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The Incentives Lab
Learn incentives. Solve them.

All problems are incentive problems.

"Show me the incentive and I'll show you the future."

A laboratory for learning incentives. A think tank for solving them.

Diagnose-Me-Now · 3 taps · ~20 sec

Where is the incentive misfiring?

Pick the closest situation.

The Incentives Lab Podcast

Episode One

Endorsement · Shark Tank

"Aaron Bare will 100x many companies."

Daymond John · Founder, FUBU · Shark Tank

Free white paper · Edition 2026

The Bible of Incentives — the whole model in 78 clickable pages.

The thesis, the seven-layer operating system, the Cultural Performance Audit, the evidence, the profession, and an index of all 1,229 Atlas entries — every one a live link — plus a visual archive of every image on the site. No email required.

The philosophy

We change to avoid pain.

The brain is not a reason machine. It is a threat-avoidance machine. It filters, it anchors, and it conditions for safety — and only then does it consider what is good for us.

01

We filter

Millions of signals arrive; a handful survive. Attention is triaged by threat first, relevance second, everything else never. What does not read as danger or reward is dropped before it reaches conscious thought.

Design move

If your incentive is not visible at the moment of decision, it does not exist. Design at the point of friction, not in the policy document.

02

We anchor

Whatever lands first becomes the reference point. Gains and losses are measured against that anchor, and a loss lands roughly twice as hard as an equivalent gain.

Design move

Set the anchor deliberately — the baseline, the default, the first number in the room — because every judgment after it is relative.

03

We condition safety

Repetition turns a response into a reflex. Behavior that avoided pain last time gets rehearsed until it is identity, culture, and habit — long after the original threat is gone.

Design move

Culture is conditioned, not declared. Change what is repeatedly rewarded and punished, and the reflex re-forms around the new safety.

Pleasure suggests. Pain decides. Design the incentive against the pain and you move the behavior.

That is the whole craft: build incentives that remove real pain, and point them at the greater good.

Read the philosophy →
The case strip

Three systems. Three incentive redesigns. Play with them.

A call center, an AI product team, and a school district. Same lesson: change what you reward and you change what happens next. This is what the Laboratory teaches and the Think Tank does at scale.

Example 01 — Read the incentive

A call center says it values 'customer happiness.' Watch what it actually rewards.

Flip the toggle. The metric moves. The behavior nobody asked for moves with it.

● Live
What gets measured
Calls handled per agent
088100
What quietly moves with it
Customers hung up on mid-issue
071100

You incentivized speed. You got abandonment dressed as throughput.

All problems are incentive problems. This is what that sentence means.

Example 02 — Design the tradeoff

An AI product team. How hard do you push 'engagement'?

Drag the slider. Every notch is a real tradeoff between attention captured today and trust spent tomorrow.

● Live
Reward depth (long sessions, fewer alerts)Reward engagement (every tap, every ping)
050100
Balanced

Engagement that survives a churn audit. Future = compounding trust.

Show me what you reward and I'll show you the product you'll ship in 18 months.

Example 03 — Pick the payoff

A school wants higher reading scores. Pick the lever.

Three real interventions. Each predictably shapes a different future. Pick one and read the cascade.

● Live

Pick a lever. There are no neutral ones — every incentive funds a behavior somewhere.

The premise

Every behavior you don't understand is an incentive you haven't found yet.

Your organization is perfectly designed to produce the behavior you are currently getting. If the metric can be gamed, it will be. The stated goal is rarely the real incentive. The Incentives Lab is the playground for finding the architecture underneath — and redesigning it.

Daily Behavior · One element a day

Present Bias· Time Preference

The behavioral element shaping decisions today. Read it, file it, come back tomorrow. Three days in a row turns a list into fluency.

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Four ways in. No login required.

The atoms

The Periodic Table of Human Behavior™

Every behavior reduces to elements. Loss Aversion. Social Proof. Goodhart's Law. Status Quo Bias. Each tile gives you the plain-English definition, the Feynman explanation, the perverse-incentive risk, and a live experiment to run.

The compass

The 8 Universal Decision Motives™

Every decision moves toward something desirable or away from something painful. Map any product, behavior, or policy.

Safer
vs. vulnerable
Richer
vs. poorer
Healthier
vs. sicker
Smarter
vs. confused
Happier
vs. miserable
Connected
vs. lonely
Significant
vs. ignored
Free
vs. trapped
The lens

The Perverse Incentive Lens™

Drop in any system — a policy, a comp plan, an algorithm, a school, a hospital, a metric. The Lens shows you the gap between the stated goal and what's actually rewarded, scores the perverse-incentive risk, and proposes a redesign.

"If the metric can be gamed, it will be."

The living database

The Human Behavior Observatory™

A growing public archive of perverse incentives, behavioral molecules, case studies, and incentive redesigns — contributed by people who use the Lens in the wild. Browse what others have found. Submit your own.

The Think Tank

When the problem is real, hire the team that designs the redesign.

Diagnose and redesign a real incentive system inside a business, government, or institution. Sprints, audits, on-site sessions, and standing advisory for boards, F500s, AI labs, and governments.

We do not fix people. We redesign the systems shaping them.