Describe the action you want customers to keep doing

Behavior Design Framework

by wondelai · MIT license · ★ 2,235 on GitHub · updated Sep 10

Behavior Design Framework cover

Describe the action you want customers to keep doing and where they drop off; get back a plain plan that makes it easier, better-timed, and rewarding so it sticks.

---
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.

```

Overview

Framework for designing products that reliably change behavior. Behavior is not about willpower or motivation — it is a design problem with a predictable equation.

The SKILL.md below is the copy AgentAlley read and checked. The repo has changed it since; the other files are from commit c172996.

Manual install (npx, ZIP)
Claude Codenpx skills add wondelai/skills --skill improve-retention -g -a claude-code
Claude Code (manual)mkdir -p ~/.claude/skills && curl -sL https://codeload.github.com/wondelai/skills/tar.gz/c172996495be \ | tar -xz -C ~/.claude/skills --strip-components=1 skills-c172996495be/improve-retention
Windows (PowerShell)New-Item -ItemType Directory -Force "$HOME\.claude\skills" | Out-Null; Invoke-WebRequest "https://m.agentalley.io/zip/fbe5ada6256f7f90410e/improve-retention.zip" -OutFile "$env:TEMP\improve-retention.zip"; Expand-Archive "$env:TEMP\improve-retention.zip" -DestinationPath "$HOME\.claude\skills" -Force
Claude.ai / desktopDownload the ZIP and upload it under Settings → Capabilities → Skills.
Codex, Cursor, other agentsPoint them at SKILL.md. The other files are plain text.

Connects with Agent Alley MCP · agentalley.io/mcp

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  • SKILL.md14.9 KB
  • references/7 files · 62.4 KB
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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.

1---
2name: improve-retention
3description: '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.'
4license: MIT
5metadata:
6 author: wondelai
7 version: "1.4.0"
8---
9 
10# Behavior Design Framework
11 
12Framework for designing products that reliably change behavior. Behavior is not about willpower or motivation — it is a design problem with a predictable equation.
13 
14## Core Principle
15 
16**The Fogg Behavior Model** = B=MAP. Behavior happens when Motivation, Ability, and a Prompt converge at the same moment.
17 
18```
19 HIGH ┃
20 ┃ ★ Behavior happens
21 ┃ (above the Action Line)
22 ┃
23 Motivation ┃━━━━━━━━━━━━━━━━━━━━━━━ ← Action Line
24 ┃
25 ┃ ✗ Behavior fails
26 ┃ (below the Action Line)
27 LOW ┃
28 ┗━━━━━━━━━━━━━━━━━━━━━━━━━
29 HARD EASY
30 Ability
31```
32 
33**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).
34 
35See: [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.
36 
37## Scoring
38 
39**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.
40 
41## The Three Elements
42 
43### 1. Motivation
44 
45**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.
46 
47**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.
48 
49**Key insights:**
50- "Motivation is unreliable. Ability is not." — BJ Fogg
51- Design for low-motivation moments, not peak excitement
52- Motivation-first tactics (inspiring videos, aspirational messaging) produce spikes, not sustained behavior
53- Match required motivation to behavior difficulty — hard behaviors need high motivation
54 
55**Product applications:**
56 
57| Context | Application | Example |
58|---------|-------------|---------|
59| **Onboarding** | Don't count on the new-user spike lasting | First actions work even when excitement fades |
60| **Re-engagement** | Assume returning users have low motivation | Show immediate value before asking for effort |
61| **Messaging** | Tap the right motivator | Social fitness → belonging; financial tool → hope |
62 
63**Copy patterns:**
64- "Takes 30 seconds" (signals ease, lowers motivation needed)
65- "Join 50,000 teams who..." (belonging motivator)
66- "Don't lose your 7-day streak" (anticipation/fear motivator)
67 
68**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.
69 
70See: [references/motivation-waves.md](references/motivation-waves.md) for the three motivators, motivation waves, and designing for troughs.
71 
72### 2. Ability
73 
74**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.
75 
76**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.
