drive-motivation — Claude Code skill: AMP motivation design
A skill for designing motivation in products and teams around autonomy, mastery and purpose. Useful when gamification stops working.
npx skills add wondelai/skills --skill drive-motivation -a claude-codeWhat drive-motivation does
The skill scores any motivation system out of 10. You start at 5, add a point for each of the first five diagnostic rows answered yes, then subtract 2 if the sixth row is also yes — that means an if-then reward is crowding out everything else. It names the failed rows and the fixes.
Three pillars sit underneath: autonomy (the four T's — task, time, technique, team), mastery (a mindset, not a finish line) and purpose. A table walks through seven flaws of extrinsic rewards: they extinguish interest, narrow focus and push short-term thinking. The advice is to keep rewards for routine algorithmic work only, because creative work suffers.
Reference files cover extrinsic rewards, autonomy and mastery, each with an audit checklist. Related skills are hooked-ux for habit loops and improve-retention for retention. Install with npx skills add; the file lands at ~/.claude/skills/drive-motivation/SKILL.md.
What it helps with
- diagnose why gamification fails to hold users
- score a team incentive scheme and find the weak rows
- design onboarding with a chosen path instead of a forced tutorial
- rewrite a bonus plan that kills interest in the work
- build a team structure that supports autonomy and growth
Example prompts for the agent
- score my motivation system with drive-motivation and tell me what to fix
- gamification isn't working — run the product through drive-motivation
- the team is disengaged, help me rebuild motivation around AMP
How to install drive-motivation
1Skills CLI (Vercel)
npx skills add wondelai/skills --skill drive-motivation -a claude-code2Manually: put the files in place
~/.claude/skills/drive-motivation/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/drive-motivation/
1Skills CLI (Vercel)
npx skills add wondelai/skills --skill drive-motivation -a codex2Manually: put the files in place
.agents/skills/drive-motivation/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add wondelai/skills --skill drive-motivation -a cursor2Manually: put the files in place
.cursor/skills/drive-motivation/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install wondelai/skills drive-motivation2Manually: put the files in place
.github/skills/drive-motivation/SKILL.md1Skills CLI (Vercel)
npx skills add wondelai/skills --skill drive-motivation -a gemini-cli2Platform CLI
gemini skills install https://github.com/wondelai/skills --path drive-motivationManually: put the files in place
.devin/skills/drive-motivation/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add wondelai/skills --skill drive-motivation -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about drive-motivation
How do I install drive-motivation in Claude?
Run npx skills add wondelai/skills --skill drive-motivation -a claude-code. The skill is written to ~/.claude/skills/drive-motivation/SKILL.md.
What does drive-motivation do?
It scores a motivation system against a diagnostic out of 10 and suggests fixes. The basis is autonomy, mastery and purpose rather than rewards and punishment.
How is drive-motivation different from hooked-ux?
drive-motivation covers intrinsic motivation and team structure. hooked-ux handles habit loops in a product, and improve-retention covers retention.
Source text
SKILL.md · MIT
---
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 (applying motivation to sales and persuasion)
## About the Author
**Daniel H. Pink** is the author of seven books, including four New York Times bestsellers. *Drive*, translated into 40+ languages, changed how organizations think about motivation, and his TED Talk on motivation science is among the most-viewed of all time. He was previously chief speechwriter for Vice President Al Gore.
© wondelai · MIT · wondelai/skills