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16 key learnings from Daniel Pink's book on motivation, arguing that carrots and sticks often fail for creative work. Each takes about 40 seconds to read. Swipe, use the arrows, or your keyboard.

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All 16 learnings · one per slide

Drive

Daniel H. Pink, in bytes

16 key learnings on what really motivates people: autonomy, mastery and purpose.

16 learnings · ~40 sec eachSwipe →
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Learning 1 · Introduction

Wikipedia vs Encarta

Example

Microsoft paid experts to write Encarta. Wikipedia relied on unpaid volunteers. Wikipedia won, and Encarta closed.

The idea

Pink uses this to show people do great work for reasons other than money.

Takeaway

Intrinsic motivation can beat financial rewards.

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Learning 2 · Part 1

Motivation 1.0, 2.0, 3.0

The idea

Pink describes an operating-system upgrade: 1.0 was survival, 2.0 is rewards and punishments, 3.0 is intrinsic motivation.

Example

Most workplaces still run on 2.0: bonuses, targets and penalties.

Takeaway

Modern work needs a modern operating system.

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Learning 3 · Part 1

When Carrots Backfire

The idea

Rewards can help for simple, mechanical tasks but can hurt performance on creative, complex ones.

The evidence

In versions of Karl Duncker's candle problem, people offered cash often took longer to find the creative solution.

Takeaway

Match the motivator to the kind of work.

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Learning 4 · Part 1

Seven Deadly Flaws

The idea

Pink lists ways extrinsic rewards backfire: they can extinguish intrinsic motivation, reduce performance, crush creativity, crowd out good behaviour, encourage cheating, become addictive and foster short-term thinking.

Spot it

A bonus scheme that makes people hit the number by any means.

Takeaway

Rewards have hidden costs.

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Learning 5 · Part 1

Play Becomes Work

The evidence

In a study Pink cites, children who were promised a reward for drawing later chose to draw less in their free time.

The idea

Rewarding an enjoyable activity can turn it into a chore.

Takeaway

Be careful rewarding what people already love.

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Learning 6 · Part 1

Fair Pay First

The idea

Pay people fairly and adequately to take money off the table, then focus on deeper motivators.

Example

Underpaid staff will focus on pay no matter how interesting the work.

Takeaway

Fair pay is a baseline, not the motivator.

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Learning 7 · Part 1

'Now That' Rewards

The idea

If you reward creative work, prefer unexpected 'now that you've done this' rewards over 'if you do this, then' deals.

Example

A surprise team dinner after a great launch.

Takeaway

Recognition after the fact keeps motivation intrinsic.

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Learning 8 · Part 1

Type I and Type X

The idea

Type X behaviour is fuelled by external rewards; Type I by the satisfaction of the activity itself.

Example

A programmer who codes on weekends for fun shows Type I behaviour.

Takeaway

Type I behaviour is learned, not fixed.

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Learning 9 · Part 2

Autonomy

The idea

People want control over their task, their time, their technique and their team.

Example

Atlassian's 'FedEx days' let engineers work on anything for 24 hours, producing fixes and new ideas.

Try this

Give someone ownership of how a task is done, not just what.

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Learning 10 · Part 2

Results-Only Work

The idea

Some companies judge people only on results, not on hours or location.

Example

Pink describes Best Buy's experiment with a Results-Only Work Environment.

Takeaway

Trust adults to manage their own time.

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Learning 11 · Part 2

Mastery

The idea

The desire to get better at something that matters. It requires a growth mindset, effort and deliberate practice.

Example

Goldilocks tasks, neither too easy nor too hard, keep people in flow.

Try this

Give someone a stretch task just beyond their current skill.

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Learning 12 · Part 2

Mastery Is an Asymptote

The idea

You can approach mastery but never fully reach it, which is part of its appeal.

Example

Great musicians keep practising scales throughout their careers.

Takeaway

Enjoy getting better, not arriving.

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Learning 13 · Part 2

Mastery Is Grit

The idea

Pink draws on Angela Duckworth's research showing persistence predicts achievement.

Example

West Point cadets who persisted through tough training were the grittier ones, not always the most talented.

Takeaway

Mastery takes sustained effort.

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Learning 14 · Part 2

Purpose

The idea

People are most motivated when they serve something larger than themselves.

Example

Organisations that frame goals around customers or society, not just profit.

Try this

Ask your team: what's our purpose beyond profit?

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Learning 15 · Part 2

Purpose Maximisers

The idea

Pink sees a rise in organisations that pursue purpose alongside profit.

Example

Using 'we' language and policies that let staff contribute to causes.

Takeaway

Purpose attracts and keeps talent.

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Learning 16 · Toolkit

Your Sentence

The idea

Pink suggests summing up your life in one sentence, and each evening asking whether you were better than yesterday.

Example

'She raised four kids who became happy, healthy adults.'

Reflect

What's your sentence?

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All 16 learnings complete

That’s all 16 learnings.

Autonomy, mastery and purpose. Which of the three is missing from your work right now?

Abhay Kumar JaiswalFCA · PMP® · Workday Financeabhayjaiswal.com
Summaries in my own words. Read the book for the full stories.
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Summaries are written in my own words for learning. Read Drive by Daniel H. Pink (2009) for the full stories. More Books in Bytes