77 
78**Key insights:**
79- Six factors: Time, Money, Physical Effort, Mental Effort, Social Deviance, Non-Routine
80- Simplicity is a function of the scarcest resource — find the bottleneck, not the most obvious factor
81- "Simplicity changes behavior" — BJ Fogg
82- Starter Steps: shrink the behavior to the tiniest version (2 minutes → 30 seconds → one field)
83- Defaults are the most powerful ability tool — users rarely change them
84 
85**Product applications:**
86 
87| Context | Application | Example |
88|---------|-------------|---------|
89| **Signup** | Cut cost across all six factors | One-click SSO removes time, mental effort, non-routine |
90| **Core action** | Fix the weakest link | Mental-effort bottleneck → smart defaults and templates |
91| **Enterprise adoption** | Address social deviance | "Your team already uses this" reduces social risk |
92 
93**Copy patterns:**
94- "One click to get started" (time + physical effort)
95- "No technical skills needed" (mental effort)
96- "Works just like tools you already use" (non-routine)
97 
98**Ethical boundary:** Reduce friction only on genuinely valuable behaviors — never make it too easy to overspend, over-share, or delete important data without confirmation.
99 
100See: [references/ability-chain.md](references/ability-chain.md) for the six factors in detail, friction audit templates, and simplification strategies.
101 
102### 3. Prompt
103 
104**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).
105 
106**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.
107 
108**Key insights:**
109- A prompt at the wrong moment is noise; at the right moment, magic
110- Anchor moments tie new behaviors to existing routines ("After I open Slack, I will...")
111- Prompt fatigue is real — every unnecessary prompt degrades the value of future ones
112 
113**Product applications:**
114 
115| Context | Application | Example |
116|---------|-------------|---------|
117| **Notifications** | Prompt only above the Action Line | Send digest when there's content to review, not on a schedule |
118| **Re-engagement** | Tie prompts to real events | "Your report is ready" (event-based, not time-based) |
119| **Feature discovery** | Prompt when motivation and ability align | Feature tour appears when user hits the problem it solves |
120 
121**Copy patterns:**
122- "Your weekly report is ready" (context prompt — real event)
123- "One thing left to complete your setup" (action prompt with progress)
124- Never: "We miss you!" (product need, not user need)
125 
126**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.
127 
128See: [references/prompt-design.md](references/prompt-design.md) for prompt types, timing strategies, notification design, and anchor moments.
129 
130## Tiny Habits Method
131 
132The practical application of B=MAP: make behaviors so small they need almost no motivation, anchor them to existing routines, and celebrate immediately.
133 
134### The Recipe
135 
136```
137After I [ANCHOR MOMENT], I will [TINY BEHAVIOR], then I [CELEBRATION].
138```
139 
140- **Anchor Moment:** an existing routine that reliably happens (opening an app, finishing a meeting, morning coffee).
141- **Tiny Behavior:** the smallest version of the target behavior — not "write a report" but "open the report template."
142- **Celebration:** an immediate positive emotion that wires the habit. Repetition alone isn't enough — you need the feeling of success.
143 
144### Starter Steps
145 
146Every target behavior has a Starter Step — the tiniest meaningful version:
147 
148| Target Behavior | Starter Step | Why It Works |
149|----------------|--------------|--------------|
150| Complete onboarding | Fill in one field | Momentum from completion |
151| Use analytics daily | Open the dashboard | Seeing data creates curiosity |
152| Collaborate with team | Send one comment | Social reciprocity kicks in |
153 
154### Scaling Behaviors
155 
156Once 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.
157 
158See: [references/tiny-habits.md](references/tiny-habits.md) for the full Tiny Habits recipe, celebration techniques, and scaling patterns.
159 
160## Behavior Design Process
161 
162Fogg's systematic process for lasting behavior change:
163 
164### Step 1: Clarify the Aspiration
165What outcome does the user want — their aspiration, not the product's goal ("stay on top of my team's progress", not "increase DAU").
166 
167### Step 2: Explore Behavior Options
168List all possible behaviors that could achieve the aspiration. Be exhaustive — don't commit yet.
169 
170### Step 3: Match Behaviors
171Assess each for motivation and ease; plot on a 2×2 of impact vs. feasibility (Focus Mapping).
