drive-motivation

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Design motivation systems using Autonomy, Mastery, and Purpose (AMP) for products and teams. Use when the user mentions "intrinsic motivation", "gamification isnt working", "team incentives", "autonomy", "mastery", "purpose-driven", "employee engagement", or "reward systems". Also trigger when designing onboarding progression systems, fixing broken gamification, or building team structures that sustain high performance. Covers why carrot-and-stick fails and how to build progress systems. For habit-forming product loops, see hooked-ux. For retention behavior design, see improve-retention.

Web & Frontend 1,169 stars 127 forks Updated 2 weeks ago MIT

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Skill Content

# Drive Motivation Framework Framework for designing motivation systems in products, teams, and organizations based on the science of what actually motivates humans. Replaces outdated carrot-and-stick thinking with intrinsic motivation. ## Core Principle **The secret to high performance isn't rewards and punishment — it's the deeply human need to direct our own lives, learn and create new things, and do better for ourselves and our world.** **The foundation:** For any task requiring even rudimentary cognitive effort, external rewards (bonuses, prizes, punishments) either don't work or actively make performance worse. Intrinsic motivation — Autonomy, Mastery, Purpose — drives lasting engagement. ## Scoring **Goal: 10/10.** When evaluating motivation systems (product features, team incentives, gamification, engagement loops), rate 0-10 based on AMP principles. A 10/10 means the system supports autonomy, enables mastery, and connects to purpose; lower scores indicate reliance on extrinsic rewards or controlling behaviors. Always provide current score and improvements to reach 10/10. ## Motivation 1.0, 2.0, and 3.0 | Version | Core Assumption | Approach | Era | |---------|----------------|----------|-----| | **1.0** | Humans are biological beings | Survival drives (food, shelter, safety) | Pre-industrial | | **2.0** | Humans respond to rewards/punishments | Carrot and stick (bonuses, penalties) | Industrial age | | **3.0** | Humans seek autonomy, mastery, purpose | Intrin...

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Author
wondelai
Repository
wondelai/skills
Created
4 months ago
Last Updated
2 weeks ago
Language
Shell
License
MIT

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