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CHAPTER 2A


. . . and the Special Circumstances When They Do Carrots and sticks aren’t all bad. If they were, Motivation
    1. would never have flourished so long or accomplished so much. While an operating system centered around


rewards and punishments has outlived its usefulness and badly needs an upgrade, that doesn’t mean we should scrap its every piece. Indeed, doing so would run counter to the science. The scholars exploring human motivation have revealed not only the many glitches in the traditional approach, but also the narrow band of circumstances in which carrots and sticks do their jobs reasonably well.
The starting point, of course, is to ensure that the baseline rewards—wages, salaries, benefits, and so on—are adequate and fair. Without a healthy baseline, motivation of any sort is difficult and often impossible.

But once that’s established, there are circumstances where it’s okay to fall back on extrinsic motivators. To understand what those circumstances are, let’s return to the candle problem. In his study, Sam Glucksberg found that the participants who were offered a cash prize took longer to solve the problem than those working in a reward-free environment. The reason, you’ll recall, is that the prospect of a prize narrowed participants’ focus and limited their ability to see an inventive, nonobvious solution.

In the same experiment, Glucksberg presented a separate set of participants with a slightly different version of the problem. Once again, he told half of them he was timing their performance to collect data—and the other half that those

who posted the fastest times could win cash. But he altered things just a bit. Instead of giving participants a box full of tacks, he emptied the tacks onto the desk as shown below.





The candle problem presented differently.

Can you guess what happened?

This time, the participants vying for the reward solved the problem faster than their counterparts. Why? By removing the tacks and displaying the empty box, Glucksberg essentially revealed the solution. He transformed a challenging right- brain task into a routine left-brain one. Since participants simply had to race down an obvious path, the carrot waiting for them at the finish line encouraged them to gallop faster.

Glucksberg’s experiment provides the first question you should ask when contemplating external motivators: Is the task at hand routine? That is, does accomplishing it require following a prescribed set of rules to a specified end?

For routine tasks, which aren’t very interesting and don’t demand much creative thinking, rewards can provide a small motivational booster shot without the harmful side effects. In some ways, that’s just common sense. As Edward Deci, Richard Ryan, and Richard Koestner explain, “Rewards do not undermine people’s intrinsic motivation for dull tasks because there is little or no intrinsic

motivation to be undermined.”1 Likewise, when Dan Ariely and his colleagues conducted their Madurai, India, performance study with a group of MIT students, they found that when the task called for “even rudimentary cognitive skill,” a larger reward “led to poorer performance.” But “as long as the task involved only mechanical skill, bonuses worked as they would be expected: the

higher the pay, the better the performance.”2

This is extremely important. Although advanced economies now revolve less around those algorithmic, rule-based functions, some of what we do each day— especially on the job—still isn’t all that interesting. We have TPS reports to fill out and boring e-mail to answer and all manner of drudge work that doesn’t necessarily fire our soul. What’s more, for some people, much of what they do all day consists of these routine, not terribly captivating, tasks. In these situations, it’s best to try to unleash the positive side of the Sawyer Effect by attempting to turn work into play—to increase the task’s variety, to make it more like a game, or to use it to help master other skills. Alas, that’s not always possible. And this means that sometimes, even “if-then” rewards are an option.

Let’s put this insight about rewards and routines into practice. Suppose you’re a manager at a small nonprofit organization. Your design team created a terrific poster promoting your group’s next big event. And now you need to send the poster to twenty thousand members of your organization. Since the costs of outsourcing the job to a professional mailing firm are too steep for your budget, you decide to do the work in-house. Trouble is, the posters came back from the printer much later than you expected and they need to get in the mail this weekend.

What’s the best way to enlist your staff of ten, and maybe a few others, in a massive weekend poster mailing session? The task is the very definition of routine: The people participating must roll up the posters, slide them into the mailing tubes, cap those tubes, and apply a mailing label and the proper postage. Four steps—none of them notably interesting.

One managerial option is coercion. If you’re the boss, you could force people to spend their Saturday and Sunday on this mind-numbing project. They might comply, but the damage to their morale and long-term commitment could be substantial. Another option is to ask for volunteers. But face it: Most people can think of far better ways to spend a weekend.

So in this case, an “if-then” reward might be effective. For instance, you could promise a big office-wide party if everybody pitches in on the project. You could offer a gift certificate to everyone who participates. Or you could go further and

pay people a small sum for every poster they insert, enclose, and send—in the hope that the piecework fee will boost their productivity.

While such tangible, contingent rewards can often undermine intrinsic motivation and creativity, those drawbacks matter less here. The assignment neither inspires deep passion nor requires deep thinking. Carrots, in this case, won’t hurt and might help. And you’ll increase your chances of success by supplementing the poster-packing rewards with three important practices:

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