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---
id: wiki-2026-0508-cognitive-evaluation-theory
title: Cognitive Evaluation Theory
title: Cognitive Evaluation Theory (Self-Determination)
category: 10_Wiki/Topics
status: needs_review
status: verified
canonical_id: self
aliases: [P-Reinforce-SCI-COGEVAL]
aliases: [self-determination theory, SDT, autonomy, competence, relatedness, intrinsic motivation, over-justification]
duplicate_of: none
source_trust_level: A
confidence_score: 0.97
tags: [Cognitive Evaluation Theory, Motivation, Autonomy, Psychology]
confidence_score: 0.88
verification_status: applied
tags: [psychology, motivation, sdt, intrinsic-motivation, gamification, game-design, education, productivity]
raw_sources: []
last_reinforced: 2026-04-20
last_reinforced: 2026-05-10
github_commit: pending
inferred_by: Claude Opus 4.7 (auto-normalize 2026-05-08)
tech_stack:
language: psychology
applicable_to: [Game Design, Education, Workplace, Product UX]
---
# [[Cognitive-Evaluation-Theory]] (인지 평가 이론)
# Cognitive Evaluation Theory / SDT
## 📌 한 줄 통찰 (The Karpathy Summary)
> "보상이 때로는 열정을 죽인다." 인간은 스스로 결정하고 유능하다고 느낄 때 가장 강력한 내적 동기를 발휘한다.
## 한 줄
> **"매 reward 의 sometimes 의 passion 의 kill"**. Deci & Ryan 의 SDT (Self-Determination Theory) 의 sub-theory. 매 autonomy + competence + relatedness 의 3 의 intrinsic motivation 의 fuel. 매 modern gamification, 매 education, 매 product UX 의 base.
## 📖 구조화된 지식 (Synthesized Content)
- **Autonomy (자율성)**:
- 외부의 강요가 아니라 스스로의 선택에 의해 행동한다고 느낄 때 동기가 유발된다. (예: 게임에서의 자유로운 퀘스트 선택).
- **Competence (유능성)**:
- 자신의 능력이 과제에 적합하거나 성장하고 있다고 느낄 때 재미와 보람을 느낀다. (예: 레벨업 시스템, 랭크 시스템).
- **Extrinsic vs Intrinsic Motivation**:
- 금전적 보상 같은 외적 동기가 너무 크면, 즐거워서 하던 일(내적 동기)의 가치가 훼손되는 '과잉 정당화 효과(Over-justification effect)'가 발생할 수 있다.
## 매 핵심
## ⚠️ 모순 및 업데이트 (Contradictions & Updates)
- 게임 기획 시 단순히 '데일리 보상'만 뿌리는 것은 위험하다. 사용자가 보상 때문에 숙제처럼 게임을 하게 만들지 말고, 자신의 실력이 늘어가는 과정 자체를 즐기게 하는 '마스터리의 경험'을 설계해야 한다.
### Self-Determination Theory 의 3 needs
1. **Autonomy**: 매 self-chosen.
2. **Competence**: 매 mastery feel.
3. **Relatedness**: 매 connection.
## 🔗 지식 연결 (Graph)
- Related: [[Game Design Theory]] , [[Behavioral-Economics]]
- Foundation: Cognitive-Biases
→ 매 3 의 satisfy = 매 intrinsic motivation.
## 🤖 LLM 활용 힌트 (How to Use This Knowledge)
### Intrinsic vs Extrinsic
- **Intrinsic**: 매 enjoyment / interest 의 itself.
- **Extrinsic**: 매 reward / punishment.
- **Internalization**: 매 extrinsic 의 internalize 의 spectrum.
**언제 이 지식을 쓰는가:**
- *(TODO)*
### Over-justification effect (Lepper)
- 매 paid for activity 의 enjoy → 매 intrinsic 의 lose.
- 매 famous: 매 kid drawing experiment.
- 매 implication: 매 reward 의 careful design.
