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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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The Game of Skool

157 members • Free

59 contributions to Engagement Design Collective
It is quiet here. What does it signal?
Here is the tension I have not been able to resolve: For almost all of history a signal was believable in proportion to what it cost the sender, the way a peacock's tail is believable precisely because a sick bird could never grow one, and the way a company buying an enormous expensive advertising campaign was quietly telling you it expected you to buy again, since nobody knowingly burns that much money promoting a product they expect you to regret. What unsettles me is that we now live in the first environment in human history where signals have become almost free to produce (also posting here), where a testimonial, a trust badge, a confident claim of quality, an entire brand voice can be generated in seconds at no real cost, which means the ancient reflex of trusting the costly signal no longer protects anyone, because the cost has simply been engineered out of it. So the only honest move left seems to be doing something that still genuinely costs you, like publishing the channel where people complain about you in full view, or offering a trial so long that it would ruin you if the product could not actually hold attention over time, or producing content that proves to be timely and costly. I am curious what costly signal you have personally paid that you believe earned you real trust, and whether in hindsight it cost roughly what you expected it to.
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Be the first with Your System Analyzer
Hey guys, I hope you are all doing well. Here is something that I build exactly for people like us: interested in making interactions more effective by making them more engaging for the job-to-be-done at hand. Therefore I created this System Analyzer that helps us to analyse a current situation and figures out its actual motivational design logic and also its required motivational design logic. The system can give you the audit of the gap between these two (if there is one) and a first apporach on how to improve it. you will get a web report and also a more advanced donwloadable PDF report. It would mean the world to me if you try it and give feedback. If possible, do it here in the community for a fruitful exchange. https://assess.engaginglab.com Have a great day, cheers, Roman
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A Behavioral Systems Analyzer for free for all actual members
I built something over the last few weeks, and I want to share it with you before I show it to anyone else. It's called the Behavioral Systems Analyzer. You put in a specific behavior you want someone to perform, answer 20 questions about how the motivation around that behavior actually works right now, and the tool tells you where the misfit is between what the system requires and what people actually feel. The output is a full PDF report. It maps your Actual vs. Required motivation type, calculates the gap, and gives you concrete interventions based on Self-Determination Theory. I built it because I kept having the same conversation with clients: "We have a reward structure, people still don't do the thing." The diagnosis was always missing. This is the diagnosis. It's free. For you. No catch. I just want real humans to run it on a real problem and tell me what's confusing, what's missing, or what surprised them. Here's the link: assess.engaginglab.com One question after you try it: did the result match what you already suspected, or did it show you something you hadn't seen?
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Psychological safety is not a culture program. It has a physics.
A research team at Boston University published something in early 2026 in the journal Frontiers in Behavioral Economics that, in this context, deserves substantially more attention than it is getting. The study examines acoustic cues in consumer environments. Its core finding: micro-auditory signals operate below the threshold of conscious perception. People do not notice them. They cannot guard against them. And they activate, in the brain, exactly those evaluation processes that determine whether someone feels safe or vigilant. What this has to do with the office? An echoing open-plan office. Inconsistent soundscapes. Desks where conversations carry into the farthest corner. Sounds from multiple directions that fail to send a coherent message. The brains of the people working in that space are continuously processing a question they never explicitly ask: is this a safe situation? The answer it derives from the acoustic environment is not a clean yes. The mechanism behind this is what behavioral economists call processing fluency: the ease with which the brain processes an environment is translated directly into affective evaluation. An acoustically coherent environment is processed with little effort. An incoherent one costs resources. Those resources are then missing somewhere else. Not dramatically. Not measurably in any given moment. But constantly, across hours, weeks, quarters. read more here: https://engaginglab.com/en/blog/psychological-safety-physics/
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Adidas experienced it the bad way...
The most expensive assumption in gamification: "Our people are motivated. We just need to make the work more fun." So organizations add points, add leaderboards, add badges. And nothing changes. Or worse...(as I have seen it first hand at Adidas) engagement drops. Here's what I keep seeing with clients: Gamification doesn't create motivation, but it amplifies whatever motivational state already exists. If someone is autonomously motivated, working because he experiences the task as worth doing, well-designed gamification can deepen that. If someone is working to avoid punishment or comply with expectations, then gamification just adds a layer of performance theater on top of an already brittle system. A lot of gamification implementations fail. They do not fail because gamification doesn't work, but because most implementations skip the question that actually matters: Are your people doing this because they want to or because they have to? The design challenge isn't "how do we make this more engaging?" It's "how do we design systems where people actually want to engage?" That's a different question. And it has a different answer. What's your experience, and what have you seen gamification work? When did it, and when didn't it?
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Roman Rackwitz
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59points 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 6h ago
Joined Aug 17, 2025
Würzburg, Germany