--- id: wiki-2026-0508-cognitive-evaluation-theory title: Cognitive Evaluation Theory (Self-Determination) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [self-determination theory, SDT, autonomy, competence, relatedness, intrinsic motivation, over-justification] duplicate_of: none source_trust_level: A confidence_score: 0.88 verification_status: applied tags: [psychology, motivation, sdt, intrinsic-motivation, gamification, game-design, education, productivity] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: psychology applicable_to: [Game Design, Education, Workplace, Product UX] --- # Cognitive Evaluation Theory / SDT ## 매 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. ## 매 핵심 ### Self-Determination Theory 의 3 needs 1. **Autonomy**: 매 self-chosen. 2. **Competence**: 매 mastery feel. 3. **Relatedness**: 매 connection. → 매 3 의 satisfy = 매 intrinsic motivation. ### Intrinsic vs Extrinsic - **Intrinsic**: 매 enjoyment / interest 의 itself. - **Extrinsic**: 매 reward / punishment. - **Internalization**: 매 extrinsic 의 internalize 의 spectrum. ### 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. ### 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 ↑ | ### 매 application #### Game design - **Autonomy**: 매 quest choice, 매 customization. - **Competence**: 매 progression, 매 skill curve. - **Relatedness**: 매 multiplayer, 매 guild. #### Education - **Autonomy**: 매 project topic choice. - **Competence**: 매 scaffolded difficulty. - **Relatedness**: 매 peer collab. #### Workplace - **Autonomy**: 매 schedule, 매 method. - **Competence**: 매 challenging task + feedback. - **Relatedness**: 매 team belonging. #### Product UX - **Autonomy**: 매 customization, 매 control. - **Competence**: 매 onboarding 의 mastery. - **Relatedness**: 매 social feature. ### 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]] · [[Flow_State|Flow-State]] - 응용: [[Gamification]] · [[Game-Design]] · [[UX]] - Adjacent: [[Cognitive-Biases]] · [[Addiction-Neuroscience]] · [[Authenticity]] · [[Anthropomorphism]] ## 🤖 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|Bounded-Rationality]]. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — 3 needs + over-justification + 매 quest / autonomy / mastery code |