**언제 쓰면 안 되는가:**
- *(TODO)*
### 매 reward 의 effect
| Type | Effect |
|---|---|
| Tangible + expected | 매 intrinsic ↓ |
| Verbal positive | 매 intrinsic ↑ |
| Unexpected | 매 less harmful |
| Task-contingent | 매 intrinsic ↓ |
| Performance-contingent (informative) | 매 mid |
| Choice-supportive | 매 intrinsic ↑ |
## 🧪 검증 상태 (Validation)
### 매 application
- **정보 상태:** needs_review
- **출처 신뢰도:** A
- **검토 이유:** *(P-Reinforce Phase 1 자동 정규화. 본문 검증 필요.)*
#### Game design
- **Autonomy**: 매 quest choice, 매 customization.
- **Competence**: 매 progression, 매 skill curve.
- **Relatedness**: 매 multiplayer, 매 guild.
## 🧬 중복 검사 (Duplicate Check)
#### Education
- **Autonomy**: 매 project topic choice.
- **Competence**: 매 scaffolded difficulty.
- **Relatedness**: 매 peer collab.
- **기존 유사 문서:** *(TODO: 인덱서 클러스터 리포트 참조)*
- **처리 방식:** UPDATE (자동 정규화)
- **처리 이유:** Phase 1 정규화 — 옛 템플릿/누락 필드 보강.
#### Workplace
- **Autonomy**: 매 schedule, 매 method.
- **Competence**: 매 challenging task + feedback.
- **Relatedness**: 매 team belonging.
## 🕓 변경 이력 (Changelog)
#### Product UX
- **Autonomy**: 매 customization, 매 control.
- **Competence**: 매 onboarding 의 mastery.
- **Relatedness**: 매 social feature.
| 날짜 | 변경 내용 | 처리 방식 | 신뢰도 |
|------|-----------|-----------|--------|
| 2026-05-08 | P-Reinforce Phase 1 정규화 (frontmatter + 헤더 표준화) | UPDATE | A |
### 매 dark side (anti-pattern)
- 매 tangible reward 의 dominate (cash, gift card).
- 매 surveillance / monitoring → autonomy ↓.
- 매 forced ranking → relatedness ↓.
- 매 over-difficult / under-difficult → competence ↓.
### 매 modern AI 의 의미
- **AI assistant**: 매 user 의 competence 의 reduce 의 risk.
- **Recommendation**: 매 autonomy 의 illusion vs reality.
- **Gamification**: 매 manipulation 의 risk (dark pattern).
- **Productivity tracker**: 매 surveillance.
## 💻 패턴 (응용)
### Game progression (autonomy + competence)
```ts
class QuestSystem {
// 매 autonomy: 매 player 의 choose
getAvailableQuests(player) {
return this.quests.filter(q =>
q.unlock(player) &&
!q.completed(player)
); // 매 multiple option
}
// 매 competence: 매 skill curve
recommendNextQuest(player) {
const available = this.getAvailableQuests(player);
const skillLevel = player.estimatedSkill();
// 매 zone of proximal development
return available
.filter(q => q.difficulty >= skillLevel - 1 && q.difficulty <= skillLevel + 2)
.sort((a, b) => a.difficulty - b.difficulty)[0];
}
}
```
### Workplace autonomy (4-day workweek-style)
```python
def autonomy_audit(team):
return {
'schedule_flexibility': measure(team, 'self-set start/end times'),
'method_flexibility': measure(team, 'choose how to solve'),
'topic_flexibility': measure(team, 'pick what to work on'),
'tool_flexibility': measure(team, 'choose tools'),
'location_flexibility': measure(team, 'remote / hybrid'),
}
```
### Educational scaffolding (competence)
```python
def adaptive_difficulty(student, current_skill, performance):
"""매 zone of proximal development."""
if performance > 0.85:
return current_skill + 1 # 매 challenge ↑
elif performance < 0.5:
return current_skill - 1 # 매 ease
return current_skill # 매 stable
```
### Avoid over-justification (verbal > tangible)
```python
def reward_employee(employee, accomplishment):
# 매 ❌ Tangible + expected (e.g., $100 for X)
# 매 ✅ Verbal + specific
feedback = f"""
{employee.name}, your work on {accomplishment.project} was excellent.
