Post by Camoon on Feb 3, 2011 19:28:27 GMT -5
Rob, you are AWESOME!
In the latest Pogotok, you asked how to motivate people. I've found a little equation that is a pretty recent breakthrough, and broke it down in a way that's relevant to us. I think this can save the pogotribe.
Note: For the answer quickly, skip to "How we will increase motivation"
On the top of the equation, the numerator, we have two variables: Expectancy and Value. Expectancy refers to the odds or chance of an outcome occurring while Value refers to how rewarding that outcome is. Naturally, we would like to choose pursuits that give us a good chance of having a pleasing outcome. On the bottom of the equation, the denominator, we also have two variables. Impulsiveness refers to your sensitivity to delay. The more impulsive you are, the less you like to delay gratification. Finally, Delay indicates how long, on average, you must wait to receive the payout, that is the expected reward. Since delay is in the bottom of the equation, the longer the delay, the less motivated we feel about taking action.
(If you want to read the full article about procrastination in which I found this, click here)
How do we utilize this?
Well first we've got to figure out how each variable relates to us.
Expectancy
What do we expect to achieve by a given project, or by even being active on the moon? How likely are the chances of that succeeding? You can see that as the members of the tribe decrease, the expectancy value also decreases. For example, when we had 50 active members, we expected the tribe to thrive, thus making members more motivated towards completing tasks.
Also, this variable is important, because when users see a project, they will tell themselves how realistic it is for them to complete it. The less realistic it is, the less they expect to do it, thus decreasing this value.
Value
What will the outcome of completing a project, or being active on the moon be? There needs to be some sort of reward for participation of any kind. Gamification ideas have been discussed, and before that, an awards system has been implemented. But how much does this increase the value, and how can we make it better?
Also, for individual projects, people will consider what the rewards are for helping out or starting their own project.
Impulsiveness
"The more impulsive you are, the less you like to delay gratification." So basically, this is something we, as a tribe, can do little to change, but it is especially relevant to the next variable:
Delay
"How long you must wait for the payout"
This is the same reason you've just read almost 500 words non-stop. Because instead of getting the payout at the end of an article, you get a payout after each little section. You see a tiny section about delay, you read it, and move on. However if I hadn't broken this up, you would've said "Due to my laziness and short attention span, I have decided not to read your lengthy post."
So guys. We need to find ways to increase the value of the numerator (the top part of the equation) and decrease the value of the denominator (the bottom half).
How we will increase motivation
More members
More members will increase the expectancy variable and is absolutely essential to all our future success. In fact, the more the better. In fact if all these ideas are implemented, we will have not only tons of new members, but tons of new motivated members. Here are a couple ideas.
Dan Brown
Yes, the obvious. Rob can ask Dan Brown to mention the Pogotribe more in his videos. However we need to convince him, not try and force him (like I attempted last time).
Reference system
You've seen them on forums. As you sign up there's a field that says "Who referred you to this site?" This will not only increase members, but it will turn it into a game for existing members, if we offer points for referring people. (More about this in the Gamify SPOTM section) Not only will this increase the expectancy, but it will increase the value too. Double kill.
Gamify SPOTM
Rewarding people is a great way to increase the value of taking positive steps towards our goal, or "noble cause".
Points
Award points to people who prove themselves to be valuable for SPOTM. Have a leaderboard underlying motivation to get these points.
Badges
Many websites are now adopting the badges scheme of gamification. It is a great way for people to show off that they are awesome. The way it would work on SPOTM, is that you would unlock badges for completing specific tasks. For instance, starting your own project, participating in projects, inviting members... Similar to the way the Awards system works now. However, users can choose 1 unlocked badge to display under there name/avatar. Once clicked, or hovered over, it will display all other badges. It's also possible to see how to unlock different badges.
Automation
To decrease the delay variable, we need to automate the entire rewards and gamification process. I propose we find someone to create a Tribe engine. However, we need to find out how to motivate somebody with the skills to carry this out. I have a few ideas for the Tribe engine, but I'll talk about them in another post, another day. Maybe.
