Results for “desired-gains”
4 skillsCx Incentive Design
Use to design support incentives that improve behaviour without destroying the metric — pairing pay with guardrails, naming gaming modes, and choosing measures that survive Goodhart pressure. Trigger for "incentive plan", "agent bonus scheme", "SPIFF design", "pay for QA score", "what metric should we bonus", CSAT incentives, or reviewing whether a comp change is driving gaming.
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Competitive Battlecard
Produce displace/team/ghost talk tracks for the incumbent on a recompete pursuit. Use when user wants competitive angles saved to the pursuit vault; optional multi-turn LLM for customer-facing phrasing.
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Aspirational Systems Iceberg
Design the deeper patterns, structures, artefacts, and mental models needed to grow a desired event. Use when a class imagines a better future.
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Goals
Optimize prompts via process goals (controllable behavioral instructions) rather than outcome goals (sparse end-result demands). Grounded in sports psychology meta-analysis showing process goals (d=1.36) vastly outperform outcome goals (d=0.09). Use when designing prompts, optimizing LLM steering, implementing CoT/decomposition patterns, or building automatic prompt optimization pipelines. Instantiates surrogate loss paradigm for discrete prompt space.
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