172 
173### Step 4: Start Tiny
174Shrink the best-matched behavior to its Starter Step; design the prompt; add celebration.
175 
176### Step 5: Optimize
177Expand once wired. Fix bottlenecks with the Ability Chain; refine prompt timing from data.
178 
179See: [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.
180 
181## The Action Line
182 
183### Moving Behaviors Above the Action Line
184 
185- **Increase Ability (move right)** — remove steps, pre-fill, defaults, templates, wizards. The most reliable approach.
186- **Find better Prompts** — anchor to existing routines; event-based beats time-based; trigger when motivation is naturally higher.
187- **Increasing Motivation (move up) is unreliable** — if you need motivation tactics, the behavior is probably too hard.
188 
189### Retention Diagnostics with B=MAP
190 
191Map B=MAP to product metrics:
192 
193| Metric | B=MAP Diagnosis | Action |
194|--------|----------------|--------|
195| **Low activation** | First action below the Action Line | Shrink onboarding to Starter Step; fix weakest Ability Chain link |
196| **Day-1 drop-off** | Prompt failed or mistimed | Redesign first-day prompts; anchor to an existing routine |
197| **Day-7 drop-off** | Motivation wave receded, behavior too hard | Reduce core action difficulty |
198| **Day-30 drop-off** | Habit didn't form, no internal prompt | Create tiny habit recipe; add celebration loops |
199| **Low feature adoption** | Feature below the Action Line for most users | Friction-audit it; prompt only when motivation is present |
200| **Notification fatigue** | Prompts sent below the Action Line | Cut volume; send only with motivation + ability |
201 
202See: [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.
203 
204## Common Mistakes
205 
206| Mistake | Why It Fails | Fix |
207|---------|-------------|------|
208| **Relying on motivation for retention** | Motivation always recedes; products needing it fail at the trough | Make behaviors tiny enough to survive motivation dips |
209| **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 |
210| **Prompting below the Action Line** | Notifications to unmotivated/unable users = spam | Event-based triggers only when motivation + ability suffice |
211| **Skipping celebration in onboarding** | Without positive emotion, repetition doesn't wire habits | Add success states and micro-celebrations after key actions |
212| **First action too ambitious** | "Complete your profile" is a project, not a behavior | Shrink to Starter Step: one field, one action |
213| **Copying products without diagnosing B=MAP** | A high-motivation audience's design fails yours | Diagnose your users' motivation, ability, and prompt context first |
214 
215## Quick Diagnostic
216 
217| Question | If No | Action |
218|----------|-------|--------|
219| Can a new user do the core action in under 60 seconds? | Ability too low | Friction audit; shrink to Starter Step |
220| Does the product work when motivation is low? | Design depends on spikes | Redesign core behaviors for minimal motivation |
221| Are prompts tied to real events or anchors? | Prompts feel like spam | Switch to event-based or anchor-based prompts |
222| Is there immediate feedback after key actions? | No celebration = no habit wiring | Add success states, progress, social feedback |
223| Have you found the weakest Ability Chain link? | Optimizing the wrong thing | Rate each of the six factors 1-5 for the core behavior |
224| Do users scale naturally from tiny behaviors? | Forcing complexity too early | Starter Steps; let behaviors grow organically |
225 
226## Further Reading
227 
228Based on BJ Fogg's behavior design research:
229 
230- *"Tiny Habits: The Small Changes That Change Everything"* by BJ Fogg
231- *"Designing for Behavior Change: Applying Psychology and Behavioral Economics"* by Stephen Wendel (companion: applying behavior science to product design)
232 
233## About the Author
234 
235**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.
