improve-retention
Diagnose and fix retention problems using behavior design (B=MAP). Use when the user mentions "users sign up but dont stick around", "activation rate", "onboarding friction", "retention metrics", "why users dont complete", "churn analysis", or "aha moment". Also trigger when anal
Install
npx skills add https://github.com/wondelai/skills/tree/main/plugins/wondelai-skills/skills/improve-retention
claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install wondelai-skills@llmmart
git clone https://github.com/wondelai/skills.git
The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole wondelai/skills collection as a plugin from our marketplace. Git is the plain clone.
Skill manifest
Behavior Design Framework
Framework for designing products that reliably change behavior. Behavior is not about willpower or motivation — it is a design problem with a predictable equation.
Core Principle
The Fogg Behavior Model = B=MAP. Behavior happens when Motivation, Ability, and a Prompt converge at the same moment.
HIGH ┃
┃ ★ Behavior happens
┃ (above the Action Line)
┃
Motivation ┃━━━━━━━━━━━━━━━━━━━━━━━ ← Action Line
┃
┃ ✗ Behavior fails
┃ (below the Action Line)
LOW ┃
┗━━━━━━━━━━━━━━━━━━━━━━━━━
HARD EASY
Ability
The Action Line: When motivation and ability are sufficient, a prompt causes the behavior; below the line, no prompt works. High motivation compensates for low ability and vice versa. The reliable strategy is making behaviors easier (move right), not pumping up motivation (move up).
See: references/behavior-model.md when you need the curve mechanics behind this model — the full Action Line math, behavior types (dot/span/path), and a step-by-step failure diagnostic for a behavior that isn't happening.
Scoring
Goal: 10/10. The six Quick Diagnostic rows are the single source of score-movers. Rate each pass/fail, then start at 10 and subtract per failing row: low motivation or below the Action Line (rows 1-2) cost -2 each; prompts, celebration, bottleneck, and scaling (rows 3-6) cost -1.5 each. A design that passes all six scores 10; one that fails every row scores 0. Map to bands: 9-10 = behavior reliably crosses the Action Line at low motivation, prompts are event/anchor-tied, key actions are celebrated; 5-6 = depends on a motivation spike or optimizes a non-bottleneck factor; <=3 = core action below the Action Line, prompts are spam, no habit wiring. Always state the score and name the specific failing rows.
The Three Elements
1. Motivation
Core concept: Motivation is the energy for action, driven by three core motivators, each with two sides: Sensation (pleasure/pain), Anticipation (hope/fear), Belonging (acceptance/rejection). It is powerful but unreliable.
Why it works: Motivation comes in waves — it spikes (New Year's resolutions, product launches) and crashes (day 3, week 2). Products that depend on high motivation fail when the wave recedes; the best designs work at the trough.
Key insights:
- "Motivation is unreliable. Ability is not." — BJ Fogg
- Design for low-motivation moments, not peak excitement
- Motivation-first tactics (inspiring videos, aspirational messaging) produce spikes, not sustained behavior
- Match required motivation to behavior difficulty — hard behaviors need high motivation
Product applications:
| Context | Application | Example |
|---|---|---|
| Onboarding | Don't count on the new-user spike lasting | First actions work even when excitement fades |
| Re-engagement | Assume returning users have low motivation | Show immediate value before asking for effort |
| Messaging | Tap the right motivator | Social fitness → belonging; financial tool → hope |
Copy patterns:
- "Takes 30 seconds" (signals ease, lowers motivation needed)
- "Join 50,000 teams who..." (belonging motivator)
- "Don't lose your 7-day streak" (anticipation/fear motivator)
Ethical boundary: A fear motivator (the streak pattern above) is fair only when the loss is real and user-owned (their data, their progress); never invent a loss that exists solely to drive a session.
See: references/motivation-waves.md for the three motivators, motivation waves, and designing for troughs.
2. Ability
Core concept: Ability is the capacity to do the behavior — a function of the scarcest resource across six factors (the Ability Chain). If any single link is too weak, the behavior breaks.
Why it works: Unlike motivation, ability can be systematically engineered: every removed field, eliminated step, and preset default moves the behavior right on the model, crossing the Action Line even at low motivation. The Ability Chain gives you the diagnostic — find the weakest link and fix it.
Key insights:
- Six factors: Time, Money, Physical Effort, Mental Effort, Social Deviance, Non-Routine
- Simplicity is a function of the scarcest resource — find the bottleneck, not the most obvious factor
- "Simplicity changes behavior" — BJ Fogg
- Starter Steps: shrink the behavior to the tiniest version (2 minutes → 30 seconds → one field)
- Defaults are the most powerful ability tool — users rarely change them
Product applications:
| Context | Application | Example |
|---|---|---|
| Signup | Cut cost across all six factors | One-click SSO removes time, mental effort, non-routine |
| Core action | Fix the weakest link | Mental-effort bottleneck → smart defaults and templates |
| Enterprise adoption | Address social deviance | "Your team already uses this" reduces social risk |
Copy patterns:
- "One click to get started" (time + physical effort)
- "No technical skills needed" (mental effort)
- "Works just like tools you already use" (non-routine)
Ethical boundary: Reduce friction only on genuinely valuable behaviors — never make it too easy to overspend, over-share, or delete important data without confirmation.
See: references/ability-chain.md for the six factors in detail, friction audit templates, and simplification strategies.
3. Prompt
Core concept: The prompt says "do it now." Without one, behavior doesn't happen regardless of motivation and ability. Three types: Person Prompts (internal reminders), Context Prompts (environmental cues), Action Prompts (designed triggers from the product).
Why it works: Teams assume motivation + ability is enough — it isn't, not without a well-timed prompt. But prompts only work above the Action Line: a push notification to someone lacking motivation or ability is spam.
Key insights:
- A prompt at the wrong moment is noise; at the right moment, magic
- Anchor moments tie new behaviors to existing routines ("After I open Slack, I will...")
- Prompt fatigue is real — every unnecessary prompt degrades the value of future ones
Product applications:
| Context | Application | Example |
|---|---|---|
| Notifications | Prompt only above the Action Line | Send digest when there's content to review, not on a schedule |
| Re-engagement | Tie prompts to real events | "Your report is ready" (event-based, not time-based) |
| Feature discovery | Prompt when motivation and ability align | Feature tour appears when user hits the problem it solves |
Copy patterns:
- "Your weekly report is ready" (context prompt — real event)
- "One thing left to complete your setup" (action prompt with progress)
- Never: "We miss you!" (product need, not user need)
Ethical boundary: Every prompt must pass the test "Would I appreciate receiving this right now?" — if it serves a product metric (DAU, re-engagement) but not the user's current goal, cut it.
See: references/prompt-design.md for prompt types, timing strategies, notification design, and anchor moments.
Tiny Habits Method
The practical application of B=MAP: make behaviors so small they need almost no motivation, anchor them to existing routines, and celebrate immediately.
The Recipe
After I [ANCHOR MOMENT], I will [TINY BEHAVIOR], then I [CELEBRATION].
- Anchor Moment: an existing routine that reliably happens (opening an app, finishing a meeting, morning coffee).
- Tiny Behavior: the smallest version of the target behavior — not "write a report" but "open the report template."
- Celebration: an immediate positive emotion that wires the habit. Repetition alone isn't enough — you need the feeling of success.
Starter Steps
Every target behavior has a Starter Step — the tiniest meaningful version:
| Target Behavior | Starter Step | Why It Works |
|---|---|---|
| Complete onboarding | Fill in one field | Momentum from completion |
| Use analytics daily | Open the dashboard | Seeing data creates curiosity |
| Collaborate with team | Send one comment | Social reciprocity kicks in |
Scaling Behaviors
Once wired, tiny behaviors grow naturally: open dashboard → check a few metrics → customize → automatic morning habit. Never force scaling — let motivation and momentum drive expansion. The tiny version is the foundation, not a failure.
See: references/tiny-habits.md for the full Tiny Habits recipe, celebration techniques, and scaling patterns.
Behavior Design Process
Fogg's systematic process for lasting behavior change:
Step 1: Clarify the Aspiration
What outcome does the user want — their aspiration, not the product's goal ("stay on top of my team's progress", not "increase DAU").
Step 2: Explore Behavior Options
List all possible behaviors that could achieve the aspiration. Be exhaustive — don't commit yet.
Step 3: Match Behaviors
Assess each for motivation and ease; plot on a 2×2 of impact vs. feasibility (Focus Mapping).
Step 4: Start Tiny
Shrink the best-matched behavior to its Starter Step; design the prompt; add celebration.
Step 5: Optimize
Expand once wired. Fix bottlenecks with the Ability Chain; refine prompt timing from data.
See: references/product-applications.md when applying this process to a specific category — B=MAP mapped to SaaS onboarding, mobile, e-commerce, health, and education with per-category motivation timelines and bottlenecks.
The Action Line
Moving Behaviors Above the Action Line
- Increase Ability (move right) — remove steps, pre-fill, defaults, templates, wizards. The most reliable approach.
- Find better Prompts — anchor to existing routines; event-based beats time-based; trigger when motivation is naturally higher.
- Increasing Motivation (move up) is unreliable — if you need motivation tactics, the behavior is probably too hard.
Retention Diagnostics with B=MAP
Map B=MAP to product metrics:
| Metric | B=MAP Diagnosis | Action |
|---|---|---|
| Low activation | First action below the Action Line | Shrink onboarding to Starter Step; fix weakest Ability Chain link |
| Day-1 drop-off | Prompt failed or mistimed | Redesign first-day prompts; anchor to an existing routine |
| Day-7 drop-off | Motivation wave receded, behavior too hard | Reduce core action difficulty |
| Day-30 drop-off | Habit didn't form, no internal prompt | Create tiny habit recipe; add celebration loops |
| Low feature adoption | Feature below the Action Line for most users | Friction-audit it; prompt only when motivation is present |
| Notification fatigue | Prompts sent below the Action Line | Cut volume; send only with motivation + ability |
See: references/case-studies.md for a worked diagnosis of Instagram, Duolingo, Slack, Calm, and Peloton — read it to see how M, A, and P are scored independently on a real product before diagnosing your own.
