Are you sick of the words "motivation", "empowerment", "engagement", or "incentivize"? Are you convinced that any attempt to actually motivate you, your coworkers, or your employees is doomed to end in a dystopian Dilbert-like nightmare? Do you suspect some of your coworkers might be motivated by something other than money (and might even be replicants)? No need for a Voight-Kampff test... just come learn about the psychology of motivation, and how your brain responds to it! We'll cover the history of motivation theory, some more modern concepts that aren't often talked about, and then offer some suggestions about how to use your new knowledge to help your company - or at least you - finally get rid of those "Teamwork!" posters on the walls.
3. Topics in this presentation will involve large-scale, sweeping, and disruptive policies
and methodologies including but not limited to: compensation, benefits, time
tracking, bonuses, flex time, team composition, management structure, hiring,
firing, reviews, incentives, tasking, policies, and culture.
Detailed discussion and potentially positive commentary by the presenter about
any of these topics beyond the scope of single developers or an immediate project
team should not necessarily be taken as suggestion of, agitation for,
recommendation for, or demand for the initiation of these policies in the context of
your larger team structure or your company as a whole (though the presenter might
be happy to have those conversations at a later date).
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6. WHAT WE’RE SOLVING HERE
Clarifying what the word motivation even means
Discovering why you work the way you do
Discovering why others work the way they do
Figuring out how to get you & your team to engage with your
work
7. An Exploration of Motivation
Type I and Type X
Practical Applications
NAVIGATING THIS TALK
13. Circa 1900
Important Names: Freud, Adler, Hull
Drive Theory
“The greater the feeling of inferiority that
has been experienced, the more powerful
is the urge to conquest and the more
violent the emotional agitation.”
-- Alfred Adler
16. Circa 1940
Important Names: Pavlov, Skinner, Linehan
Behaviorist Theory
“The consequences of an act
affect the probability of its
occurring again.”
-- B.F. Skinner
20. Circa 1950
Important Names: Deming, McGregor, Herzberg
System of Profound Knowledge
(also lots of other names)
“If you want people to do a good
job, give them a good job to do.”
-- Frederick Herzberg
24. 1. Participants assemble 2 configurations
2. Deci leaves to “get a fourth configuration”
3. Secretly watches participants for 8 minutes
What do they do?
Test Control
Day 1 No reward No reward
Day 2 Reward No reward
Day 3 No reward No reward
39. “Work consists of whatever a body is obliged to do, and … Play
consists of whatever a body is not obliged to do.”
– Mark Twain,
“Tom Sawyer”
“Work consists mainly of simple, not particularly interesting,
tasks. The only way to get people to do them is to incentivize
them properly and monitor them carefully.”
– Frederick Winslow Taylor
47. EXTRINSIC MOTIVATORS APPLIED TO HEURISTIC TASKS
• Increased short-term performance… mostly
• Decreased long-term performance
• The larger the reward, the worse the effects
• Cloud judgement
• Cause myopic thinking
• Narrow both depth and breadth of problem-solving
49. • Motivation 3.0
• Both born and made
• Performs best in the long run
• Renewable resource
• Money is a hygiene factor
• Tend to be internally focused
• Motivation 2.0
• Both born and made
• Performs best in the short run
• Exhaustible resource
• Money is the end goal
• Tend to be externally focused
Type I Type X
53. “Autonomous motivation involves behaving with a full sense of
volition and choice, whereas controlled motivation involves
behaving with the experience of pressure and demand that
comes from forces perceived to be external to the self..”
– Edward L Deci and Richard M Ryan,
“Self-Determination Theory and the Facilitation of Intrinsic
Motivation, Social Development, and Well-Being”
59. • Intelligence is a fixed trait
Therefore:
• Exertion signifies a personal
limit
• Choosing harder goals risks
failure, which implies less
intelligence
• An “unsolvable” problem
means you should give up
Entity Theory Incremental Theory
• Intelligence is trainable
Therefore:
• Exertion signifies
improvement
• Choosing harder goals
increases your mastery
• An “unsolvable” problem
becomes a guidepost for
learning
60. THE THREE LAWS OF MASTERY
Mastery is a Mindset
Mastery is a Pain
61. “Being a professional is doing the things you love to do on
the days you don’t feel like doing them.”
– Julius Irving
62. THE THREE LAWS OF MASTERY
Mastery is a Mindset
Mastery is a Pain
Mastery is an Asymptote
66. Purpose provides a context for mastery and autonomy
Purpose is the “Why?” behind a job
Purpose-oriented goals are better than money-oriented
goals for Type I
74. • Use “Now-That” rewards instead of “If-Then” rewards
• Don’t frame traditions or benefits as rewards
• Avoid using policies or quotas to deal with problems
• Offer real feedback alongside praise
• Make your teams “no-competition” zones
• Encourage P2P feedback
• Gather shout-outs from your entire team before an all-hands
• Give a shout-out a little teeth with spot rewards
76. • Use the Zappo’s Two Week Trial
• Pay more than average
• Ensure compensation is both internally and externally fair
• Form teams that are diverse – in training, backgrounds,
personalities, etc
• Use performance metrics that are:
• Wide-ranging
• Relevant
• Hard to Game
• Know which employees are which type
• Mixing Type X and Type I can be dangerous
• If you’re committing to Type I… be prepared to let people go
78. • Implement a Results-Only Work Environment (ROWE)
• Institute paid time for noncommissioned work
• Google Time
• Hackathons/FedEx days/Company offsites
• “Grouplets”
• Run an anonymous autonomy audit
• Practice relinquishing control
• Involve your team in goal-setting
• Use non-controlling language
• Have “office hours”
• Allow selection of project, or at least task
80. • Find and use your team’s Goldilocks Zones
• Drive out fear from your team, especially fear of failure
• Make your feedback emphasize effort, not just talent
• Allow progress at each person’s pace
• When someone gets bored:
• Have them mentor someone else into their role
• Have them take on more challenging tasks
• Remember that secondary skills matter, too
82. • Know your story – as a company, and as a project
• Make sure everyone knows that story
• Allow people to find their own purposes
• Find a balance between purpose-driven and profit-driven
• Animate with purpose, don’t motivate with rewards
• Do good things!
84. • Use “Now-That” rewards, not “If-Then” rewards
• Avoid using policies to motivate
• Use frequent, real feedback instead of simple praise
• Identify your and your team’s Types
• Use the three components of Type I to motivate them
• Motivate Type X people via algorithmic tasks
• Let Type X people convert at their own pace
• Have a concrete purpose
• Allow for as much autonomy as possible
• Build a culture of mastery
• Aim for diverse teams and allow cross-training