236 
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License
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MCP3-5 days | Agents: 6 | Gate Keepers: DevOps Automator +⚙️ Phase 2 Playbook — Foundation & Scaffoldingmsitarzewski/agency-agents · by msitarzewski> Duration: 3-5 days | Agents: 6 | Gate Keepers: DevOps Automator + Evidence Collector★ 154k GitHub starsMCPNEXUS transforms The Agency's independent AI specialists🌐 NEXUS — Network of EXperts, Unified in Strategymsitarzewski/agency-agents · by msitarzewski> NEXUS transforms The Agency's independent AI specialists into a synchronized intelligence network. This is not a prompt collection — it…★ 154k GitHub starsSkillGenerate an Ansoff Matrix analysis mapping growth strategiesphuryn/pm-skills · by phurynGenerate an Ansoff Matrix analysis mapping growth strategies across market penetration, market development, product development, and diversification. Use when considering growth options, planning market expansion, or evaluating strategic growth paths.★ 26.6k GitHub starsSkillSurvey any codebase as a senior advisorImproveshadcn/improve · by shadcnSurvey any codebase as a senior advisor and produce prioritized, self-contained implementation plans for OTHER models/agents to execute. Strictly read-only on source code — never implements, fixes, or refactors anything itself. Use when asked to audit a codebase, find improvement opportunities (bugs, security, performance, test coverage, tech debt, migrations, DX), suggest features or where to take the project next (roadmap, product direction), or generate handoff plans for another agent to implement.★ 9.2k GitHub starsSkillTranslate skills from one industry to anotherCareer changer translatorParamchoudhary/ResumeSkills · by ParamchoudharyTranslate skills from one industry to another, identify transferable skills★ 2.4k GitHub starsSkillA collection of 37 battle-tested marketing skillsOpenClaw Marketing SkillsLeoYeAI/openclaw-marketing-skills · by LeoYeAIA collection of 37 battle-tested marketing skills for OpenClaw agents. Use when you want to install or reference any marketing skill including: CRO (page-cro, signup-flow-cro, onboarding-cro, form-cro, popup-cro, paywall-upgrade-cro), copywriting, copy-editing, cold-email, email-sequence, social-content, seo-audit, ai-seo, programmatic-seo, site-architecture, schema-markup, content-strategy, paid-ads, ad-creative, ab-test-setup, analytics-tracking, referral-program, free-tool-strategy, churn-prevention, revops, sales-enablement, launch-strategy, pricing-strategy, competitor-alternatives, marketing-ideas, marketing-psychology, lead-magnets, product-marketing-context, and data connectors (google-ads-connect, search-console-connect, meta-ads-connect, x-twitter-connect). Start with product-marketing-context to set up your product context document, then use any other skill naturally. Powered by MyClaw.ai.★ 1k GitHub stars

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SkillManage software complexity through deep modulesA Philosophy of Software Design Frameworkwondelai/skills · by wondelaiManage software complexity through deep modules, information hiding, and strategic programming. Use when the user mentions "module design", "API too complex", "shallow class", "complexity budget", "strategic vs tactical", "deep module", "information leakage", "pass-through method", "this code is over-engineered", or "simplify this design". Also trigger when reviewing an interface for simplicity, evaluating whether an abstraction is pulling its weight, deciding whether a comment is worth writing, or choosing between general-purpose and special-purpose approaches. Covers deep vs shallow modules, red flags for complexity, and comments as design documentation. For code quality, see clean-code. For architecture boundaries, see clean-architecture.★ 2.2k GitHub starsSkillMetrics are the language of validated learningActionable metrics guidewondelai/skills · by wondelaiMetrics are the language of validated learning. The wrong metrics create the illusion of progress while the startup drifts toward failure.…★ 2.2k GitHub starsSkillAdvertising media is the vehicle that carries your messagewondelai/skills · by wondelaiAdvertising media is the vehicle that carries your message to your target market. Choosing the right media is not about what is trendy — it…★ 2.2k GitHub starsSkillAn affordance is a relationship between an objectAffordances: Designing for Actionwondelai/skills · by wondelaiAn affordance is a relationship between an object and a person that determines how the object could possibly be used. A chair affords…★ 2.2k GitHub starsSkillLean UX was designed to work inside Agile development teamsAgile integration for lean UXwondelai/skills · by wondelaiLean UX was designed to work inside Agile development teams, not alongside them. The central mechanism is dual-track agile, where a…★ 2.2k GitHub starsSkillThis reference translates the AMP framework from theoryAMP Applied: Practical Applications of Autonomy, Mastery, and Purposewondelai/skills · by wondelaiThis reference translates the AMP framework from theory into practice across six domains: product gamification, team management,…★ 2.2k GitHub stars