-
Types
-
Three Types of Motivation
- Motivation 1.0
-
Motivation 2.0
- Motivation 2.0
- Motivation 2.1
- seek reward and avoid punishment
- greater autonomy and help grow
- Motivation 3.0
- survival
- contribute to greater purpose on the long term
-
Two Types of Behaviour
- Type X
- Type I
- fueled by extrensic desires, more than intrinsic
- fueled by intrinsic desires, more than extrinsic
-
Motivation 3.0
-
Behaviour
-
Type I
- made, not born
- outperform Type X in long run
- does not disdain money or recognition
- is a renewable resource
- promotes greater physical and mental well-being
- fueled by intrinsic desires, more than extrinsic
-
Key Elements
-
Autonomy
- Task
- Time
- Technique
- Team
- you decide what you will make
- Results Only Work Environment (ROWE)
- you decide how you do it
- you decide who you work with
-
Mastery
- Mindset
- Pain
- Asymptote
- effort as a way to improve something that matters
- do the things you love on days you don't want to
- approach but never quite reach it
-
Purpose
- Goals
- Words
- Policies
- pursue purpose, use profit as catalyst not as objective
- humanize what people say to humanize what they do
- enlist the power of autonomy in service of purpose maximization
-
Motivation 2.0
-
Type X
- fueled by extrensic desires, more than intrinsic
-
Three Incompability Problems
-
How we organize what we do
- open source
- purpose maximizers
-
How we think about what we do
- intrinsic motivation
- How we do what we do
-
The Sawyer Effect
- If-Then rewards turn play into work
-
Seven Reasons of Motivation 2.0 Fail
- 1. They can extinguish intrinsic motivation
- 2. They can diminish performance
- 3. They can crush creativity
- 4. They can crowd out good behaviour
- 5. They can encourage cheating, shortcuts, and unethical behaviour
- 6. They can become addictive
- 7. They can foster short -term thinking
-
Increase Succes By
-
offer rationale for why task is necessary
- connect to larger purpose
-
acknowledge task is boring
- increase challenge
- increase variety
-
allow to complete task their own way
- make it less routine
-
shift reward from 'if-then' to 'now that'
- consider non-tangible rewards
- provide useful information