Common Mistakes
| Mistake | Why It Fails | Fix |
|---|---|---|
| Relying on motivation for retention | Motivation always recedes; products needing it fail at the trough | Make behaviors tiny enough to survive motivation dips |
| Ignoring the Ability Chain bottleneck | You optimized time but the barrier is mental effort or social deviance | Audit all six factors; fix the scarcest resource |
| Prompting below the Action Line | Notifications to unmotivated/unable users = spam | Event-based triggers only when motivation + ability suffice |
| Skipping celebration in onboarding | Without positive emotion, repetition doesn't wire habits | Add success states and micro-celebrations after key actions |
| First action too ambitious | "Complete your profile" is a project, not a behavior | Shrink to Starter Step: one field, one action |
| Copying products without diagnosing B=MAP | A high-motivation audience's design fails yours | Diagnose your users' motivation, ability, and prompt context first |
Quick Diagnostic
| Question | If No | Action |
|---|---|---|
| Can a new user do the core action in under 60 seconds? | Ability too low | Friction audit; shrink to Starter Step |
| Does the product work when motivation is low? | Design depends on spikes | Redesign core behaviors for minimal motivation |
| Are prompts tied to real events or anchors? | Prompts feel like spam | Switch to event-based or anchor-based prompts |
| Is there immediate feedback after key actions? | No celebration = no habit wiring | Add success states, progress, social feedback |
| Have you found the weakest Ability Chain link? | Optimizing the wrong thing | Rate each of the six factors 1-5 for the core behavior |
| Do users scale naturally from tiny behaviors? | Forcing complexity too early | Starter Steps; let behaviors grow organically |
Further Reading
Based on BJ Fogg's behavior design research:
- "Tiny Habits: The Small Changes That Change Everything" by BJ Fogg
- "Designing for Behavior Change: Applying Psychology and Behavioral Economics" by Stephen Wendel (companion: applying behavior science to product design)
About the Author
BJ Fogg, PhD founded the Behavior Design Lab at Stanford University, where he has researched behavior change since 1998. He created the Fogg Behavior Model (B=MAP), coined the term "behavior design", and trained thousands of innovators — including Instagram co-founder Mike Krieger. Tiny Habits distills two decades of that research: lasting change comes from behaviors that are tiny, anchored, and celebrated.
Files (skills)
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references
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ability-chain.md 8.5 KB
# The Ability Chain Ability in the Fogg Behavior Model is not a single dimension. It is a chain of six factors — and the chain is only as strong as its weakest link. ## The Six Simplicity Factors Simplicity is always relative to the person and context. A behavior is "easy" when the cost across all six factors is low enough for the specific user at the specific moment. ### 1. Time **Definition:** How long does the behavior take? **Product examples:** - Sign up with Google SSO (5 seconds) vs. fill out a 10-field form (3 minutes) - One-tap checkout vs. re-entering credit card details - Pre-loaded dashboard vs. configuring from scratch **Simplification strategies:** - Pre-fill everything possible - Use progressive disclosure (ask for more later) - Show estimated time: "Takes 30 seconds" - Eliminate optional fields from required flows - Auto-save progress so users can stop and resume **Audit question:** Can the user complete this behavior in under 60 seconds? --- ### 2. Money **Definition:** What is the financial cost of the behavior? **Product examples:** - Free tier removes money as a barrier entirely - Free trial defers the money decision - "No credit card required" eliminates even the perceived cost **Simplification strategies:** - Offer a free tier or trial - Remove credit card requirements for signup - Show pricing transparently (no surprises) - Offer money-back guarantees to reduce perceived risk - Use value-based pricing that feels fair relative to outcome **Audit question:** Does the user need to spend or commit money to do this behavior? --- ### 3. Physical Effort **Definition:** How much physical work is required? **Product examples:** - One-tap actions vs. multi-step workflows - Thumb-friendly mobile targets vs. tiny buttons - Voice input vs. typing on mobile - Copy-paste vs. manual re-entry **Simplification strategies:** - Increase touch target sizes (minimum 44pt) - Place primary actions in thumb-reach zones on mobile - Use swipe gestures for frequent actions - Support voice input, camera input, and autocomplete - Minimize typing — use selectors, toggles, and pickers **Audit question:** How many taps, clicks, or physical actions are required? --- ### 4. Mental Effort (Brain Cycles) **Definition:** How much thinking does the behavior require? **Product examples:** - Smart defaults eliminate decisions - Templates reduce blank-page anxiety - Guided wizards vs. open-ended configuration - Clear labels vs. ambiguous options **Simplification strategies:** - Set smart defaults (users rarely change them) - Provide templates and examples - Use progressive disclosure — show complexity only when needed - Reduce choices (Hick's Law: more options = slower decisions) - Use familiar patterns — don't make users learn new conventions - Label everything clearly — no jargon, no ambiguity **Audit question:** Does the user need to think, decide, or figure anything out? --- ### 5. Social Deviance **Definition:** Does the behavior require going against social norms? **Product examples:** - Using a tool no one on the team uses yet (high social deviance) - Sharing personal data on a new platform (moderate) - Using an industry-standard tool everyone uses (zero) **Simplification strategies:** - Show social proof: "Used by 50,000 teams" - Display logos of respected companies using the product - Show teammates already on the platform - Frame behaviors as normal: "Most users do this in the first week" - Reduce visibility of risky actions (private by default) **Audit question:** Would the user feel weird, embarrassed, or out of place doing this? --- ### 6. Non-Routine **Definition:** Does the behavior require breaking existing habits or learning something new? **Product examples:** - Switching from email to a new messaging tool (high non-routine) - Adding a feature to an app you already use daily (low) - Adopting a workflow that matches your current process (low) **Simplification strategies:** - Mirror existing tools and conventions (familiar UI patterns) - Import data from existing tools - Map to existing workflows: "Works with tools you already use" - Offer migration paths from competitors - Start with behaviors that fit into existing routines **Audit question:** Is this something the user already does regularly, or is it brand new? --- ## The Friction Audit A friction audit systematically evaluates each of the six factors for a specific behavior. ### Friction Audit Template For each key product behavior, rate each factor 1-5: | Factor | Rating (1-5) | Notes | Fix | |--------|-------------|-------|-----| | Time | | How long does it take? | | | Money | | What's the financial cost? | | | Physical Effort | | How many actions required? | | | Mental Effort | | How much thinking needed? | | | Social Deviance | | Is it socially comfortable? | | | Non-Routine | | Is it familiar? | | **Rating scale:** - 5 = No friction at all - 4 = Minimal friction - 3 = Moderate friction - 2 = Significant friction (likely bottleneck) - 1 = Major friction (definitely blocking behavior) **The weakest link:** Your lowest-rated factor is where behavior is most likely to fail. Fix this first. ### Example: SaaS Onboarding Friction Audit **Behavior:** New user creates their first project | Factor | Rating | Notes | Fix | |--------|--------|-------|-----| | Time | 3 | Takes 4 minutes, too many fields | Pre-fill with smart defaults, reduce to 3 fields | | Money | 5 | Free tier, no card needed | None needed | | Physical Effort | 4 | Desktop form, reasonable | Minor — add keyboard shortcuts | | Mental Effort | 2 | User must name project, choose settings, understand terminology | **BOTTLENECK** — Add templates, explain terms, set defaults | | Social Deviance | 4 | Common tool category | Minor — add social proof | | Non-Routine | 3 | New tool, unfamiliar UI | Mirror competitor patterns, add guided tour | **Priority fix:** Mental effort is the bottleneck. Add project templates ("Start with a template") and smart defaults that eliminate decisions. --- ## Simplification Strategies by Factor ### Universal Strategies (Help All Factors) 1. **Shrink the behavior** — Make it smaller (Starter Step) 2. **Set defaults** — Eliminate decisions 3. **Progressive disclosure** — Start simple, reveal complexity later 4. **Pre-fill with data** — Use what you know about the user ### The Simplicity Ladder When a behavior is too hard, climb down the simplicity ladder: | Level | Strategy | Example | |-------|----------|---------| | **Full behavior** | Complete the target action | "Set up your workspace with channels, permissions, and integrations" | | **Reduced version** | Remove optional steps | "Set up your workspace (we'll handle permissions later)" | | **Guided version** | Add a wizard or templates | "Choose a workspace template" | | **Starter Step** | Tiniest meaningful version | "Name your workspace" | | **Preview** | Show value without requiring action | "Here's what your workspace could look like" | Start at whatever level gets users above the Action Line. Then gradually move them up. --- ## Ability Chain Across User Journey Different stages of the user journey have different Ability Chain bottlenecks: | Stage | Typical Bottleneck | Why | |-------|-------------------|-----| | **First visit** | Mental effort, non-routine | User doesn't understand the product yet | | **Signup** | Time, money | Friction gates (forms, pricing) | | **Onboarding** | Mental effort, non-routine | Learning new tool, making decisions | | **First value** | Mental effort, time | Finding the core action and completing it | | **Daily use** | Time, physical effort | Behavior must be fast and easy to sustain | | **Feature adoption** | Mental effort, non-routine | Learning new capabilities | | **Team adoption** | Social deviance, non-routine | Getting others to change behavior | --- ## Common Friction Patterns | Pattern | What Happens | Fix | |---------|-------------|------| | **The Empty State** | User faces blank page with no guidance | Add templates, examples, sample data | | **The Decision Overload** | Too many options, user freezes | Reduce choices, recommend one, use smart defaults | | **The Terminology Wall** | Jargon-heavy UI confuses new users | Use plain language, add tooltips, match user vocabulary | | **The Configuration Maze** | Too many settings before first value | Ship opinionated defaults, let users customize later | | **The Onboarding Marathon** | 10-step setup before any value | Defer everything non-essential, deliver value in step 1 | | **The Mobile Tax** | Desktop-designed flows on mobile | Redesign for mobile-first, minimize typing | -
behavior-model.md 7.4 KB