Specifically, your approach to {accomplishment.specific_thing} showed
{accomplishment.competence_demonstrated}. This had {accomplishment.impact}.
"""
# 매 unexpected appreciation 의 OK
if random.random() < 0.1:
send_appreciation_card(employee, feedback)
return feedback
```
### Recommendation system 의 autonomy preserve
```python
def recommend_with_autonomy(user, items):
"""매 explainability + 매 user control."""
recommendations = ml_model.recommend(user, items)
return {
'items': recommendations,
'why': explain_each(recommendations, user), # 매 transparency
'controls': {
'less_of_this': lambda item: user.feedback_negative(item),
'more_of_this': lambda item: user.feedback_positive(item),
'turn_off_personalization': lambda: user.toggle_personalization(False),
},
}
```
### Mastery curve (competence)
```python
def mastery_journey(skill):
return [
('Novice', 'Hand-holding tutorial', 'high feedback'),
('Advanced Beginner', 'Guided practice', 'frequent feedback'),
('Competent', 'Independent task', 'less feedback'),
('Proficient', 'Complex challenge', 'occasional feedback'),
('Expert', 'Mastery + teaching', 'self-feedback'),
]
```
### Anti-surveillance (autonomy)
```python
# 매 ❌ Productivity tracker showing keystrokes
# 매 ✅ Self-tracker only the user sees
class SelfProductivityTracker:
"""매 user-only, opt-in."""
def __init__(self, user_id):
self.user_id = user_id
self.private = True # 매 not shared with manager
def log_focus_session(self, duration):
self.sessions.append({'duration': duration, 'date': now()})
def insights(self):
# 매 user 의 only
return generate_insights(self.sessions)
```
## 🤔 결정 기준
| 상황 | Approach |
|---|---|
| Game | Autonomy (quest choice) + Competence (curve) + Relatedness (multiplayer) |
| Education | Project choice + scaffolded + peer |
| Workplace | Schedule + method + team |
| Product onboard | Mastery feel + control |
| Reward | Verbal + unexpected > tangible expected |
| Productivity tool | Self-tracker > surveillance |
**기본값**: 매 3 needs 의 audit + 매 reward design 의 careful.
## 🔗 Graph
- 부모: [[Psychology]] · [[Motivation]] · [[Behavioral-Economics]]
- 변형: [[Self-Determination-Theory]] · [[Over-Justification-Effect]] · [[Flow-State]]
- 응용: [[Gamification]] · [[Game-Design]] · [[Education-Design]] · [[UX]]
- Adjacent: [[Cognitive-Biases]] · [[Addiction-Neuroscience]] · [[Authenticity]] · [[Anthropomorphism]]
- 사상가: [[Edward-Deci]] · [[Richard-Ryan]] · [[Mark-Lepper]]
## 🤖 LLM 활용
**언제**: 매 motivation design. 매 game design. 매 education tool. 매 workplace policy. 매 product UX.
**언제 X**: 매 manipulation / dark pattern.
## ❌ 안티패턴
- **Tangible expected reward 의 default**: 매 intrinsic 의 kill.
- **Cash for fun**: 매 over-justification.
- **Surveillance + autonomy 의 claim**: 매 violation.
- **Difficulty curve X**: 매 competence ↓.
- **No social feature** (suitable game): 매 relatedness X.
- **Dark pattern (FOMO, sunk cost)**: 매 ethics violation.
## 🧪 검증 / 중복
- Verified (Deci-Ryan SDT, Pink "Drive", Lepper over-justification).
- 신뢰도 A.
- Related: [[Cognitive-Biases]] · [[Addiction-Neuroscience]] · [[Game-Design]] · [[Authenticity]] · [[Bounded-Rationality]].
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — 3 needs + over-justification + 매 quest / autonomy / mastery code |