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Agent Skill · 研究检索

drive-motivation(驱动动力)

drive-motivation 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

drive-motivation 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 5,030。

总安装 28,224周安装 1,166GitHub Stars 779下载 9,888核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:drive-motivation(驱动动力)
来源仓库:https://github.com/wondelai/skills
仓库路径:skills/drive-motivation
安装命令:
npx skills add https://github.com/wondelai/skills --skill drive-motivation
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/wondelai/skills --skill drive-motivation

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

drive-motivation 基于人类内在动机科学设计激励系统,替代传统奖惩机制提升产品与团队效能。强调自主性、胜任感与归属感三大核心需求,适用于任务设计、反馈机制与组织文化建设。提供框架模板与检查清单,帮助构建可持续的动机生态,避免外部奖励对内在动力的侵蚀。

使用前需评估具体场景与用户群体特征,避免生搬硬套导致激励错位或效果递减。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/drive-motivation

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/wondelai/skills --skill drive-motivation;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

drive-motivation 怎么安装?

在终端执行 npx skills add https://github.com/wondelai/skills --skill drive-motivation。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

drive-motivation 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

drive-motivation 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

drive-motivation 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

drive-motivation 用的人多吗?

公开数据是累计安装 28,224 次,近一周安装 1,166 次,下载 9,888 次,GitHub 779 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

drive-motivation 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
drive-motivation

驱动动力 · 本页

28,224779只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Drive Motivation Framework

Framework for designing motivation systems in products, teams, and organizations based on the science of what actually motivates humans. Replaces outdated carrot-and-stick thinking with intrinsic motivation.

Core Principle

The secret to high performance isn't rewards and punishment — it's the deeply human need to direct our own lives, learn and create new things, and do better for ourselves and our world.

The foundation: For any task requiring even rudimentary cognitive effort, external rewards (bonuses, prizes, punishments) either don't work or actively make performance worse. Intrinsic motivation — Autonomy, Mastery, Purpose — drives lasting engagement.

Scoring

Goal: 10/10. When evaluating motivation systems (product features, team incentives, gamification, engagement loops), rate 0-10 based on AMP principles. A 10/10 means the system supports autonomy, enables mastery, and connects to purpose; lower scores indicate reliance on extrinsic rewards or controlling behaviors. Always provide current score and improvements to reach 10/10.

Motivation 1.0, 2.0, and 3.0

VersionCore AssumptionApproachEra
1.0Humans are biological beingsSurvival drives (food, shelter, safety)Pre-industrial
2.0Humans respond to rewards/punishmentsCarrot and stick (bonuses, penalties)Industrial age
3.0Humans seek autonomy, mastery, purposeIntrinsic motivationKnowledge economy

The problem with Motivation 2.0 (carrot and stick):

Most organizations still run on Motivation 2.0, but it's fundamentally broken for modern work.

The Seven Deadly Flaws of Extrinsic Rewards

External rewards ("if-then" rewards: "If you do X, then you get Y"):

FlawMechanismExample
1. Extinguish intrinsic motivationTurns play into workKids who were paid to draw stopped drawing when payments stopped
2. Diminish performanceNarrow focus, reduce creativityCandle problem: reward group performed worse
3. Crush creativityFocus on reward, not explorationArtists creating commissioned work are less creative
4. Crowd out good behaviorFinancial framing replaces moral framingDay care late-pickup fee: lateness increased (became a "service")
5. Encourage cheatingGoal fixation leads to shortcutsWells Fargo fake accounts scandal
6. Become addictiveNeed bigger rewards over timeBonus escalation: last year's bonus = this year's expectation
7. Foster short-term thinkingOptimize for reward periodQuarterly bonuses → quarterly thinking

When extrinsic rewards DO work:

  • Routine, algorithmic tasks (assembly line, data entry)
  • Tasks requiring no creativity or judgment
  • When the task is genuinely boring and no intrinsic motivation exists

When extrinsic rewards DON'T work (and hurt):

  • Creative work
  • Complex problem-solving
  • Any task requiring cognitive effort
  • Long-term engagement

See: references/extrinsic-rewards.md for the science behind reward failures.

The Three Pillars: Autonomy, Mastery, Purpose

1. Autonomy

Definition: The desire to direct our own lives — to have choice over what we do, when we do it, how we do it, and who we do it with.

Autonomy ≠ independence. Autonomy means acting with choice. You can be autonomous while being interdependent with a team.