# The Fogg Behavior Model (B=MAP) The Fogg Behavior Model is the foundation of behavior design. Every behavior — from clicking a button to forming a daily habit — follows the same equation: B=MAP. ## The Equation **Behavior = Motivation + Ability + Prompt** All three elements must converge at the same moment for behavior to occur. If any one is missing, the behavior doesn't happen. ``` HIGH ┃ ┃ ★ ★ ★ ★ ┃ ★ ★ ┃ ★ ★ Motivation ┃━★━━━━━━━━━━━━━━★━━━ ← Action Line ┃ ★ ┃ ✗ ✗ ✗ ★ ┃ ★ LOW ┃ ┗━━━━━━━━━━━━━━━━━━━━━━ HARD EASY Ability ``` Stars above the line: behavior happens when prompted. X marks below the line: behavior fails regardless of prompt. --- ## The Action Line The Action Line is the curve that separates success from failure. It is not a straight line — it curves because motivation and ability compensate for each other. ### How the Curve Works - **High motivation + low ability:** Behavior can still happen (people do hard things when motivated enough) - **Low motivation + high ability:** Behavior can still happen (people do easy things even when unmotivated) - **Low motivation + low ability:** Below the Action Line — no prompt works - **High motivation + high ability:** Well above the line — almost any prompt triggers action ### Design Implications 1. **Move right (increase ability):** Most reliable strategy. Systematic, permanent, controllable. 2. **Move up (increase motivation):** Unreliable. Motivation is temporary and context-dependent. 3. **Better prompts:** Only work above the Action Line. Optimizing prompts for users below the line is wasted effort. --- ## Behavior Types Not all behaviors are the same. Fogg categorizes behaviors by their relationship to time and repetition: ### One-Time Behaviors (Dot Behaviors) Behaviors you want to happen once: - Sign up for an account - Complete a purchase - Accept an invitation - Enable a feature **Design approach:** Spike motivation (urgency, social proof) and reduce friction. One-time behaviors can tolerate higher motivation requirements because you only need the wave once. ### Habitual Behaviors (Span Behaviors) Behaviors you want to happen repeatedly: - Check the dashboard daily - Review weekly reports - Use the collaboration tool - Log activity **Design approach:** Make it tiny, anchor it, celebrate it. Habitual behaviors cannot depend on motivation — they must survive the trough. This is where the Ability Chain and Tiny Habits method are critical. ### Stop Behaviors Behaviors you want to stop: - Churning from the product - Skipping onboarding steps - Ignoring notifications **Design approach:** Stopping a behavior requires removing the prompt, reducing motivation for the unwanted behavior, or making it harder (increasing friction on the unwanted path). --- ## When Behavior Fails: Diagnostic Framework When a target behavior isn't happening, diagnose using B=MAP: ### Step 1: Is there a Prompt? If the user never receives a prompt, behavior won't happen — regardless of motivation and ability. **Check:** - Is there a visible CTA? - Does a notification or email fire? - Is there an environmental cue? - Is the prompt well-timed? **Common failure:** The product assumes users will find the feature themselves. They won't. ### Step 2: Is there Ability? If the prompt exists but the behavior isn't happening, check ability next (not motivation). **Check:** - Can the user complete the behavior in under 60 seconds? - Is any of the six Ability Chain factors a bottleneck? - Is the behavior familiar or does it require learning? - Are there unnecessary steps or decisions? **Common failure:** The product team assumes users can do things they can't. Too many steps, too much cognitive load, too unfamiliar. ### Step 3: Is there Motivation? Only check motivation last. If prompt and ability are present and the behavior still isn't happening, motivation is the issue. **Check:** - Does the user understand the benefit? - Is the timing right (motivation wave present)? - Is there a motivation mismatch (product solving wrong problem)? - Are the three motivators (sensation, anticipation, belonging) being leveraged? **Common failure:** The product serves a real need, but messaging and timing don't connect with the user's emotional state. --- ## Behavior Mapping for Products ### Core Behaviors to Map For any product, identify and map these behaviors: | Behavior Category | Examples | B=MAP Priority | |-------------------|----------|----------------| | **Activation** | First core action, onboarding completion | Ability + Prompt (motivation is high at start) | | **Engagement** | Daily/weekly core actions | Ability (must survive low motivation) | | **Retention** | Return visits, habit loops | Prompt + Ability (internal prompts take time) | | **Expansion** | Feature adoption, upgrades | Motivation + Prompt (new behaviors need motivation) | | **Advocacy** | Referrals, reviews, sharing | Motivation + Ability (make sharing easy) | ### The B=MAP Audit Template For each key behavior: 1. **Describe the behavior** — Be specific: "User opens the dashboard and checks their top metric" 2. **Rate Motivation (1-5)** — How motivated is the user at the moment of the prompt? 3. **Rate Ability (1-5)** — How easy is the behavior? Which Ability Chain factor is weakest? 4. **Rate Prompt (1-5)** — Is the prompt present, well-timed, and clear? 5. **Action Line assessment** — Is the combined M+A above the threshold? 6. **Fix priority** — Address the weakest element first (usually Ability) --- ## Integration with Other Frameworks ### B=MAP and the Hook Model Fogg's model is the scientific foundation that Nir Eyal's Hook Model builds upon. The relationship: - **Trigger** (Hook) = **Prompt** (Fogg) - **Action** (Hook) = **Behavior** (Fogg), governed by B=MAT/B=MAP - **Variable Reward** (Hook) = **Motivation booster** (Fogg) — increases motivation for next cycle - **Investment** (Hook) = **Ability builder** (Fogg) — makes product easier/more personalized over time Use Fogg for diagnosis (why isn't this behavior happening?). Use the Hook Model for loop design (how do we create a self-reinforcing cycle?). ### B=MAP and Jobs to Be Done JTBD identifies the aspiration (what progress the user wants). B=MAP designs the behaviors that deliver that progress. They are complementary: 1. JTBD → "What is the user trying to accomplish?" 2. B=MAP → "What specific behavior achieves that job, and is it above the Action Line?" --- ## Key Principles Summary 1. **Behavior is not about willpower.** It's a design problem. 2. **Ability is more reliable than motivation.** Always try making things easier before trying to motivate. 3. **Prompts are the forgotten element.** Many behavior failures are simply prompt failures. 4. **The Action Line is your diagnostic tool.** If behavior isn't happening, find out which element is failing. 5. **Start with ability, not motivation.** Ability improvements are permanent; motivation is temporary. 6. **Different behavior types need different strategies.** One-time behaviors can tolerate motivation dependency; habits cannot. -
case-studies.md 11 KB
# Case Studies: Products Through Fogg's Lens Analysis of five successful products using the Fogg Behavior Model (B=MAP). Unlike Hook Model analysis that focuses on the loop, Fogg analysis diagnoses why specific behaviors succeed or fail by examining Motivation, Ability, and Prompt independently. ## Instagram: Why Posting Became Effortless ### The Behavior: Share a photo daily **Motivation analysis:** - Belonging: desire for social validation (likes, comments, followers) - Sensation: pleasure of curating a beautiful feed - Anticipation: hope of growing influence, building personal brand - Motivation level: Moderate-high for core users (social reward is powerful) **Ability analysis (Ability Chain):** - Time: 30-60 seconds (snap → filter → caption → post) - Money: Free - Physical effort: Minimal (camera is in your hand) - Mental effort: Low (filters eliminate editing skill, no need to write long posts) - Social deviance: Very low (everyone posts photos) - Non-routine: Low (camera phones already trained the behavior) **Key insight:** Instagram succeeded because it made photography effortless. Before Instagram, sharing a quality photo required a camera, editing software, and a hosting platform. Instagram collapsed all six Ability Chain factors simultaneously. Filters were the breakthrough: they reduced mental effort (no editing skill needed) and physical effort (no desktop software) while increasing quality — making the behavior both easier AND more rewarding. **Prompt analysis:** - Action Prompts: Notifications ("X liked your photo", "X started following you") - Context Prompts: Red badge count on app icon - Person Prompts (formed over time): See something interesting → instinct to capture and share **Fogg diagnosis:** Instagram's retention comes from extremely high Ability, not motivation. The behavior survives motivation troughs because posting is so easy. The filters were an Ability innovation, not a motivation one. --- ## Duolingo: The Tiny Habit Machine ### The Behavior: Practice a language daily **Motivation analysis:** - Anticipation (hope): Learn a new language, travel, career opportunities - Anticipation (fear): Lose streak, fall behind in league - Belonging: Compete in leagues, compare with friends - Motivation level: Spikes and crashes — learning a language is a months-long commitment **Ability analysis (Ability Chain):** - Time: 5 minutes per lesson (critical design decision) - Money: Free tier available - Physical effort: Tap-to-answer eliminates typing for beginners - Mental effort: One concept per lesson, progressive difficulty - Social deviance: Low (learning is socially praised) - Non-routine: Moderate (new daily behavior to establish) **Key insight:** Duolingo is the purest implementation of Tiny Habits in a product. The 5-minute lesson is a Starter Step — small enough to survive any motivation trough. Users who "just do one lesson" often do three or four (natural scaling). The genius is that the product delivers value at the tiny level, not just at the ambitious level. **Prompt analysis:** - Action Prompts: "Don't lose your streak!" notification (precisely timed) - Context Prompts: Streak widget on phone home screen - Person Prompts: "After I pour my morning coffee, I do one Duolingo lesson" (user-formed anchor) **The streak as a prompt, not a motivation tool:** Most analyses frame the streak as motivation (gamification). Through Fogg's lens, the streak is primarily a Person Prompt. After 30+ days, "don't break the streak" becomes an internal trigger that fires at the same time every day. The motivation effect (loss aversion) is secondary to the prompt effect (automatic reminder). **Fogg diagnosis:** Duolingo succeeds because it designed the behavior to be tiny enough to survive any motivation level. The streak creates a Person Prompt. The 5-minute lesson is the Starter Step that naturally scales. When Duolingo tried longer lessons, retention dropped — confirming that Ability, not Motivation, drives sustained behavior. --- ## Slack: How Teams Form New Communication Habits ### The Behavior: Communicate through Slack instead of email **Motivation analysis:** - Sensation: Faster responses, real-time interaction (pleasure) - Anticipation: Fear of missing important messages (FOMO) - Belonging: Team is here, be part of the conversation - Motivation level: Varies — champions have high motivation, late adopters have low **Ability analysis (Ability Chain):** - Time: Typing a message takes seconds - Money: Free tier available - Physical effort: Desktop app, always open (minimal effort to switch to it) - Mental effort: Simple interface, familiar chat paradigm - Social deviance: High initially (convincing team to switch tools), low once team commits - Non-routine: High initially (new tool replacing email), decreasing over time **Key insight:** Slack's biggest Ability Chain challenge is Social Deviance and Non-Routine — not for the individual user, but for the team. One person can't use Slack alone; the behavior depends on the team adopting it. Slack solved this with the "invite your team" flow and by making the first team messages happen in the onboarding itself. **Prompt analysis:** - Action Prompts: Desktop notifications for @mentions and DMs - Context Prompts: App always open in taskbar, persistent badge counts - Person Prompts: Hearing the notification sound triggers checking Slack **Fogg diagnosis:** Slack's retention challenge is a team Ability problem (social deviance), not an individual one. Once the team commits, Slack's always-on desktop presence creates powerful Context Prompts. The sound notification becomes a Person Prompt within days — users report reflexively checking Slack when they hear the sound. Slack's Ability breakthrough was making messages shorter and more casual than email, reducing both time and mental effort per message. --- ## Calm: Building a Meditation Habit ### The Behavior: Meditate daily **Motivation analysis:** - Sensation: Relaxation, stress relief (pleasure) - Anticipation: Better mental health, sleep improvement (hope) - Belonging: Low — meditation is often solitary - Motivation level: Highly variable — spikes during stress, drops when life is calm **Ability analysis (Ability Chain):** - Time: Calm offers sessions from 3 to 25 minutes (range matters) - Money: Subscription required for most content - Physical effort: Minimal (sit and listen) - Mental effort: Moderate for beginners (meditation feels awkward, hard to "do nothing") - Social deviance: Moderate (meditation is increasingly mainstream but still feels "woo" to some) - Non-routine: High (adding a new daily practice from scratch) **Key insight:** Calm's Ability Chain bottleneck is mental effort for beginners. Meditation is paradoxically "easy" physically (just sit) but "hard" mentally (quiet your mind). Calm solved this with guided meditations — the instructor removes mental effort by telling you exactly what to do moment by moment. The "Daily Calm" (one specific session each day) eliminates decision fatigue (which session should I pick?). **Prompt analysis:** - Action Prompts: Daily reminder notification (user-set time) - Context Prompts: Evening routine association, sleep timer - Person Prompts: "After I get into bed, I open Calm" (bedtime anchor) **The bedtime anchor:** Calm's most powerful retention mechanism is the bedtime anchor. Sleep Stories tied meditation to an existing routine (getting into bed) that happens every single day. This is textbook Tiny Habits: existing anchor (bedtime) + tiny behavior (press play) + celebration (falling asleep feeling good). **Fogg diagnosis:** Calm succeeded by reducing the Mental Effort bottleneck (guided meditation, Daily Calm selection), creating a perfect anchor moment (bedtime), and offering Starter Steps (3-minute sessions). The subscription model creates a Money barrier that only works because the bedtime anchor creates enough Ability to sustain the habit long enough to justify the cost. --- ## Peloton: High-Motivation Behavior Design ### The Behavior: Exercise on the bike 3-4 times per week **Motivation analysis:** - Sensation: Endorphins, music, instructor energy (pleasure) - Anticipation: Fitness goals, personal records (hope) - Belonging: Live leaderboard, high-fives, instructor community - Motivation level: High during class, low before starting **Ability analysis (Ability Chain):** - Time: 20-45 minute commitment per session - Money: High ($1,400+ bike + $44/month subscription) - Physical effort: High (it's a workout) - Mental effort: Low (instructor tells you exactly what to do) - Social deviance: Low-moderate (home fitness is mainstream) - Non-routine: Moderate (new equipment, new routine) **Key insight:** Peloton breaks a core Fogg principle — it's a high-motivation, low-ability product. Exercise is hard (physically and time-wise) and expensive. Peloton survives because it maximizes every motivation lever simultaneously: live social pressure (belonging), instructor charisma (sensation), personal records (anticipation), and real-time leaderboard (all three motivators at once). **Prompt analysis:** - Action Prompts: Push notifications for favorite instructor's live classes - Context Prompts: Physical bike in the home (the most powerful context prompt) - Person Prompts: Scheduled class time becomes a routine **The physical product as a prompt:** Peloton's most underrated design decision: the bike is always visible in your home. It is a permanent Context Prompt. Unlike an app you can delete or a gym membership you can forget, the bike occupies physical space and creates a visual cue every time you walk past it. This is why Peloton's retention exceeds most fitness apps — the prompt is inescapable. **Fogg diagnosis:** Peloton is the exception that proves the rule. When you can't make the behavior easy (exercise is inherently hard), you must maximize motivation and create inescapable prompts. Peloton does both — live social motivation, instructor energy, and a physical product that serves as a permanent context prompt. However, this high-motivation dependency shows in the data: when motivation drops (post-pandemic, lifestyle change), retention suffers more than ability-first products like Duolingo. --- ## Cross-Case Patterns | Product | Primary Lever | Why It Works | Vulnerability | |---------|-------------|-------------|---------------| | **Instagram** | Ability | Made photography effortless | If competition becomes equally easy | | **Duolingo** | Ability + Prompt | Tiny lessons + streak prompt | If users stop caring about streak | | **Slack** | Prompt (Context) | Always-on desktop presence | If team switches to competitor | | **Calm** | Prompt (Anchor) | Bedtime routine is universal | If subscription price creates money barrier | | **Peloton** | Motivation | Triple-stacked motivators | If motivation drops (high dependency) | ### Key Takeaway Products with Ability-first design (Instagram, Duolingo) have the most durable retention. Products with Motivation-first design (Peloton) have impressive engagement but higher vulnerability to motivation fluctuations. The ideal: design for Ability first, then layer on Motivation boosters and smart Prompts. -
motivation-waves.md 8.5 KB
# Motivation Waves Motivation is the most misunderstood element in behavior design. It is powerful but unreliable — it comes in waves, and products that depend on motivation peaks fail when the wave inevitably recedes. ## The Three Core Motivators BJ Fogg identifies three core motivators, each with two sides: ### 1. Sensation (Pleasure / Pain) **What it is:** The immediate physical or emotional experience. Pleasure pulls toward behavior; pain pushes away. **Product examples:** - Pleasure: Beautiful UI, satisfying animations, dopamine from social validation - Pain: Annoying notifications, frustrating errors, slow load times **Design implications:** - Make the product pleasant to use (sensory reward) - Remove painful friction points - But don't rely on pleasure alone — novelty wears off - Sensation is the fastest motivator but the shortest-lasting ### 2. Anticipation (Hope / Fear) **What it is:** The expectation of future outcomes. Hope pulls toward behavior (I'll get a promotion if I learn this); fear pushes toward behavior (I'll lose my job if I don't use this). **Product examples:** - Hope: "See your progress in real-time" (anticipation of achievement) - Fear: "Your trial expires in 3 days" (anticipation of loss) **Design implications:** - Hope is more sustainable than fear for building habits - Fear is powerful for one-time behaviors (upgrades, completions) but corrosive for habits - Show users their potential future state (before/after, progress projections) - Be careful with fear — overuse damages trust and creates anxiety ### 3. Belonging (Acceptance / Rejection) **What it is:** The desire to be part of a group and the fear of being excluded. Social motivation. **Product examples:** - Acceptance: "Join 50,000 teams using this tool" (belonging) - Rejection: "Your team is ahead of you" (social pressure) **Design implications:** - Social proof is one of the most reliable motivation boosters - Showing teammates already using the product reduces social deviance (Ability Chain) - Community features create belonging - Be careful with rejection/comparison — it can demotivate rather than motivate --- ## Motivation Waves Motivation is not stable. It fluctuates in predictable patterns: ``` Motivation ↑ │ ★ Peak │ / \ │ / \ │ / \ ★ Smaller peak │/ \ / \ │ \ / \ │ \ / \___________ │ \/ Trough │ └──────────────────────────────→ Time Day 1 Day 7 Day 14 Day 30 ``` ### The Motivation Timeline | Phase | Timeframe | Motivation Level | What Happens | |-------|-----------|-----------------|--------------| | **Honeymoon** | Day 1-3 | Very high | New user excitement, novelty, social pressure from signup | | **First dip** | Day 4-7 | Dropping | Novelty wears off, reality of effort sets in | | **Recommitment** | Day 7-14 | Moderate spike | External trigger (weekly email) or social event sparks return | | **Trough** | Day 14-30 | Low | This is where most users churn. Motivation alone won't sustain them | | **Plateau** | Day 30+ | Stable-low | If habit formed, behavior continues without motivation. If not, user is gone | ### Why This Matters for Product Design The critical insight: **Most products are designed for the honeymoon phase.