drive-motivation
FeaturedDesign motivation systems using Autonomy, Mastery, and Purpose (AMP) for products and teams. Use when the user mentions "intrinsic motivation", "gamification isnt working", "rewards arent working", "autonomy", "mastery", "purpose-driven", "my team is disengaged", or "how do I motivate people". Also trigger when designing onboarding progression, 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.
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Quality Score: 96/100
Skill Content
Details
- Author
- wondelai
- Repository
- wondelai/skills
- Created
- 5 months ago
- Last Updated
- 4 days ago
- Language
- Shell
- License
- MIT
Bundled in these plugins
Similar Skills
Semantically similar based on skill content — not just same category
gamification
Gamification design for products, apps, and game meta-layers: design an engagement, habit, or retention system; choose or audit mechanics (points, badges, leaderboards, streaks, progress bars, variable rewards); diagnose mechanics that backfire (novelty decay, demotivated users, streak churn); or run an ethics / dark-pattern check.
improve-retention
Diagnose and fix retention problems using behavior design (B=MAP). Use when the user mentions "users sign up but dont stick around", "activation rate", "onboarding friction", "retention metrics", "why users dont complete", "churn analysis", or "aha moment". Also trigger when analyzing cohort retention curves, designing activation milestones, reducing time-to-value for new users, or investigating why users quit after their first session. Covers the Ability Chain, prompt design, and tiny behaviors that compound. For habit loops and variable rewards, see hooked-ux. For intrinsic motivation, see drive-motivation.
improve-retention
Diagnose and fix retention problems using behavior design (B=MAP). Use when the user mentions "users drop off", "activation rate", "onboarding friction", "retention metrics", "why users dont complete", "churn analysis", "user activation", or "aha moment". Also trigger when analyzing cohort retention curves, designing activation milestones, reducing time-to-value for new users, or investigating why users stop after their first session. Covers the Ability Chain, prompt design, and tiny behaviors that compound. For habit loops and variable rewards, see hooked-ux. For intrinsic motivation, see drive-motivation.