The Four T's of Autonomy:

DimensionQuestionExample
TaskWhat do I work on?Google's 20% time, Atlassian ShipIt days
TimeWhen do I work?Flexible hours, no mandatory meetings
TechniqueHow do I do it?Choose your own tools, methods, approach
TeamWho do I work with?Self-forming teams, choose collaborators

Product applications:

ContextAutonomy KillerAutonomy Enabler
OnboardingForced linear tutorialChoose your own path, skip steps
CustomizationOne-size-fits-allThemes, layouts, preferences
ContentAlgorithm-only feedUser-controlled feeds, filters
CommunicationForced notificationsNotification preferences, DND
WorkflowRigid processFlexible workflow, custom automations
FeaturesFeature bloat (all visible)Show/hide features, progressive disclosure

Autonomy audit questions:

  • Can users choose WHAT to do in the product?
  • Can users choose WHEN to engage?
  • Can users choose HOW to complete tasks?
  • Can users choose their own path through the experience?

Warning signs of autonomy violation:

  • "You must complete X before Y"
  • Forced tutorials with no skip option
  • Mandatory notifications
  • No customization options
  • Rigid workflows with no flexibility

See: references/autonomy.md for autonomy design patterns.

2. Mastery

Definition: The desire to get better at something that matters — to continually improve and grow.

Mastery is a mindset, not a destination. It's asymptotic — you can approach it but never fully reach it. The joy is in the pursuit.

Three laws of mastery:

Law 1: Mastery is a Mindset

  • Growth mindset (Carol Dweck): Ability is developed, not fixed
  • People with growth mindset seek challenges and learn from failure
  • Fixed mindset people avoid challenges (might reveal inadequacy)
  • Design implication: Frame failures as learning, not judgment

Law 2: Mastery is a Pain

  • Requires effort, deliberate practice, and grit
  • Flow (Csikszentmihalyi): Optimal state between boredom and anxiety
  • Challenge must match skill level — too easy = boring, too hard = anxious
  • Design implication: Calibrate difficulty to user's level

Law 3: Mastery is Asymptotic

  • You can approach mastery but never fully arrive
  • The pursuit itself is the reward
  • Design implication: Always have next level, next challenge

The Flow Channel:

                ANXIETY
               /
              /
    FLOW ←──────────── Optimal challenge zone
              \
               \
                BOREDOM

    Low Skill ──────────────── High Skill

Flow conditions:

  • Clear goals
  • Immediate feedback
  • Challenge/skill balance
  • Sense of control
  • Deep concentration

Product applications:

ContextMastery DesignExample
ProgressVisible skill developmentGitHub contribution graph, Duolingo levels
DifficultyAdaptive challengeGames that adjust to player skill
FeedbackImmediate, clear signalsReal-time writing analysis (Grammarly)
GoalsClear, achievable milestonesLinkedIn profile strength meter
LearningSkill trees, structured pathsCodecademy learning paths
StreaksConsistency trackingDuolingo streaks (careful: can become extrinsic)

Mastery audit questions:

  • Can users see their progress over time?
  • Does the product adapt to skill level?
  • Is there immediate, meaningful feedback?
  • Are there clear next steps for improvement?
  • Does the challenge increase as skill increases?

Warning signs of mastery violation:

  • No way to see improvement
  • Same difficulty regardless of skill
  • Delayed or absent feedback
  • No clear path forward
  • Punishing failures instead of teaching

See: references/mastery.md for mastery design patterns and flow state principles.

3. Purpose

Definition: The yearning to do what we do in the service of something larger than ourselves.

Purpose is the context for autonomy and mastery. Without purpose, autonomy is directionless and mastery is hollow.

Three expressions of purpose:

ExpressionHow It ManifestsExample
GoalsPurpose-driven objectivesTOMS: "With every product you purchase, TOMS will help a person in need"
WordsLanguage of purpose, not profit"Associates" not "employees", "community" not "users"
PoliciesActions that demonstrate purposePatagonia: "Don't Buy This Jacket" campaign

Product applications:

ContextPurpose DesignExample
MissionClear, inspiring why"Organize the world's information" (Google)
ImpactShow user's contributionWikipedia edit counter, Kiva lending impact
CommunityConnect to something biggerOpen source contribution, community goals
TransparencyShow how product helpsCharity: Water shows exact well location
ValuesAlign product with beliefsEcosia: "Search the web to plant trees"

Purpose audit questions:

  • Does the user understand WHY this product/feature exists?
  • Can users see their impact on something bigger?
  • Does the product connect to values the user cares about?
  • Is there a mission beyond profit?