** Onboarding assumes high motivation. Features assume engaged users. Prompts assume people want to hear from you. The trough (Day 14-30) is where retention is won or lost. Products that survive the trough do so because: 1. Core behaviors are easy enough to do without motivation (Ability) 2. Prompts are well-timed and event-based (not spam) 3. Tiny habits have started to wire 4. The product delivers value even at minimal engagement --- ## Designing for the Trough ### The Trough Survival Checklist | Question | If No | Action | |----------|-------|--------| | Can users get value in under 30 seconds? | Core action is too hard for low motivation | Shrink to Starter Step | | Does the product work with minimal engagement? | All-or-nothing design loses trough users | Create value at every engagement level | | Are prompts event-based, not schedule-based? | Schedule-based prompts feel like spam at the trough | Switch to event-based triggers | | Is there a tiny habit recipe for the core behavior? | No habit formation path | Design anchor → tiny behavior → celebration | | Does the product show accumulated value? | Users forget what they'd lose by leaving | Surface history, progress, data investment | ### Trough-Resistant Product Patterns **1. The Value Buffer** Build up value during the honeymoon that pays off during the trough. - User configures preferences during honeymoon → better recommendations during trough - User enters data during honeymoon → accumulated reports during trough - User builds connections during honeymoon → social content during trough **2. The Gravity Well** Create increasing switching costs so leaving becomes harder over time. - Data that only exists in your product - Integrations with other tools - Team dependencies - Customization and personalization **3. The Minimum Viable Engagement** Define the tiniest engagement that still delivers value: - "Just open the app" → see your status - "Glance at the email" → one key metric in the subject line - "Check the badge count" → know if anything needs attention --- ## Motivation Boosters When you do need to increase motivation (for hard behaviors or critical moments), use these strategically: ### Effective Motivation Boosters | Booster | Motivator | When to Use | Example | |---------|-----------|-------------|---------| | **Social proof** | Belonging | Signup, adoption | "50,000 teams trust us" | | **Loss aversion** | Anticipation (fear) | Trial ending, churn risk | "Don't lose your 30-day history" | | **Progress visualization** | Anticipation (hope) | Mid-journey, recommitment | "You're 60% to your goal" | | **Peer activity** | Belonging | Re-engagement | "3 teammates shared updates today" | | **Success stories** | Anticipation (hope) | Onboarding, feature adoption | "Teams like yours saved 4 hours/week" | | **Streak tracking** | Anticipation (fear of loss) | Habit building | "Keep your 7-day streak going" | ### Motivation Booster Timing Use boosters at predictable motivation dips: | Timing | Dip | Booster | |--------|-----|---------| | Day 3-5 | Novelty wearing off | Progress visualization + social proof | | Day 7 | First week end | Achievement milestone + peer comparison | | Day 14-21 | Deep trough | Success story + loss aversion (data) | | Day 30 | Make-or-break point | Accumulated value summary + belonging | --- ## Why Motivation-First Strategies Fail ### The Motivation Trap Many products and product teams default to motivation-first thinking: - "We need more inspiring onboarding" - "Let's add gamification to boost engagement" - "We need better copy to motivate users" This fails because: 1. **Motivation is temporary.** No matter how inspiring your copy, motivation fades. 2. **Motivation is contextual.** What motivates at 9am fails at 4pm. 3. **Motivation is personal.** What works for one user fails for another. 4. **Motivation doesn't compound.** Each boost starts from zero. ### The Ability-First Alternative | Motivation-First | Ability-First | |-----------------|---------------| | Inspiring onboarding video | One-click first action | | Gamification points system | Simpler core workflow | | Motivational push notifications | Event-based prompts at high-ability moments | | Aspirational copy | Clear, specific copy that reduces confusion | | Social pressure to engage more | Social proof that reduces social deviance | **Rule of thumb:** If you're trying to increase motivation, first ask: "Can I make the behavior easier instead?" --- ## Motivation and the Ability Chain Motivation and ability interact on the Fogg Behavior Model: | Scenario | Motivation | Ability | What Happens | |----------|-----------|---------|--------------| | New user, day 1 | High (honeymoon) | Low (unfamiliar) | Works temporarily — but trough will come | | New user, day 14 | Low (trough) | Low (still unfamiliar) | **Churn** — below the Action Line | | Trained user, day 30 | Low (stable) | High (practiced) | **Habit** — ability compensates for low motivation | | Power user | Variable | Very high | Automatic behavior — above the line regardless | The path to retention: **Move users from top-left (high motivation, low ability) to bottom-right (low motivation, high ability) before the motivation wave crashes.** -
product-applications.md 9.8 KB
# Product Applications of B=MAP Applying the Fogg Behavior Model to specific product categories. Each section maps B=MAP to the unique retention challenges of that product type. ## SaaS Onboarding ### The SaaS Motivation Timeline SaaS products face a predictable motivation pattern: - **Signup:** High motivation (they chose to try it) - **First session:** Moderate (exploratory, still hopeful) - **Day 3-7:** Dropping (reality of switching costs, learning curve) - **Day 14:** Trough (if habit hasn't formed, user forgets the product) - **Day 30:** Decision point (free trial end, habit or churn) ### B=MAP for SaaS Key Behaviors | Behavior | Motivation | Ability Bottleneck | Prompt Strategy | |----------|-----------|-------------------|-----------------| | **Complete signup** | High | Time, mental effort | Immediate — on landing page | | **First core action** | High but fragile | Mental effort (what do I do?) | In-app guided action | | **Day-2 return** | Moderate | Non-routine (not habitual yet) | Event-based email ("Your project is ready") | | **Invite teammates** | Low-moderate | Social deviance (is this tool good enough to recommend?) | After user experiences value, not before | | **Daily usage** | Low (must survive trough) | Time, mental effort | Anchor-based (after standup, open dashboard) | | **Feature adoption** | Low (satisfied with basics) | Mental effort, non-routine | Problem-based (show feature when user hits the problem) | | **Upgrade to paid** | Requires high motivation | Money | After value proven, with loss aversion (data, customization) | ### SaaS Onboarding Recipe ``` 1. Reduce signup to one click (SSO) — maximize Ability 2. Deliver first value in < 60 seconds — beat the motivation clock 3. Create one Tiny Habit — anchor to existing workflow 4. Send event-based prompts for Day 2-7 — don't spam 5. By Day 14, user should have a habit or you've lost them ``` ### SaaS Activation Metrics Through B=MAP | Metric | B=MAP Interpretation | |--------|---------------------| | Signup → First Action | Ability problem: is the first action easy enough? | | First Action → Aha Moment | Prompt problem: does the user know what to do next? | | Aha Moment → Day-7 Return | Ability + Prompt: is the behavior easy and prompted? | | Day-7 → Day-30 | Habit: is a tiny behavior wired with an anchor? | --- ## Mobile Apps ### Mobile-Specific Ability Factors Mobile context changes the Ability Chain: - **Time:** Users have seconds, not minutes. Micro-sessions dominate. - **Physical effort:** Thumb-only interaction. Touch targets must be 44pt+. - **Mental effort:** Distracted context (commuting, waiting). Zero cognitive load. - **Non-routine:** App must earn a home screen slot (and survive the "delete unused apps" purge). ### Mobile B=MAP Strategies | Strategy | What It Does | Example | |----------|-------------|---------| | **Widget** | Creates context prompt on home screen | Fitness app shows today's progress on widget | | **Quick actions** | Reduces time and physical effort | 3D Touch / long press for common actions | | **Smart notifications** | Action prompts at the right moment | "Your commute takes 25 min today" (maps app, event-based) | | **Offline-first** | Removes ability barrier (connectivity) | Note-taking app works offline, syncs later | | **Biometric login** | Eliminates time + mental effort of passwords | FaceID / TouchID opens directly to content | ### Mobile Retention Through B=MAP **Day 1:** First session must deliver value before asking for anything. No "create account" before value. No permissions before context. **Day 3:** Send one high-value notification tied to a real event. Not "come back!" but "your friend shared something with you." **Day 7:** If user hasn't formed a micro-habit, they'll likely churn. Design for one tiny behavior that happens daily. **Day 30:** The app must have earned its home screen slot. Value must be visible without opening the app (widget, badge, notification content). --- ## E-Commerce ### E-Commerce Behavior Types E-commerce combines multiple behavior types: - **One-time:** First purchase (high motivation, moderate ability) - **Repeat:** Return purchase (moderate motivation, high ability if first experience was good) - **Habitual:** Regular browsing/purchasing (low motivation needed, high ability) ### B=MAP for E-Commerce | Behavior | Key Bottleneck | B=MAP Fix | |----------|---------------|-----------| | **Browse → Cart** | Mental effort (decision paralysis) | Curation, recommendations, "customers also bought" | | **Cart → Checkout** | Time, money, mental effort | One-click checkout, saved payment, clear pricing | | **First → Second Purchase** | Motivation (no immediate need) | Event-based prompt when relevant (restock, new arrival) | | **Browse without buying** | Prompt timing (not ready to buy) | Wishlist (investment), price drop alerts (future prompt) | | **Abandoned cart** | Motivation dropped or ability barrier hit | Diagnose which: if ability, simplify. If motivation, wait and prompt later | ### E-Commerce Retention Recipe 1. **First purchase:** Maximize ability (guest checkout, Apple Pay, minimal fields) 2. **Post-purchase:** Create investment (account creation after purchase, order tracking) 3. **Return visit:** Event-based prompts (back in stock, price drop, new in your category) 4. **Habitual browsing:** Context prompts (email digest, app badge for new arrivals) --- ## Health & Fitness ### Health Motivation Waves Health products face the most extreme motivation waves: - **January/New Year:** Massive spike (resolutions) - **Week 2:** Crash (reality of effort) - **Spring:** Moderate recovery (summer body motivation) - **Rest of year:** Low-moderate baseline ### B=MAP for Health Behaviors | Behavior | Challenge | B=MAP Strategy | |----------|----------|----------------| | **Daily exercise** | Motivation crashes after week 1 | Tiny Habit: "After I pour coffee, I do 2 pushups" — grow from there | | **Meal logging** | Mental effort (what did I eat?) | Photo-based logging, barcode scan, recent meals | | **Medication tracking** | Non-routine (easy to forget) | Anchor to existing routine + alarm prompt | | **Weekly check-in** | Motivation drops without visible progress | Show progress visualization, body measurements graph | ### The Health Product Tiny Habits Template ``` After I [morning anchor], I will [30-second health action], then I [celebrate progress]. ``` **Examples:** - After I brush my teeth, I will do 2 stretches, then I check my streak - After I sit at my desk, I will log my water, then I see my hydration score - After dinner, I will open the meal log and snap a photo, then I see my day's nutrition ### Health Retention Metrics | Metric | B=MAP Diagnosis | |--------|----------------| | Day-1 → Day-3 retention | Was the first workout/log easy enough? (Ability) | | Day-7 retention | Did a tiny habit anchor form? (Prompt + Ability) | | Day-30 retention | Is the behavior surviving the motivation trough? (Ability-first design) | | 6-month retention | Is the behavior automatic? (Habit formed, internal prompts) | --- ## Education / Learning ### The Learning Motivation Challenge Learning products face a unique problem: the behavior (studying) is often effortful, and the reward (knowledge) is delayed. This means ability must be very high and prompts must be very well-timed. ### B=MAP for Learning Behaviors | Behavior | Key Challenge | B=MAP Strategy | |----------|-------------|----------------| | **Start a lesson** | Mental effort (blank-page resistance) | One-tap start, auto-resume where you left off | | **Complete a lesson** | Time (lessons too long for motivation) | Micro-lessons (< 5 min), clear progress bar | | **Daily practice** | Non-routine (not habitual yet) | Streak system + anchor to commute or morning routine | | **Review material** | Motivation (review is boring) | Spaced repetition