocks, and pennies to give people a
tactile experience of the word. The possibilities are broader than
cinema when it comes to the canvas of worship.
L: Some tips:
a) Position your screen maximum viewing. If possible, middle is
best.
b) Use lighting to illuminate the speaker but not to blind or
focus on the congregation.
c) Have stereo sound.
d) Create a flat, open public speaking space, perhaps even an “in
the round” structure with a runway, similar to the fashion show
runway.
e) Incorporate a combination of natural and artificial light, but
don’t let the natural light hit the stage or screen areas, only
the worship seats.
f) Position the seats in such a way that will facilitate
interaction. Don’t make two rows of seats that all face forward!
Create semi-circles, or even circles.
g) Have space that can be altered to create various types of
atmosphere depending on the needs of each worship experience.
This could be like a film set or theater stage, but don’t let it
appear to be stark when unused, and not overly industrial or built
primarily for elaborate, thematic production. The space needs to
have the ability to be organic on its own, without an expensive
set.
Question
If you can design your dream worship space, where money and time
are no object, what would it look like? Brainstorm some ideas
individually, or better yet, as a worship team. Now, after going
through some options, how can you apply your dreams, and these
ideas, to your current situation? Think of a couple of ideas that
you can implement immediately.