Creator · wondelai
Last updated · Sep 3, 2026
Design 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 mot
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Install the "drive-motivation" agent skill from https://github.com/wondelai/skills/tree/main/drive-motivation. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Design 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"wondelai-drive-motivation","task":"Install drive-motivation","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
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Claude Code + CLI + Codex
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npx skills add wondelai/skills --skill drive-motivation
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Financial research output is not financial advice; require human review before any live investment decision
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2.1K
80/100 Quality · 76/100 Trust
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Financial research output is not financial advice; require human review before any live investment decision · SKILL.md lacks an explicit 'Limitations' or 'safe operating boundaries' section, so agents may apply the framework in contexts where extrinsic rewards are actually appropriate.
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StrongSolid option that is likely worth shortlisting for production workflows.
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2.1K GitHub stars
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2.1K stars, 215 forks
Maintenance
9d since push
License
MIT
Install
npx skills add wondelai/skills --skill drive-motivation
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npx skills add wondelai/skills --skill drive-motivationDo not use when
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/api/agent/resolve?task=Use%20drive-motivation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
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/api/skills/wondelai-drive-motivation/install
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Task: Use drive-motivation in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20drive-motivation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/wondelai-drive-motivation/install
Install command: npx skills add wondelai/skills --skill drive-motivation
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/api/skills/wondelai-drive-motivation/install
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/api/skills/wondelai-drive-motivation/install?format=text
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/api/skills/search?q=drive-motivation&limit=3
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Use drive-motivation for this task. Review https://www.openagentskill.com/api/skills/wondelai-drive-motivation/install, then install with: npx skills add wondelai/skills --skill drive-motivationRegistry metadata
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/api/registry/manifest/wondelai-drive-motivation
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/api/registry/manifest/wondelai-drive-motivation?format=text
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/api/registry/install/wondelai-drive-motivation
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/api/registry/recommend?task=Use%20drive-motivation%20in%20an%20agent%20workflow&limit=3
Agent fit
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Claude Code
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Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
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PASS2.1K GitHub stars
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INFO2.1K stars, 215 forks; issue activity unavailable in current metadata
Recent maintenance
PASS9d since push
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Review before install
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Run only in a sandbox and compare close alternatives before using it for real work.
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Solid option that is likely worth shortlisting for production workflows.
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I need my agent to research a topic, compare sources, and produce a concise report.
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Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
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Alternative shortlist
Similar skills that may fit this task.
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Create original visual art, posters, PNG assets, and PDF documents through a clear design philosophy.
--- name: drive-motivation description: 'Design 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.' license: MIT metadata: author: wondelai version: "1.4.0" ---
# Drive Motivation Framework
Design motivation systems for products, teams, and organizations using the science of 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.** For any task requiring even rudimentary cognitive effort, external rewards either don't work or actively worsen performance. Intrinsic motivation — Autonomy, Mastery, Purpose (AMP) — drives lasting engagement.
## Scoring
**Goal: 10/10.** Score any motivation system (product features, team incentives, gamification, engagement loops) against the [Quick Diagnostic](#quick-diagnostic): start at 5, add 1 for each of the first five rows answered "yes," then **subtract 2 if the sixth row is also "yes"** — an "if-then" reward doing the motivating crowds out the rest. Bands:
- **9-10** — autonomy, mastery, and purpose all present; no if-then crowding-out. - **5-6** — one pillar carries the system; the other two are weak or extrinsic. - **≤3** — relies on rewards, mandates, or controlling behaviors; intrinsic motivation absent.
Always state the current score, which diagnostic rows failed, and the specific fixes to reach 10/10.
## Motivation 1.0, 2.0, and 3.0
| Version | Core Assumption | Approach | Era | |---------|----------------|----------|-----| | **1.0** | Humans are biological | Survival drives | Pre-industrial | | **2.0** | Humans respond to rewards/punishments | Carrot and stick | Industrial age | | **3.0** | Humans seek autonomy, mastery, purpose | Intrinsic motivation | Knowledge economy |
### The Seven Deadly Flaws of Extrinsic Rewards
"If-then" rewards ("If you do X, then you get Y"):
| Flaw | Mechanism | Example | |------|-----------|---------| | **1. Extinguish intrinsic motivation** | Turns play into work | Kids paid to draw stopped drawing when payments stopped | | **2. Diminish performance** | Narrow focus, reduce creativity | Candle problem: rewarded group performed worse | | **3. Crush creativity** | Reward focus replaces exploration | Commissioned art rated less creative | | **4. Crowd out good behavior** | Financial framing replaces moral framing | Day-care late fee: lateness increased (became a "service") | | **5. Encourage cheating** | Goal fixation invites shortcuts | Wells Fargo fake accounts | | **6. Become addictive** | Bigger rewards needed over time | Last year's bonus = this year's expectation | | **7. Foster short-term thinking** | Optimize for the reward period | Quarterly bonuses → quarterly thinking |
**The boundary:** extrinsic rewards work only for routine, algorithmic tasks with no intrinsic interest. For creative work, complex problem-solving, or long-term engagement, they backfire.