with variable difficulty (curiosity) | ### The Duolingo Formula (Through B=MAP) Duolingo is the gold standard for learning retention because it systematically optimizes B=MAP: - **Motivation:** Streak fear (anticipation), league competition (belonging), XP celebration (sensation) - **Ability:** 5-minute lessons, tap-to-answer, no typing required for beginners - **Prompt:** Daily notification ("Don't lose your streak!"), streak widget, perfectly timed **Critical insight:** Duolingo's streak is not primarily a motivation tool — it's a prompt tool. "Don't break your streak" is an internal Person Prompt that fires every day at the same time. --- ## Cross-Category Patterns ### Universal B=MAP Retention Sequence Regardless of product category, this sequence applies: | Phase | Focus | B=MAP Priority | |-------|-------|---------------| | **Activation** (Day 0-1) | First value | Ability (make first action trivial) | | **Engagement** (Day 1-7) | Repeat usage | Prompt (event-based, anchor-based) | | **Habit formation** (Day 7-30) | Survive the trough | Ability + Prompt (tiny habits, reduce friction) | | **Retention** (Day 30+) | Automatic behavior | Reduce prompts, deepen investment | | **Expansion** (Day 60+) | Feature adoption, upgrade | Motivation + Prompt (new features at the right moment) | ### Universal Ability Wins These ability improvements work across all product categories: | Improvement | Impact | Why It's Universal | |------------|--------|-------------------| | SSO / passwordless login | Removes time + mental effort from every session | Every product requires authentication | | Smart defaults | Removes mental effort from setup | Every product requires configuration | | Templates | Removes blank-page resistance | Every product requires content creation | | Auto-save | Removes fear of losing work | Every product involves data entry | | Mobile optimization | Removes physical effort barrier | Every user has a phone | | Progressive disclosure | Reduces mental effort for new users | Every product has complexity | -
prompt-design.md 8.7 KB
# Prompt Design Prompts are the most overlooked element in behavior design. Without a prompt, behavior doesn't happen — no matter how motivated or able the user is. ## Three Prompt Types ### 1. Person Prompts (Internal) **What they are:** Thoughts or reminders that come from within the user. "I should check my metrics." "Time to update the project." **How they form:** Through repeated association between a context and a behavior. After enough repetitions, the user thinks of the behavior automatically in that context. **Product implications:** - You cannot directly create Person Prompts - You create them indirectly by pairing external prompts with consistent contexts - Person Prompts are the goal — they mean the habit is formed - When users act without any external prompt, Person Prompts are driving behavior **Measurement:** Track organic sessions (sessions without a preceding notification or email). Rising organic sessions = Person Prompts forming. --- ### 2. Context Prompts (Environmental) **What they are:** Cues in the user's environment that trigger behavior. A badge on an app icon. A browser tab that's always open. A physical location associated with a task. **How they work:** The environment reminds the user to act. The cue doesn't come from the product's notification system — it comes from the user's existing context. **Product implications:** - Design for environmental persistence (widgets, browser tabs, badges, status bar items) - Integrate into existing workflows (Slack integrations, email digests, calendar events) - Physical environment matters: desktop apps have different context cues than mobile **Design strategies:** - App badges and notification counts (persistent visual cue) - Browser start page or new tab integration - Widget on phone home screen - Calendar integrations (event = context cue) - Slack/Teams bot messages in existing channels --- ### 3. Action Prompts (Designed) **What they are:** Prompts deliberately designed and sent by the product. Push notifications, emails, in-app tooltips, CTAs, banners, and modals. **How they work:** The product actively tells the user to do something at a specific moment. **Product implications:** - You have full control over timing, content, and frequency - But Action Prompts are expensive — each one uses up attention capital - Prompt fatigue is real: too many Action Prompts degrades all future prompts - Action Prompts should feel like helpful reminders, not interruptions --- ## Prompt Timing The most important principle: **Prompts only work above the Action Line.** Sending a prompt to someone who lacks motivation or ability is not engagement — it's spam. ### When to Prompt | Timing Strategy | How It Works | Example | |----------------|-------------|---------| | **Event-based** | Prompt triggered by a real event | "Your report is ready" (report was generated) | | **Anchor-based** | Prompt tied to user's existing routine | "After your morning standup, check your dashboard" | | **State-based** | Prompt triggered by user's product state | "You have 3 unread comments" (content waiting) | | **Completion-based** | Prompt after user finishes a related action | "You just finished a meeting — want to log action items?" | | **Threshold-based** | Prompt when a metric crosses a threshold | "Your project hit 80% completion" | ### When NOT to Prompt | Anti-Pattern | Why It Fails | Better Approach | |-------------|-------------|-----------------| | **Time-based schedule** | "Every Monday at 9am" regardless of context | Event-based: prompt when there's something to act on | | **Re-engagement spam** | "We miss you!" every 3 days | Wait for a meaningful event, then send one message | | **Feature promotion** | "Have you tried our new analytics?" | Prompt when user encounters the problem analytics solves | | **Vanity metrics** | "You've been viewed 12 times this week!" | Only prompt for actionable information | | **Guilt-based** | "Your team is waiting" when they're not | Only use social prompts when genuinely true | --- ## Notification Design ### The PASS Framework for Notifications Every notification should pass four tests: **P — Personal:** Is this relevant to this specific user? - Bad: "Check out our new features" - Good: "Your project 'Q2 Launch' has 3 new comments" **A — Actionable:** Can the user act on this right now? - Bad: "Your subscription renews in 30 days" - Good: "Sarah shared a file with you — tap to view" **S — Specific:** Does it tell the user exactly what happened? - Bad: "You have new activity" - Good: "2 tasks were completed in your Sprint 4 board" **S — Short:** Can the user get the point in under 3 seconds? - Bad: "We wanted to let you know that there have been some updates to the project that you've been following, and several team members have added their contributions" - Good: "3 updates in Project Alpha" ### Notification Frequency Guidelines | User Segment | Frequency | Rationale | |-------------|-----------|-----------| | New users (Week 1) | 1-2 per day max | Build value without overwhelming | | Active users | Based on events, not schedule | They're engaged; prompt around real activity | | Fading users | 1-2 per week max | High value, low volume to re-engage | | Churned users | 1 per month max | Only prompt for highly relevant events | ### Notification Hierarchy Not all prompts are equal. Design a hierarchy: 1. **Critical:** Requires immediate action (security alerts, time-sensitive deadlines) 2. **Important:** Meaningful event that benefits from quick response (teammate mention, task completion) 3. **Informational:** Nice to know but not urgent (weekly digest, milestone reached) 4. **Ambient:** Background awareness (badge count update, status change) Match the notification channel to the hierarchy level: | Level | Channel | Interruption Level | |-------|---------|-------------------| | Critical | Push notification + banner | Full interruption | | Important | Push notification | Standard interruption | | Informational | In-app + email digest | Low interruption | | Ambient | Badge count, in-app indicator | No interruption | --- ## Anchor Moments Anchor moments are the key to forming habits. They are existing routines that serve as reliable triggers for new behaviors. ### What Makes a Good Anchor A good anchor moment is: - **Reliable:** It happens consistently (daily, weekly) - **Recognizable:** The user clearly knows when it happens - **Relevant:** It's contextually related to the new behavior - **Already habitual:** It doesn't require motivation — it's automatic ### Common Anchor Moments for Products | Anchor Moment | New Behavior | Recipe | |---------------|-------------|--------| | Opening laptop in the morning | Check dashboard | "After I open my laptop, I will glance at my dashboard" | | Finishing a meeting | Log action items | "After I leave a meeting, I will add one task" | | Morning coffee | Review daily plan | "After I pour my coffee, I will check my priorities" | | End of workday | Update project status | "After I close my IDE, I will update one status" | | Weekly team standup | Review team metrics | "After our standup, I will check the team scoreboard" | ### Designing for Anchor Moments 1. **Identify** the anchor through user research (what do users already do reliably?) 2. **Pair** the new behavior with the anchor (proximity in time and context) 3. **Prompt** at the anchor moment (notification, email, or in-app cue) 4. **Shrink** the new behavior to its Starter Step 5. **Celebrate** after completion (feedback, progress, positive emotion) --- ## Prompt Design Patterns ### Progressive Prompt Reduction As habits form, reduce external prompts: | Week | Prompt Strategy | Goal | |------|----------------|------| | 1-2 | Daily action prompts | Establish the behavior | | 3-4 | Reduce to every other day | Test if habit is forming | | 5-8 | Weekly summary only | Shift to context/person prompts | | 9+ | No external prompts | Habit formed (monitor organic sessions) | ### The Prompt-Value Ratio Every prompt should deliver more value than it costs in attention: ``` Prompt Value = (Relevance × Urgency × Actionability) / Frequency ``` If frequency goes up, each prompt must be more relevant, more urgent, or more actionable to maintain the same value ratio. ### Prompt A/B Testing Test prompts on these dimensions: | Dimension | A | B | |-----------|---|---| | **Timing** | Morning send | Anchor-moment send | | **Content** | Generic ("Check your dashboard") | Specific ("2 tasks due today") | | **Channel** | Push notification | In-app banner | | **Frequency** | Daily | Event-based | | **Tone** | Informational ("Your report is ready") | Social ("Sarah commented on your project") | Measure: Open rate, action completion rate, and long-term retention (not just clicks). -
tiny-habits.md 8.6 KB
