Beruflich Dokumente
Kultur Dokumente
Ex: when offered portion of $10, ppl dont accept 2 or below (ideas of fair play, revenge,
irritation override)
People are irrational
Jobs have become more complex, interesting, self-directed, heuristic tasks=experiment
with possibilities, derive solutions
Computers replacing simple intellectual labor
70% future growth of heuristic work (artistic, empathic, nonroutine)
Ex of satisfaction of work=Vocation vacations (ppl pay to try being a cook, run bike shop)
Millions telecommute everyday, beyond mgr sight
CHAPTER 2- Seven Reasons Carrots and Sticks (Often) Dont Work
Peoples baseline rewards must be satisfied (earning a living)
Beyond this baseline, carrots and sticks can have negative affect
Sawyer Effect: practices that turn play into work or turn work into play
Lepper, Greene, Nisbett
Studied children who spent free play drawing
Separated into:
Expected-award (asked if they wanted to draw for certificate with childs
name)
Unexpected award (just asked if they wanted to draw)
No award group (just asked if they wanted to draw)
Children in expected-award group drew way less, had turned play into work
Reward itself didnt have negative effect BUT contingent reward did
Testing extrinsic incentive effects on performance:
4 economists
Rural India
87 participants asked to play different games
Rewards:
Third earned small reward, third medium, third very large
Higher incentives led to WORSE performance
Candle problem
Participants given candle, box of tacks, matches
Told to attach candle to wall without dripping (must use box as platform for
candle)
Groups told 1) timing to see how long on avg 2) given incentive if in top
percentage
Incentivized group took LONGER
Clouded thinking, limited creativity
Art examples
Commissioned vs. Non-commissioned art
Commissioned works rated less creative but not different in technical
quality
Study of Art Institute students
CHAPTER 5- Mastery
Control leads to compliance, autonomy leads to engagement, only engagement can
produce mastery
mastery=desire to get better and better at something that matters
Gallup poll shows 50% of EEs not engaged at work, 20% are actively disengaged
Csikszentmihalyi: WWII survivor, studied creativity and play
Autotelic experiences (FLOW): often occur during play, activity is its own reward
Experience sampling method: page ppl 8x a day at random times (ppl would
record what they were doing, who with, and how theyd describe state of mind)
flow=highest, most satisfying experiences, goals are clear, feedback is
immediate, challenge isnt too difficult or too easy
Ericsson: Swedish telecom company
Creates flow environment
Clear objectives
Quick feedback
Meet with mgr 6x a year (90 min)
Scientists found desire for intellectual challenge, best predictor of productivity
Jenova Chan and flOw
Video game that delivers flow experiences
Goldilocks tasks=challenges that are not too hard or easy
Turn work into play (new, more meaningful challenges)
Three Laws of Mastery
Mastery is a mindset
Dweck: what ppl believe(self-theories), affects what they achieve
Entity theory: intelligence is finite, cannot increase
Effort seen as bad
Helpless
Incremental theory: intelligence can increase
Effort is good
Mastery-oriented
Performance goals vs. learning goals
Students with learning goals scored higher on new
challenges
Mastery is a pain
Cadet basic training, 7 weeks
Grit predicted who would stay
Mastery is an asymptote
You can get close to mastery but never touch it
Csikszentmihalyi
Instructed subjects to get rid of play, all things noninstrumental
Headaches, difficulty concentrating, sleepy or problems sleeping
Ppl more likely to find flow at work than leisure
CHAPTER 6-Purpose
Purpose provides a context for autonomy and mastery
Most deeply motivated ppl driven by cause larger than themselves
Sharp rise in volunteerism
Motivation 3.0=equal emphasis on profit and purpose maximization
Goals
TOMS as for-profit company with giving mission
Goal is to pursue purpose, use profit as catalyst not objective
Words
MBA Oath at Harvard
Motivation 2.0=efficiency, advantage, value
Motivation 3.0=greater good, purpose, sustainable
Policies
Policies lead to ppl checking off boxes rather than pursuing purpose
Spending money on other ppl or cause can increase subjective well being
Offer opportunity for EEs to donate sums
Mayo Clinic: let doctors spend one day a week on aspect of job that is most
meaningful, reduces burnout
Deci, Ryan, and Niemier
Study of U of Rochester students after graduation
Those with profit goals vs. purpose goals
After 1-2 yrs, purpose goals better subjective well being, those who reached
profit goals no happier and more anxious, depressed, etc.
TYPE I TOOLKIT
Type I for Individuals
Flow Test
Get paged several random points
Record what youre doing, how youre feeling, if in flow
Look for patterns. How could you restructure day? What are intrinsic
motivators?
Whats your sentence? (purpose)
Ask a small question: were you better today than yesterday?
Take a Sagmeister (sabbatical)
Give yourself a performance review
Set both big and small goals
Think about how work relates to your purpose
Be brutally honest
Oblique Cards
Designed to help when stuck What would your closest friend do?
Deliberative Practice
Must improve performance (cant do the same thing every time)
Repeat, repeat, repeat
Seek constant, critical feedback
Focus ruthlessly on where you need help
Prepare for the process to be mentally and physically exhausting
Webbers Card
On one side write What gets you up in the morning
Other what keeps you up at night
Use answers as compass
Create your own motivational poster
Type I for Organizations
20% time to work on creative projects
Encourage Peer to Peer awards
Kimley-Horn and Associates, at any point EEs can award $50 bonus to
colleagues
Autonomy Audit