# Drive Motivation

Design motivation systems using Autonomy, Mastery, and Purpose (AMP) for products and...

- Repository: https://github.com/wondelai/skills (2552 stars)
- Category: Design
- License: MIT
- Last updated: 2026-09-10
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add wondelai/skills --skill drive-motivation -g -a claude-code -y`
Codex: `npx skills add wondelai/skills --skill drive-motivation -g -a codex -y`
Cursor: `npx skills add wondelai/skills --skill drive-motivation -g -a cursor -y`
Gemini CLI: `npx skills add wondelai/skills --skill drive-motivation -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add wondelai/skills`

## 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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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"):

The rest: https://github.com/wondelai/skills/blob/HEAD/drive-motivation/SKILL.md