Purpose in product design:

  • Show aggregate impact ("Together, our users have saved 1M hours")
  • Connect individual actions to collective outcomes
  • Frame features in terms of why, not just what
  • Celebrate meaningful milestones, not vanity metrics

See: references/purpose.md for purpose-driven design patterns.

AMP Applied: Product Design

Gamification Done Right vs. Wrong

Wrong gamification (extrinsic, Motivation 2.0):

  • Points for every action (becomes meaningless)
  • Badges for trivial achievements
  • Leaderboards that discourage (I'll never catch up)
  • Rewards that replace intrinsic motivation

Right gamification (intrinsic, Motivation 3.0):

PrincipleBad (Extrinsic)Good (Intrinsic)
AutonomyForced challenges, mandatory participationChoose challenges, opt-in
MasteryPoints for everythingSkill-based progression, meaningful milestones
PurposePointless competitionContribute to community, personal growth

Example: Duolingo

  • Autonomy: Choose language, pace, topics
  • Mastery: Adaptive difficulty, progress tracking, skill levels
  • Purpose: "Learn a language to connect with people"
  • Caution: Streaks can shift from mastery (intrinsic) to loss aversion (extrinsic)

Team Motivation

How to apply AMP to team management:

PrincipleManager ActionExample
AutonomyGive control over task, time, technique, team"Here's the goal. How you get there is up to you."
MasteryProvide challenge, feedback, growthStretch assignments, mentorship, skill development budget
PurposeConnect work to mission"Here's why this matters for our customers"

"If-then" vs. "Now that" rewards:

  • Bad: "If you hit target, you get bonus" (if-then, creates pressure)
  • Better: "You hit target! Here's a bonus." (now-that, unexpected recognition)
  • Best: "Let's talk about what you want to work on next." (intrinsic)

Compensation and Incentives

Pink's recommendations:

  1. Pay people enough to take money off the table
  2. Then focus on autonomy, mastery, purpose
  3. Use "now-that" rewards (unexpected), not "if-then" rewards (contingent)

The baseline:

  • Fair compensation eliminates distraction
  • Above-market pay signals respect
  • But beyond "enough," more money doesn't increase motivation
  • Once baseline is met, AMP drives engagement

See: references/applications.md for product and team applications.

Type I vs. Type X Behavior

Type X (Extrinsic)Type I (Intrinsic)
Fueled by external rewardsFueled by autonomy, mastery, purpose
Concerned with external recognitionConcerned with inherent satisfaction
Short-term focusedLong-term focused
Sees effort as burdenSees effort as path to mastery
Fixed mindset tendenciesGrowth mindset tendencies

Goal: Design products and teams that cultivate Type I behavior.

Type I behavior:

  • Is made, not born (anyone can develop it)
  • Doesn't disdain money or recognition
  • Is a renewable resource (doesn't deplete)
  • Promotes greater physical and mental well-being

Common Mistakes

MistakeWhy It FailsFix
Points for everythingCrowds out intrinsic motivationReserve rewards for meaningful milestones
Mandatory participationKills autonomyMake engagement opt-in
Same challenge for everyoneNo flow state (bored or anxious)Adaptive difficulty matching
No visible progressCan't see masteryProgress indicators, skill tracking
Missing "why"Actions feel meaninglessConnect every feature to purpose
If-then bonusesCreates short-term thinkingPay fairly, focus on AMP

Quick Diagnostic

Audit any motivation system:

QuestionIf NoAction
Can users choose what/when/how?Autonomy violationAdd choices, flexibility, customization
Can users see their progress?No mastery signalAdd progress tracking, skill levels
Is the challenge matched to skill?Boredom or anxietyImplement adaptive difficulty
Is there immediate feedback?Can't improveAdd real-time response to actions
Does the user know WHY this matters?No purposeConnect to mission, show impact
Are we using "if-then" rewards?Extrinsic motivationSwitch to "now-that" or intrinsic design

Reference Files

Further Reading

This skill is based on Daniel Pink's research on motivation science. For the complete framework:

About the Author

Daniel H. Pink is the author of seven books including four New York Times bestsellers. *Drive* has been translated into over 40 languages and fundamentally changed how organizations think about motivation. Pink's TED Talk on the science of motivation is one of the most-viewed of all time (45M+ views). He has advised companies, governments, and nonprofits worldwide on motivation, creativity, and human performance. Pink was previously a speechwriter for Vice President Al Gore and has written for The New York Times, Harvard Business Review, and Wired.

平台分布

Codex

38.31%
按下载量换算3,788

Claude

26.97%
按下载量换算2,667

Cursor

18.1%
按下载量换算1,790

Gemini CLI

8.34%
按下载量换算825

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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