# Tiny Habits Method The Tiny Habits method is the practical application of the Fogg Behavior Model. It makes behavior change reliable by shrinking behaviors to their smallest version, anchoring them to existing routines, and using celebration to wire the habit. ## The Tiny Habits Recipe ``` After I [ANCHOR MOMENT], I will [TINY BEHAVIOR], then I [CELEBRATION]. ``` Three components, always in this order: ### 1. Anchor Moment The existing routine that triggers the new behavior. It must be: - **Something you already do** — not aspirational, already automatic - **Precise** — a specific action, not a vague time ("after I close my laptop" not "in the evening") - **Reliable** — happens consistently without effort - **Contextually related** — ideally in the same environment or workflow **Examples of strong anchors:** - After I open Slack - After I pour my morning coffee - After I join a Zoom call - After I push code - After I close a support ticket **Examples of weak anchors:** - After lunch (too vague — when exactly?) - When I feel motivated (not reliable) - At 3pm (time-based, not behavior-based) ### 2. Tiny Behavior The smallest meaningful version of the target behavior. The gold standard: it should take less than 30 seconds and require almost zero motivation. **The Shrink Test:** Can you do this even on your worst day? If no, shrink it further. | Target Behavior | Too Big | Tiny Version | Why It Works | |----------------|---------|-------------|--------------| | Review analytics daily | Analyze all dashboards | Open the analytics page | Seeing one number creates curiosity | | Document decisions | Write full meeting notes | Type one bullet point | Momentum from starting | | Give team feedback | Write detailed review | Send one emoji reaction | Social action, zero friction | | Plan your day | Create detailed schedule | Write your #1 priority | Clarity from one decision | | Exercise daily | 30-minute workout | Put on workout shoes | Environmental commitment | ### 3. Celebration The immediate positive emotion after completing the behavior. This is the most counterintuitive and most important part. **Why celebration works:** Emotions create habits, not repetition alone. When you feel good after a behavior, your brain flags it as worth repeating. Celebration is the mechanism that wires the neural pathway. **Celebration techniques:** - Internal fist pump ("Yes!") - Small physical gesture (snap, nod, smile) - Quick internal acknowledgment ("I did it") - Visual feedback in the product (checkmark, animation, progress bar) - Sound effect (completion chime) **What's NOT celebration:** - External rewards (gift cards, points) — these are motivation, not celebration - Delayed feedback (weekly reports) — must be immediate - Comparison to others (leaderboards) — this is social pressure, not personal celebration --- ## Starter Steps A Starter Step is the tiniest version of a behavior that still has meaning. It's the gateway — once a user does the Starter Step, natural momentum often carries them further. ### How to Find the Starter Step 1. **Describe the target behavior** — "User reviews their weekly project dashboard" 2. **Ask: What's the first physical action?** — "Open the dashboard" 3. **Shrink it:** "Click the dashboard link in the navigation" 4. **Test: Can this be done in under 30 seconds with zero motivation?** If yes, that's your Starter Step. ### Starter Step Patterns for Products | Product Type | Target Behavior | Starter Step | Next Natural Action | |-------------|----------------|-------------|-------------------| | **Project management** | Manage tasks daily | Open the board | Scan task titles | | **Analytics** | Review metrics weekly | Open the dashboard | Glance at top metric | | **Communication** | Respond to team | Open the thread | Read one message | | **Documentation** | Keep docs updated | Open the document | Read last paragraph | | **CRM** | Log customer interactions | Open the contact | Add one note | | **Learning platform** | Complete daily lesson | Open the app | Start one exercise | ### The "Just Open" Principle The most reliable Starter Step for any product is simply opening it. Once the product is open and content is visible, curiosity and momentum do the rest. Design your "just open" experience to be: - Immediately valuable (show relevant content, not empty states) - Low cognitive load (don't ask questions, show answers) - Visually engaging (pull the user into the content) --- ## Scaling Behaviors Tiny behaviors naturally scale when conditions are right. The key: never force scaling. Let the user's growing motivation and comfort expand the behavior organically. ### The Scaling Sequence ``` Starter Step → Natural Expansion → Full Behavior → Habit ``` **Stage 1: Starter Step (Week 1-2)** - User does the tiniest version - Focus: consistency, not depth - Product role: make the Starter Step effortless **Stage 2: Natural Expansion (Week 2-4)** - User naturally does a bit more each time - Focus: don't interrupt the flow - Product role: surface relevant next actions without pushing **Stage 3: Full Behavior (Week 4-8)** - User regularly completes the full target behavior - Focus: reinforce the routine - Product role: provide feedback on progress and value **Stage 4: Habit (Week 8+)** - User does the behavior automatically without prompts - Focus: maintain, don't disrupt - Product role: reduce external prompts, deepen personalization ### Scaling Signals How to know when a user is ready to scale: | Signal | What It Means | Response | |--------|-------------|----------| | User exceeds Starter Step consistently | Ready for natural expansion | Surface next-level features subtly | | Session duration increasing | Engagement growing organically | Don't interrupt; optimize load times | | User explores beyond core action | Curiosity driving expansion | Offer gentle feature discovery | | User returns without prompts | Habit forming | Reduce external prompts | | User customizes the experience | Taking ownership | Unlock personalization options | ### Anti-Patterns in Scaling | Anti-Pattern | What Happens | Better Approach | |-------------|-------------|-----------------| | **Forced upgrade** | "To continue, upgrade to Pro" during habit formation | Keep core behavior free; offer premium features alongside | | **Feature dump** | Showing all features at once to "expand" usage | Progressive disclosure; one new feature at a time | | **Removing the tiny version** | "You've been using basic mode too long" | Keep the Starter Step always available | | **Engagement gates** | Requiring full behavior to get any value | Deliver value at every stage, including the tiniest | --- ## Celebration in Product Design Celebration is the most underused tool in product design. It's how you wire habits in your users. ### Designing Product Celebrations | Behavior | Celebration Design | Why It Works | |----------|-------------------|--------------| | Complete first action | Confetti animation + "You're all set!" | Marks milestone, creates positive emotion | | Reach a streak | Progress bar fills + streak count | Visual progress triggers satisfaction | | Complete a task | Satisfying checkbox animation | Micro-reward for each completion | | Finish onboarding | Welcome message from founder | Personal connection creates belonging | | Hit a milestone | Achievement badge + shareable card | Self-reward + social currency | ### Celebration Principles 1. **Immediate:** Must happen within 1 second of the behavior 2. **Authentic:** Should feel genuine, not manipulative 3. **Proportional:** Match celebration size to behavior significance 4. **Personal:** Connect to the user's progress, not generic praise 5. **Optional to share:** Let users celebrate privately or socially (their choice) ### The Celebration Audit For each key behavior in your product: - [ ] Is there immediate visual feedback? - [ ] Does the feedback create a positive emotion? - [ ] Is the celebration proportional to the effort? - [ ] Can the user see their progress over time? - [ ] Does the celebration reinforce the behavior's value? --- ## Tiny Habits for Teams When designing behavior change for teams (B2B products), the recipe adapts: ### Team Anchor Moments - After daily standup - After weekly planning meeting - After sprint review - After closing a deal - After shipping a release ### Team Tiny Behaviors - Share one update in the team channel - Add one comment to the shared document - Update one task status - Give one piece of feedback - Log one customer interaction ### Team Celebration - Public acknowledgment in team channel - Team progress dashboard - Completion counters visible to team - "Team streak" for consecutive days of activity
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SKILL.md 14.9 KB
--- name: improve-retention description: 'Diagnose and fix retention problems using behavior design (B=MAP). Use when the user mentions "users sign up but dont stick around", "activation rate", "onboarding friction", "retention metrics", "why users dont complete", "churn analysis", or "aha moment". Also trigger when analyzing cohort retention curves, designing activation milestones, reducing time-to-value for new users, or investigating why users quit after their first session. Covers the Ability Chain, prompt design, and tiny behaviors that compound. For habit loops and variable rewards, see hooked-ux. For intrinsic motivation, see drive-motivation.' license: MIT metadata: author: wondelai version: "1.4.0" --- # Behavior Design Framework Framework for designing products that reliably change behavior. Behavior is not about willpower or motivation — it is a design problem with a predictable equation. ## Core Principle **The Fogg Behavior Model** = B=MAP. Behavior happens when Motivation, Ability, and a Prompt converge at the same moment. ``` HIGH ┃ ┃ ★ Behavior happens ┃ (above the Action Line) ┃ Motivation ┃━━━━━━━━━━━━━━━━━━━━━━━ ← Action Line ┃ ┃ ✗ Behavior fails ┃ (below the Action Line) LOW ┃ ┗━━━━━━━━━━━━━━━━━━━━━━━━━ HARD EASY Ability ``` **The Action Line:** When motivation and ability are sufficient, a prompt causes the behavior; below the line, no prompt works. High motivation compensates for low ability and vice versa. The reliable strategy is making behaviors easier (move right), not pumping up motivation (move up). See: [references/behavior-model.md](references/behavior-model.md) when you need the curve mechanics behind this model — the full Action Line math, behavior types (dot/span/path), and a step-by-step failure diagnostic for a behavior that isn't happening. ## Scoring **Goal: 10/10.