Founder School

Variable Rewards: Tribe, Hunt, Self

Predictable rewards don't build cravings; variable ones do. The research goes back to Skinner: intermittent, unpredictable reward drives far more compulsive behavior than a reliable one. The dopamine spike comes from anticipation, from not knowing what you'll get.

Eyal sorts product rewards into three types. Rewards of the tribe: social validation, likes, replies, being seen. Rewards of the hunt: the search for material or informational prizes, the next great pin on a Pinterest board, the possibly-important email in the inbox. Rewards of the self: mastery and completion, clearing the inbox, finishing the streak, leveling up.

Strong products layer them. Email alone runs all three: who wants me (tribe), what opportunity just arrived (hunt), and the pull of getting to inbox zero (self). The reward must still connect to the user's actual need, variability bolted onto an unwanted outcome is just a slot machine nobody feeds.

Key idea

Craving comes from variability. Design rewards of the tribe (social), the hunt (material and information), and the self (mastery), and layer more than one when you can.

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