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.