THE END
PS. This is just an essay for the outline of how I think we should save SPOTM. Please use this to take ideas and implement them how you will. Make a project for them. In fact I might even make a few projects attaining to this myself. Good luck
In the latest Pogotok, you asked how to motivate people. I've found a little equation that is a pretty recent breakthrough, and broke it down in a way that's relevant to us. I think this can save the pogotribe.
Note: For the answer quickly, skip to "How we will increase motivation"
On the top of the equation, the numerator, we have two variables: Expectancy and Value. Expectancy refers to the odds or chance of an outcome occurring while Value refers to how rewarding that outcome is. Naturally, we would like to choose pursuits that give us a good chance of having a pleasing outcome. On the bottom of the equation, the denominator, we also have two variables. Impulsiveness refers to your sensitivity to delay. The more impulsive you are, the less you like to delay gratification. Finally, Delay indicates how long, on average, you must wait to receive the payout, that is the expected reward. Since delay is in the bottom of the equation, the longer the delay, the less motivated we feel about taking action.
(If you want to read the full article about procrastination in which I found this, click here)
How do we utilize this?
Well first we've got to figure out how each variable relates to us.
Expectancy
What do we expect to achieve by a given project, or by even being active on the moon? How likely are the chances of that succeeding? You can see that as the members of the tribe decrease, the expectancy value also decreases. For example, when we had 50 active members, we expected the tribe to thrive, thus making members more motivated towards completing tasks.
Also, this variable is important, because when users see a project, they will tell themselves how realistic it is for them to complete it. The less realistic it is, the less they expect to do it, thus decreasing this value.
Value
What will the outcome of completing a project, or being active on the moon be? There needs to be some sort of reward for participation of any kind. Gamification ideas have been discussed, and before that, an awards system has been implemented. But how much does this increase the value, and how can we make it better?
Also, for individual projects, people will consider what the rewards are for helping out or starting their own project.
Impulsiveness
"The more impulsive you are, the less you like to delay gratification." So basically, this is something we, as a tribe, can do little to change, but it is especially relevant to the next variable:
Delay
"How long you must wait for the payout"
This is the same reason you've just read almost 500 words non-stop. Because instead of getting the payout at the end of an article, you get a payout after each little section. You see a tiny section about delay, you read it, and move on. However if I hadn't broken this up, you would've said "Due to my laziness and short attention span, I have decided not to read your lengthy post."
So guys. We need to find ways to increase the value of the numerator (the top part of the equation) and decrease the value of the denominator (the bottom half).
How we will increase motivation
More members
More members will increase the expectancy variable and is absolutely essential to all our future success. In fact, the more the better. In fact if all these ideas are implemented, we will have not only tons of new members, but tons of new motivated members. Here are a couple ideas.
Dan Brown
Yes, the obvious. Rob can ask Dan Brown to mention the Pogotribe more in his videos. However we need to convince him, not try and force him (like I attempted last time).
Reference system
You've seen them on forums. As you sign up there's a field that says "Who referred you to this site?" This will not only increase members, but it will turn it into a game for existing members, if we offer points for referring people. (More about this in the Gamify SPOTM section) Not only will this increase the expectancy, but it will increase the value too. Double kill.
Gamify SPOTM
Rewarding people is a great way to increase the value of taking positive steps towards our goal, or "noble cause".
Points
Award points to people who prove themselves to be valuable for SPOTM. Have a leaderboard underlying motivation to get these points.
Badges
Many websites are now adopting the badges scheme of gamification. It is a great way for people to show off that they are awesome. The way it would work on SPOTM, is that you would unlock badges for completing specific tasks. For instance, starting your own project, participating in projects, inviting members... Similar to the way the Awards system works now. However, users can choose 1 unlocked badge to display under there name/avatar. Once clicked, or hovered over, it will display all other badges. It's also possible to see how to unlock different badges.
Automation
To decrease the delay variable, we need to automate the entire rewards and gamification process. I propose we find someone to create a Tribe engine. However, we need to find out how to motivate somebody with the skills to carry this out. I have a few ideas for the Tribe engine, but I'll talk about them in another post, another day. Maybe.
THE END
PS. This is just an essay for the outline of how I think we should save SPOTM. Please use this to take ideas and implement them how you will. Make a project for them. In fact I might even make a few projects attaining to this myself. Good luck