** The six Quick Diagnostic rows are the single source of score-movers. Rate each pass/fail, then start at 10 and subtract per failing row: low motivation or below the Action Line (rows 1-2) cost **-2** each; prompts, celebration, bottleneck, and scaling (rows 3-6) cost **-1.5** each. A design that passes all six scores 10; one that fails every row scores 0. Map to bands: **9-10** = behavior reliably crosses the Action Line at low motivation, prompts are event/anchor-tied, key actions are celebrated; **5-6** = depends on a motivation spike or optimizes a non-bottleneck factor; **<=3** = core action below the Action Line, prompts are spam, no habit wiring. Always state the score and name the specific failing rows. ## The Three Elements ### 1. Motivation **Core concept:** Motivation is the energy for action, driven by three core motivators, each with two sides: Sensation (pleasure/pain), Anticipation (hope/fear), Belonging (acceptance/rejection). It is powerful but unreliable. **Why it works:** Motivation comes in waves — it spikes (New Year's resolutions, product launches) and crashes (day 3, week 2). Products that depend on high motivation fail when the wave recedes; the best designs work at the trough. **Key insights:** - "Motivation is unreliable. Ability is not." — BJ Fogg - Design for low-motivation moments, not peak excitement - Motivation-first tactics (inspiring videos, aspirational messaging) produce spikes, not sustained behavior - Match required motivation to behavior difficulty — hard behaviors need high motivation **Product applications:** | Context | Application | Example | |---------|-------------|---------| | **Onboarding** | Don't count on the new-user spike lasting | First actions work even when excitement fades | | **Re-engagement** | Assume returning users have low motivation | Show immediate value before asking for effort | | **Messaging** | Tap the right motivator | Social fitness → belonging; financial tool → hope | **Copy patterns:** - "Takes 30 seconds" (signals ease, lowers motivation needed) - "Join 50,000 teams who..." (belonging motivator) - "Don't lose your 7-day streak" (anticipation/fear motivator) **Ethical boundary:** A fear motivator (the streak pattern above) is fair only when the loss is real and user-owned (their data, their progress); never invent a loss that exists solely to drive a session. See: [references/motivation-waves.md](references/motivation-waves.md) for the three motivators, motivation waves, and designing for troughs. ### 2. Ability **Core concept:** Ability is the capacity to do the behavior — a function of the scarcest resource across six factors (the Ability Chain). If any single link is too weak, the behavior breaks. **Why it works:** Unlike motivation, ability can be systematically engineered: every removed field, eliminated step, and preset default moves the behavior right on the model, crossing the Action Line even at low motivation. The Ability Chain gives you the diagnostic — find the weakest link and fix it. **Key insights:** - Six factors: Time, Money, Physical Effort, Mental Effort, Social Deviance, Non-Routine - Simplicity is a function of the scarcest resource — find the bottleneck, not the most obvious factor - "Simplicity changes behavior" — BJ Fogg - Starter Steps: shrink the behavior to the tiniest version (2 minutes → 30 seconds → one field) - Defaults are the most powerful ability tool — users rarely change them **Product applications:** | Context | Application | Example | |---------|-------------|---------| | **Signup** | Cut cost across all six factors | One-click SSO removes time, mental effort, non-routine | | **Core action** | Fix the weakest link | Mental-effort bottleneck → smart defaults and templates | | **Enterprise adoption** | Address social deviance | "Your team already uses this" reduces social risk | **Copy patterns:** - "One click to get started" (time + physical effort) - "No technical skills needed" (mental effort) - "Works just like tools you already use" (non-routine) **Ethical boundary:** Reduce friction only on genuinely valuable behaviors — never make it too easy to overspend, over-share, or delete important data without confirmation. See: [references/ability-chain.md](references/ability-chain.md) for the six factors in detail, friction audit templates, and simplification strategies. ### 3. Prompt **Core concept:** The prompt says "do it now." Without one, behavior doesn't happen regardless of motivation and ability. Three types: Person Prompts (internal reminders), Context Prompts (environmental cues), Action Prompts (designed triggers from the product). **Why it works:** Teams assume motivation + ability is enough — it isn't, not without a well-timed prompt. But prompts only work above the Action Line: a push notification to someone lacking motivation or ability is spam. **Key insights:** - A prompt at the wrong moment is noise; at the right moment, magic - Anchor moments tie new behaviors to existing routines ("After I open Slack, I will...") - Prompt fatigue is real — every unnecessary prompt degrades the value of future ones **Product applications:** | Context | Application | Example | |---------|-------------|---------| | **Notifications** | Prompt only above the Action Line | Send digest when there's content to review, not on a schedule | | **Re-engagement** | Tie prompts to real events | "Your report is ready" (event-based, not time-based) | | **Feature discovery** | Prompt when motivation and ability align | Feature tour appears when user hits the problem it solves | **Copy patterns:** - "Your weekly report is ready" (context prompt — real event) - "One thing left to complete your setup" (action prompt with progress) - Never: "We miss you!" (product need, not user need) **Ethical boundary:** Every prompt must pass the test "Would I appreciate receiving this right now?" — if it serves a product metric (DAU, re-engagement) but not the user's current goal, cut it. See: [references/prompt-design.md](references/prompt-design.md) for prompt types, timing strategies, notification design, and anchor moments. ## Tiny Habits Method The practical application of B=MAP: make behaviors so small they need almost no motivation, anchor them to existing routines, and celebrate immediately. ### The Recipe ``` After I [ANCHOR MOMENT], I will [TINY BEHAVIOR], then I [CELEBRATION]. ``` - **Anchor Moment:** an existing routine that reliably happens (opening an app, finishing a meeting, morning coffee). - **Tiny Behavior:** the smallest version of the target behavior — not "write a report" but "open the report template." - **Celebration:** an immediate positive emotion that wires the habit. Repetition alone isn't enough — you need the feeling of success. ### Starter Steps Every target behavior has a Starter Step — the tiniest meaningful version: | Target Behavior | Starter Step | Why It Works | |----------------|--------------|--------------| | Complete onboarding | Fill in one field | Momentum from completion | | Use analytics daily | Open the dashboard | Seeing data creates curiosity | | Collaborate with team | Send one comment | Social reciprocity kicks in | ### Scaling Behaviors Once wired, tiny behaviors grow naturally: open dashboard → check a few metrics → customize → automatic morning habit. Never force scaling — let motivation and momentum drive expansion. The tiny version is the foundation, not a failure. See: [references/tiny-habits.md](references/tiny-habits.md) for the full Tiny Habits recipe, celebration techniques, and scaling patterns. ## Behavior Design Process Fogg's systematic process for lasting behavior change: ### Step 1: Clarify the Aspiration What outcome does the user want — their aspiration, not the product's goal ("stay on top of my team's progress", not "increase DAU"). ### Step 2: Explore Behavior Options List all possible behaviors that could achieve the aspiration. Be exhaustive — don't commit yet. ### Step 3: Match Behaviors Assess each for motivation and ease; plot on a 2×2 of impact vs. feasibility (Focus Mapping). ### Step 4: Start Tiny Shrink the best-matched behavior to its Starter Step; design the prompt; add celebration. ### Step 5: Optimize Expand once wired. Fix bottlenecks with the Ability Chain; refine prompt timing from data. See: [references/product-applications.md](references/product-applications.md) when applying this process to a specific category — B=MAP mapped to SaaS onboarding, mobile, e-commerce, health, and education with per-category motivation timelines and bottlenecks. ## The Action Line ### Moving Behaviors Above the Action Line - **Increase Ability (move right)** — remove steps, pre-fill, defaults, templates, wizards. The most reliable approach. - **Find better Prompts** — anchor to existing routines; event-based beats time-based; trigger when motivation is naturally higher. - **Increasing Motivation (move up) is unreliable** — if you need motivation tactics, the behavior is probably too hard. ### Retention Diagnostics with B=MAP Map B=MAP to product metrics: | Metric | B=MAP Diagnosis | Action | |--------|----------------|--------| | **Low activation** | First action below the Action Line | Shrink onboarding to Starter Step; fix weakest Ability Chain link | | **Day-1 drop-off** | Prompt failed or mistimed | Redesign first-day prompts; anchor to an existing routine | | **Day-7 drop-off** | Motivation wave receded, behavior too hard | Reduce core action difficulty | | **Day-30 drop-off** | Habit didn't form, no internal prompt | Create tiny habit recipe; add celebration loops | | **Low feature adoption** | Feature below the Action Line for most users | Friction-audit it; prompt only when motivation is present | | **Notification fatigue** | Prompts sent below the Action Line | Cut volume; send only with motivation + ability | See: [references/case-studies.md](references/case-studies.md) for a worked diagnosis of Instagram, Duolingo, Slack, Calm, and Peloton — read it to see how M, A, and P are scored independently on a real product before diagnosing your own. ## Common Mistakes | Mistake | Why It Fails | Fix | |---------|-------------|------| | **Relying on motivation for retention** | Motivation always recedes; products needing it fail at the trough | Make behaviors tiny enough to survive motivation dips | | **Ignoring the Ability Chain bottleneck** | You optimized time but the barrier is mental effort or social deviance | Audit all six factors; fix the scarcest resource | | **Prompting below the Action Line** | Notifications to unmotivated/unable users = spam | Event-based triggers only when motivation + ability suffice | | **Skipping celebration in onboarding** | Without positive emotion, repetition doesn't wire habits | Add success states and micro-celebrations after key actions | | **First action too ambitious** | "Complete your profile" is a project, not a behavior | Shrink to Starter Step: one field, one action | | **Copying products without diagnosing B=MAP** | A high-motivation audience's design fails yours | Diagnose your users' motivation, ability, and prompt context first | ## Quick Diagnostic | Question | If No | Action | |----------|-------|--------| | Can a new user do the core action in under 60 seconds? | Ability too low | Friction audit; shrink to Starter Step | | Does the product work when motivation is low? | Design depends on spikes | Redesign core behaviors for minimal motivation | | Are prompts tied to real events or anchors? | Prompts feel like spam | Switch to event-based or anchor-based prompts | | Is there immediate feedback after key actions? | No celebration = no habit wiring | Add success states, progress, social feedback | | Have you found the weakest Ability Chain link? | Optimizing the wrong thing | Rate each of the six factors 1-5 for the core behavior | | Do users scale naturally from tiny behaviors? | Forcing complexity too early | Starter Steps; let behaviors grow organically | ## Further Reading Based on BJ Fogg's behavior design research: - [*"Tiny Habits: The Small Changes That Change Everything"*](https://www.amazon.com/Tiny-Habits-Small-Changes-Everything/dp/0358003326?tag=wondelai00-20) by BJ Fogg - [*"Designing for Behavior Change: Applying Psychology and Behavioral Economics"*](https://www.amazon.com/Designing-Behavior-Change-Psychology-Behavioral/dp/1492056030?tag=wondelai00-20) by Stephen Wendel (companion: applying behavior science to product design) ## About the Author **BJ Fogg, PhD** founded the Behavior Design Lab at Stanford University, where he has researched behavior change since 1998. He created the Fogg Behavior Model (B=MAP), coined the term "behavior design", and trained thousands of innovators — including Instagram co-founder Mike Krieger. *Tiny Habits* distills two decades of that research: lasting change comes from behaviors that are tiny, anchored, and celebrated.
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