drive-motivation
FeaturedDesign motivation systems using Autonomy, Mastery, and Purpose (AMP) for products and teams. Use when the user mentions "intrinsic motivation", "gamification isn't working", "team incentives", "autonomy", "mastery", or "purpose-driven". 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. Trigger with 'drive', 'motivation'.
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Quality Score: 99/100
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Details
- Author
- jeremylongshore
- Repository
- jeremylongshore/claude-code-plugins-plus-skills
- Created
- 7 months ago
- Last Updated
- today
- Language
- Python
- License
- MIT
Integrates with
Similar Skills
Semantically similar based on skill content — not just same category
drive-motivation
Design motivation systems using Autonomy, Mastery, and Purpose (AMP) for products and teams. Use when the user mentions "intrinsic motivation", "gamification isnt working", "team incentives", "autonomy", "mastery", "purpose-driven", "employee engagement", or "reward systems". Also trigger when designing onboarding progression systems, 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.
improve-retention
Diagnose and fix retention problems using behavior design (B=MAP). Use when the user mentions "users drop off", "activation rate", "onboarding friction", "retention metrics", "why users dont complete", "churn analysis", "user activation", or "aha moment". Also trigger when analyzing cohort retention curves, designing activation milestones, reducing time-to-value for new users, or investigating why users stop after their first session. Covers the Ability Chain, prompt design, and tiny behaviors that compound. For habit loops and variable rewards, see hooked-ux. For intrinsic motivation, see drive-motivation.
hooked-ux
Build habit-forming product loops using the Hook Model (Trigger, Action, Variable Reward, Investment). Use when the user mentions "users aren't coming back", "engagement loops", "habit formation", "push notifications", or "variable rewards". Covers ethics evaluation and onboarding for habits. For friction reduction and B=MAP, see improve-retention. For viral sharing, see contagious. Trigger with 'hooked', 'ux'.
design-everyday-things
Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "fault tolerance", "mental model", "mapping", or "seven stages of action". Also trigger when diagnosing why users make mistakes, reducing product complexity, or improving error messages and feedback systems. Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design.
design-everyday-things
Analyze and apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", or "fault tolerance". Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design. Trigger with 'design', 'everyday', 'things'.