hooked-model

Design habit-forming products using the Hook cycle. Use when building engagement loops, improving retention, designing notifications, or creating products users return to without external prompting.

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Install skill "hooked-model" with this command: npx skills add flpbalada/my-opencode-config/flpbalada-my-opencode-config-hooked-model

Hooked Model - Building Habit-Forming Products

The Hooked Model is a four-phase framework by Nir Eyal for creating products that form user habits. A habit is formed when users engage with a product repeatedly without conscious thought, driven by internal triggers rather than external marketing.

When to Use This Skill

  • Designing user engagement loops
  • Improving product retention metrics
  • Planning notification and re-engagement strategies
  • Building features that create lasting habits
  • Evaluating competitor engagement mechanisms
  • Auditing ethical implications of engagement design

Core Concepts

The Hook Cycle

    +-----------------+
    |                 |
    v                 |
 TRIGGER             |
 (Internal/External) |
    |                 |
    v                 |
 ACTION              |
 (Simple behavior)   |
    |                 |
    v                 |
 VARIABLE REWARD     |
 (Unpredictable)     |
    |                 |
    v                 |
 INVESTMENT          |
 (User effort)-------+

Phase 1: Trigger

External Triggers (initial hooks):

  • Push notifications
  • Email reminders
  • Advertising
  • Word of mouth
  • Social media mentions

Internal Triggers (goal state):

  • Boredom → Open TikTok
  • Loneliness → Check Instagram
  • Uncertainty → Google it
  • FOMO → Check Slack

Phase 2: Action

The simplest behavior in anticipation of reward.

Fogg Behavior Model alignment:

B = MAT (Behavior = Motivation + Ability + Trigger)

For habit formation:
- Motivation: Must exist (desire for reward)
- Ability: Must be HIGH (action must be easy)
- Trigger: Must be present
ProductTriggerSimplest Action
TwitterBoredomScroll feed
GoogleQuestionType query
InstagramFOMOOpen app
SlackAnxietyCheck messages

Phase 3: Variable Reward

Three types of variable rewards:

TypeDescriptionExample
TribeSocial validationLikes, comments, follows
HuntMaterial resourcesSearch results, deals, information
SelfPersonal achievementCompleting tasks, mastery, progress

Why "Variable"? Predictable rewards lose power. Slot machines use variable rewards - you never know which pull wins. Social feeds use the same psychology.

Phase 4: Investment

User puts something into the product that:

  1. Improves the product for them
  2. Increases likelihood of return
  3. Creates switching costs
Investment TypeExampleLock-in Effect
DataPreferences, historyPersonalization improves
ContentPosts, uploadsSocial capital
FollowersAudience builtNetwork effects
LearningSkills developedCompetency
ReputationReviews, karmaIdentity

Analysis Framework

Step 1: Map Current Hook

Your Product's Hook:

TRIGGER
External: _____________________
Internal (goal): _______________

ACTION
What's the simplest action? _______________
How many steps/taps? _______________

VARIABLE REWARD
Type: [ ] Tribe  [ ] Hunt  [ ] Self
What's unpredictable? _______________

INVESTMENT
What do users put in? _______________
How does it improve experience? _______________

Step 2: Identify Weak Links

Rate each phase (1-5):

PhaseScoreImprovement Needed
Trigger strength[/5]
Action simplicity[/5]
Reward variability[/5]
Investment depth[/5]

Step 3: Design Improvements

Focus on the weakest phase first. A hook is only as strong as its weakest link.

Output Template

## Hook Analysis

**Product:** [Name] **Date:** [Date] **Goal:** [Habit to form]

### Current Hook Cycle

**Trigger:**

- External: [Current external triggers]
- Internal target: [Emotion/situation → product]

**Action:**

- Current: [Steps to engage]
- Friction points: [Obstacles]

**Variable Reward:**

- Type: [Tribe/Hunt/Self]
- Variability source: [What changes]

**Investment:**

- Current: [What users contribute]
- Lock-in created: [Switching cost]

### Weakness Assessment

| Phase      | Score (1-5) | Issue |
| ---------- | ----------- | ----- |
| Trigger    |             |       |
| Action     |             |       |
| Reward     |             |       |
| Investment |             |       |

### Improvement Plan

1. **Trigger improvement:** [Specific change]
2. **Action simplification:** [Reduce steps to X]
3. **Reward enhancement:** [Add variability via]
4. **Investment deepening:** [New investment type]

### Ethical Check

- [ ] Product genuinely improves user's life
- [ ] User would recommend to friends
- [ ] We'd be comfortable if usage was public
- [ ] No dark patterns employed

Real-World Examples

Example 1: Instagram

PhaseImplementation
TriggerExternal: notifications. Internal: boredom, FOMO
ActionOpen app, scroll (one tap)
Variable RewardNew posts (Hunt), likes/comments (Tribe)
InvestmentFollowers, posts, profile, DM history

Example 2: Slack

PhaseImplementation
TriggerExternal: @mentions. Internal: anxiety about missing info
ActionCheck channel (one click)
Variable RewardNew messages (Hunt), recognition (Tribe)
InvestmentChannel history, integrations, workflows

Example 3: Duolingo

PhaseImplementation
TriggerExternal: streak reminders. Internal: guilt, achievement
ActionComplete one lesson (5 min)
Variable RewardXP, leaderboard (Self + Tribe)
InvestmentStreak, progress, course completion

Ethical Considerations

The Manipulation Test

Ask yourself:

  1. Materially improves life? Does the habit genuinely help users?
  2. User is the customer? Or are they the product?
  3. Would you use it yourself? And let your children use it?
  4. Transparent? Would users feel manipulated if they knew?

Ethical Spectrum

Facilitator -------- Entertainer -------- Dealer
(Helps users)       (Neutral)            (Exploits users)

Your product should be a Facilitator

Best Practices

Do

  • Start with internal trigger research (what emotion leads to use?)
  • Make first action as simple as possible
  • Vary rewards meaningfully, not randomly
  • Ensure investments create genuine value
  • Test hook cycle with real users

Avoid

  • Relying solely on external triggers (expensive, unsustainable)
  • Complex actions that require learning
  • Predictable rewards that become boring
  • Investments that feel like manipulation
  • Ignoring ethical implications

Integration with Other Methods

MethodCombined Use
Fogg Behavior ModelAction phase design
Self-Initiated TriggersInternal trigger development
Loss AversionInvestment and streak psychology
Jobs-to-be-DoneUnderstanding underlying motivations

Resources

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