Elmer Framework - Reward
Reward
- Reward confirms a good decision, increasing the chance of repeating an action.
Types of Rewards
- Extrinsic: Time-saving reminders, money (gift cards), information (templates).
- Example: Zapier's weekly emails about time saved.
- Intrinsic: Completion (inbox zero), mastery (game level), joy (pleasant surprises).
- Example: Leveling up in a Zynga game, Help Scout's "cheers, you did it" message.
- Social: Recognition, confirmation, competition.
- Example: Yelp reviews getting "useful" feedback; Mailchimp's high five.
Decreasing Effect of Rewards
- Repeated exposure reduces a reward's effect.
- Initial impact is high, but diminishes over time.
- Example: Mailchimp's high five becomes less impactful with each campaign.
Maintaining Reward Effectiveness
- Reward users enough until an organic habit forms.
- Increase reward amount with exposure.
- Incentivized referral programs with escalating rewards.
- Add Variability to increase dopamine.
- Random rewards or surprise elements.
- Example: Grubhub's Yummy Rummy game.
- Varying Mailchimp's high five with fist bumps or party hats.
Elmer Framework Recap
- Emotion: Fuels decisions based on core desires.
- Logic: Justifies emotion, but can be lazy and easily depleted.
- Motivation: Drives action, balancing motivational fuel with required ability.
- Reward: Confirms decisions, encouraging repeated actions.