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Owned by Roman

This decade belongs to designers who understand drive, not rewards. We deal with the transition from being a reward dealer to engagement designer.

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51 contributions to Engagement Design Collective
It is about the sensitivity to the value of the outcome
Hey everyone, I’ve been diving into a new motivation study this week, and now we finally have it in black and white. It’s honestly mind-blowing to see where our current approaches in corporate training and instructional design are hitting a wall. The heart of the matter is this: Research shows that the perceived "cost" of effort stays pretty much the same day-to-day. What actually shifts significantly is our sensitivity to the value of the outcome: our reward sensitivity. This flips our entire logic on its head. We often try so hard to make learning "easier" across the board by lowering hurdles. But according to the data, that’s the completely wrong variable to focus on. The problem isn’t that the hurdle is too high; it’s that the finish line doesn't look valuable enough in the learner's eyes at that specific moment. And here is the point that feels totally counterintuitive: the weekly rhythm. Usually, we think people are at their peak at the start of the week and then lose motivation as they get closer to the weekend because they just want to check out. But the research says the opposite: Motivation actually tends to rise toward Thursday and Friday. Statistically, that is when people are most ready to really put in the effort. From Monday through Wednesday, the signal for reward value is structurally much weaker. And remember: the reward of learning is personal empowerment and long-term impact. NOT a prize after the session. Here is the study: https://www.pnas.org/doi/pdf/10.1073/pnas.2417964122
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Unfortunatley motivation is not constant
Engagement systems are built on the assumption that motivation stays fairly constant. You set up the program, people join, and if the design is good enough, they keep showing up. That's not how motivation works. Recent habit research puts it clearly: motivation fluctuates by nature. What separates systems that retain people from systems that lose them isn't the strength of the initial motivation. It's whether the design accounts for the low-motivation moments. A streak mechanic pressures people during those moments. A well-designed system reduces barriers during them. The practical question isn't "how do we keep people motivated?" It's "what does our system ask of someone on their worst day, and is that realistic?" Most drop-off happens not because people stopped caring. It happens because the system expected them to show up at full capacity when they couldn't. This is really fascinating. Because it also says that you need a design that holds up during high motivation but reduces barriers during low motivation.
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Inspired by TalentLMS 2026 Report
70% of learners are multitasking during training sessions in 2026. That's the highest number in three years. Before blaming attention spans: what does that number actually tell you about design? When you see a drop-off or a distraction in something you've built, what's your first instinct? - The content needs to be shorter / more interactive - The timing or context is wrong, as it's competing with real work - The person isn't motivated enough to begin with - The design never earned their attention in the first place Drop your answer, and if you've changed your diagnosis on this over time, I'm curious what shifted.
Signaling....
Most gamification projects I've seen invest heavily in badges and leaderboards, and almost nothing in making the progress of personal growth visible to the person doing the work. (No, rewarding someone at the end of an activity with a badge is confirming the outcome and not exactly the growth of doing it). That's backwards. And recent research confirms why it matters. When learners or users perceive a mechanic as something that evaluates them from the outside, it undermines autonomy. When they perceive it as something that shows them where they are in the process, it builds competence and keeps them going. The difference isn't the mechanic itself but what the mechanic communicates. A progress tree that shows how far you've come in a skill feels like a map. A badge for completing the same thing feels like a gold star from the teacher. One supports the internal experience of getting better, while the other redirects attention outward. This is what behavioral achritecture is actually about. Not making things easier to achieve but making the signal of growth legible to the person growing. Where have you seen this show up in your work? Either a mechanic that inadvertently felt evaluative, or one that genuinely helped someone track their own development?
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Friday reflection for those of you doing engagement or motivation work:
Think of a project where you felt confident you understood what was driving someone. You had done the diagnosis. You knew the person, the context, the motivational profile. Then something surprised you. Not a failure, necessarily. But just a moment where the behavior didn't match what you expected, and you had to update your mental model. What did that moment teach you about the gap between "knowing what motivates someone" and "designing for how that motivation actually works"? Share what you notice. Curious what comes up for people here.
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Roman Rackwitz
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69points to level up
@roman-rackwitz-9904
Author of the 'Drive Method' & founder of a company called Engaginglab. We offer applied consulting & certification programs for our clients to use.

Active 2d ago
Joined Aug 17, 2025
Würzburg, Germany