CORE
MECHANICS

Eight recurring human games. Not categories of people, but durable reasons a product can begin to matter.

NEED / VALUE

Functional value, reduced friction and reliable progress.

PRODUCT QUESTION

Can this help me complete something important with less effort, uncertainty or delay?

TYPICAL MECHANICS

Shortcuts, defaults, checklists, automation, search, reminders, delivery, templates.

EXAMPLES

Google Maps, a dishwasher, Todoist, Stripe, a meal kit.

Many products win because they remove steps between intention and outcome. The deeper question is whether convenience gives people more agency or simply creates a dependency on the product’s particular way of working.

Mechanics & Motives editorial framework graphic