See [references/extrinsic-rewards.md](references/extrinsic-rewards.md) when a reward or incentive scheme is backfiring — the named studies behind each flaw and a decision rule for when rewards are safe to use.
## The Three Pillars: Autonomy, Mastery, Purpose
### 1. Autonomy
**Core concept:** The desire to direct our own lives — choice over what, when, how, and with whom. Autonomy ≠ independence: people can act with choice while staying interdependent with a team.
**The Four T's of Autonomy:**
| Dimension | Question | Example | |-----------|----------|---------| | **Task** | What do I work on? | Google's 20% time, Atlassian ShipIt days | | **Time** | When do I work? | Flexible hours, no mandatory meetings | | **Technique** | How do I do it? | Choose tools, methods, approach | | **Team** | Who do I work with? | Self-forming teams |
**Product applications:**
| Context | Autonomy Killer | Autonomy Enabler | |---------|----------------|-------------------| | **Onboarding** | Forced linear tutorial | Choose your path, skip steps | | **Content** | Algorithm-only feed | User-controlled feeds, filters | | **Workflow** | Rigid process, feature bloat | Custom automations, show/hide, progressive disclosure |
**Autonomy violations:** "You must complete X before Y", unskippable tutorials, mandatory notifications, and forced single paths through the experience.
See [references/autonomy.md](references/autonomy.md) when designing onboarding, feeds, or workflow controls — full Four T's patterns plus the autonomy audit checklist.
### 2. Mastery
**Core concept:** The desire to get better at something that matters. Mastery is a mindset, not a destination — it's asymptotic, and the joy is in the pursuit.
**Three laws of mastery:**
- **Mastery is a mindset** — ability is developed, not fixed (Dweck's growth mindset). Frame failures as learning, not judgment. - **Mastery is a pain** — it demands effort and deliberate practice. Flow (Csikszentmihalyi) lives between boredom and anxiety, so calibrate challenge to skill level. - **Mastery is asymptotic** — users never fully arrive. Always offer a next level, next challenge.
**Flow conditions:** clear goals, immediate feedback, challenge/skill balance, sense of control.
**Product applications:**
| Context | Mastery Design | Example | |---------|---------------|---------| | **Progress** | Visible skill development | GitHub contribution graph, Duolingo levels | | **Difficulty** | Adaptive challenge | Games that adjust to player skill | | **Feedback** | Immediate, clear signals | Grammarly real-time writing analysis |
**Mastery violations:** flat difficulty that never adapts, and failure that is punished rather than framed as learning.
See [references/mastery.md](references/mastery.md) when designing progress, difficulty, or feedback systems — flow-state calibration, deliberate practice, and the mastery audit checklist.
### 3. Purpose
**Core concept:** The yearning to act in service of something larger than ourselves. Purpose is the context for the other two pillars — without it, autonomy is directionless and mastery hollow.
**Three expressions of purpose:**
| Expression | How It Manifests | Example | |-----------|-----------------|---------| | **Goals** | Purpose-driven objectives | TOMS: every purchase helps a person in need | | **Words** | Language of purpose, not profit | "Associates" not "employees", "community" not "users" | | **Policies** | Actions that demonstrate purpose | Patagonia: "Don't Buy This Jacket" |
**Product applications:**
| Context | Purpose Design | Example | |---------|---------------|---------| | **Impact** | Show the user's contribution | Wikipedia edit counter, Kiva lending impact | | **Community** | Connect to something bigger | Open source contributions, community goals | | **Values** | Align product with beliefs | Ecosia: "Search the web to plant trees" |
**Purpose prescriptions:** show aggregate impact ("Together, our users have saved 1M hours"), connect individual actions to collective outcomes, and celebrate meaningful milestones over vanity metrics.
See [references/purpose.md](references/purpose.md) when wiring impact, community, or values features — Goals/Words/Policies patterns and the purpose audit checklist.
