The post presents an interesting framework for personal improvement, but I believe we can enhance it by reconsidering two key aspects:
What Works in the Original System
The author effectively demonstrates how gamification can transform mundane tasks into engaging challenges by:
Assigning point values to activities
Creating a progress system similar to video games
Building consistent habits through regular engagement
Proposed Improvements
1. Eliminating Negative Scoring
The current system subtracts points for undesirable behaviors, but I propose a philosophical shift: nothing should have negative value. Just as darkness is merely the absence of light, “bad” behaviors simply contribute less value rather than negative value.
Benefits of this approach:
Avoids punishment-based motivation which can be discouraging
Creates a purely growth-oriented mindset
Aligns with positive psychology principles
Implementation: Assign very low (but still positive) point values to less beneficial activities while giving significantly higher values to highly beneficial ones. The relative difference remains motivating.
2. Dynamic Confidence-Based XP System
I propose that experience points should be gained when the system identifies variables that impact progress with higher confidence levels.
How it works:
The system tracks correlations between your activities and measurable outcomes
When it discovers a strong correlation (high confidence), you gain XP
This rewards you for finding what truly works for your specific situation
Points become personalized and evidence-based rather than predetermined
This creates a self-improving system where your actions continuously refine your understanding of what works for you personally.
By implementing these two improvements, we create a more psychologically sound and adaptive gamification system that evolves with you rather than imposing fixed external values.
The post presents an interesting framework for personal improvement, but I believe we can enhance it by reconsidering two key aspects:
What Works in the Original System
The author effectively demonstrates how gamification can transform mundane tasks into engaging challenges by:
Assigning point values to activities
Creating a progress system similar to video games
Building consistent habits through regular engagement
Proposed Improvements
1. Eliminating Negative Scoring
The current system subtracts points for undesirable behaviors, but I propose a philosophical shift: nothing should have negative value. Just as darkness is merely the absence of light, “bad” behaviors simply contribute less value rather than negative value.
Benefits of this approach:
Avoids punishment-based motivation which can be discouraging
Creates a purely growth-oriented mindset
Aligns with positive psychology principles
Implementation: Assign very low (but still positive) point values to less beneficial activities while giving significantly higher values to highly beneficial ones. The relative difference remains motivating.
2. Dynamic Confidence-Based XP System
I propose that experience points should be gained when the system identifies variables that impact progress with higher confidence levels.
How it works:
The system tracks correlations between your activities and measurable outcomes
When it discovers a strong correlation (high confidence), you gain XP
This rewards you for finding what truly works for your specific situation
Points become personalized and evidence-based rather than predetermined
This creates a self-improving system where your actions continuously refine your understanding of what works for you personally.
By implementing these two improvements, we create a more psychologically sound and adaptive gamification system that evolves with you rather than imposing fixed external values.