## AMP Applied: Product Design
### Gamification Done Right vs. Wrong
| Principle | Bad (Extrinsic) | Good (Intrinsic) | |-----------|-----------------|-------------------| | **Autonomy** | Forced challenges, mandatory participation | Opt-in, chosen challenges | | **Mastery** | Points for everything, trivial badges | Skill-based progression, meaningful milestones | | **Purpose** | Pointless competition, discouraging leaderboards | Community contribution, personal growth |
**Example — Duolingo:** autonomy (choose language, pace, topics), mastery (adaptive difficulty, skill levels), purpose ("learn a language to connect with people"). Caution: streaks can shift from intrinsic mastery to extrinsic loss aversion.
### Team Motivation
| Principle | Manager Action | Example | |-----------|---------------|---------| | **Autonomy** | Hand over task, time, technique, team | "Here's the goal. How you get there is up to you." | | **Mastery** | Provide challenge, feedback, growth | Stretch assignments, mentorship, learning budget | | **Purpose** | Connect work to mission | "Here's why this matters for our customers" |
### Compensation and Incentives
Pay people enough to take money off the table — fair, ideally above-market — then focus on AMP; beyond "enough," more money doesn't increase motivation. Prefer "now-that" rewards (unexpected recognition after the fact: "You hit target! Here's a bonus.") over "if-then" rewards ("If you hit target, you get a bonus"), which create pressure and short-term thinking.
See [references/applications.md](references/applications.md) when applying AMP to a concrete gamification, team-management, or compensation design — worked examples and escalation tables.
## Type I vs. Type X Behavior
| Type X (Extrinsic) | Type I (Intrinsic) | |--------------------|---------------------| | Fueled by external rewards | Fueled by autonomy, mastery, purpose | | Seeks external recognition | Seeks inherent satisfaction | | Short-term focus, fixed mindset | Long-term focus, growth mindset |
Design products and teams that cultivate Type I behavior: it's made, not born; it doesn't disdain money or recognition; it's renewable; and it promotes well-being.
See [references/type-i.md](references/type-i.md) when shifting a team or user base from Type X to Type I — the full behavioral contrast and conversion tactics. For real-world AMP programs (Atlassian ShipIt, 3M, ROWE, Duolingo, Wikipedia), see [references/case-studies.md](references/case-studies.md).
## Common Mistakes
| Mistake | Why It Fails | Fix | |---------|-------------|------| | **Points for everything** | Crowds out intrinsic motivation | Reserve rewards for meaningful milestones | | **Mandatory participation** | Kills autonomy | Make engagement opt-in | | **Same challenge for everyone** | No flow — boredom or anxiety | Adaptive difficulty matching | | **No visible progress** | Mastery is invisible | Progress indicators, skill tracking | | **Missing "why"** | Actions feel meaningless | Connect every feature to purpose | | **If-then bonuses** | Short-term thinking, gaming | Pay fairly; use "now-that" rewards; focus on AMP |
## Quick Diagnostic
Audit any motivation system:
| Question | If No | Action | |----------|-------|--------| | Can users choose what/when/how? | Autonomy violation | Add choices, flexibility, customization | | Can users see their progress? | No mastery signal | Add progress tracking, skill levels | | Is challenge matched to skill? | Boredom or anxiety | Implement adaptive difficulty | | Is there immediate feedback? | Can't improve | Add real-time response to actions | | Does the user know WHY this matters? | No purpose | Connect to mission, show impact | | Are we using "if-then" rewards? | Extrinsic crowding-out | Switch to "now-that" or intrinsic design |
## Further Reading
Based on Daniel Pink's research on motivation science:
- [*"Drive: The Surprising Truth About What Motivates Us"*](https://www.amazon.com/Drive-Surprising-Truth-About-Motivates/dp/1594484805?tag=wondelai00-20) by Daniel H. Pink - [*"To Sell Is Human"*](https://www.amazon.com/Sell-Human-Surprising-Moving-Others/dp/1594631905?tag=wondelai00-20) by Daniel H. Pink (ap
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drive-motivation: Design motivation systems using Autonomy, Mastery, and Purpose (AMP) for products and teams.... 2.1K stars https://www.openagentskill.com/skills/wondelai-drive-motivation?ref=x
Listing + install path for drive-motivation: https://www.openagentskill.com/skills/wondelai-drive-motivation?ref=x Install: npx skills add wondelai/skills --skill drive-motivation
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