SKILL·F57878

hooked-ux

wondelai
更新于 Yesterday
1,896
193
1,896
在 GitHub 上查看
design

关于

This skill helps developers design habit-forming product loops using the Hook Model (Trigger, Action, Variable Reward, Investment). Use it when addressing user retention issues, building engagement systems like streaks, or analyzing drop-off points. It includes ethical evaluation and covers onboarding for habits, while referencing related skills for friction reduction and viral sharing.

快速安装

Claude Code

推荐
主要方式
npx skills add wondelai/skills -a claude-code
插件命令备选方式
/plugin add https://github.com/wondelai/skills
Git 克隆备选方式
git clone https://github.com/wondelai/skills.git ~/.claude/skills/hooked-ux

在 Claude Code 中复制并粘贴此命令以安装该技能

技能文档

Hook Model Framework

Framework for building habit-forming products. Habits are not created — they are built through successive cycles through the Hook.

Core Principle

The Hook Model = a four-phase loop that connects the user's problem to your solution frequently enough to form a habit, moving usage from deliberate to automatic.

Trigger → Action → Variable Reward → Investment
    ↑                                      │
    └──────────────────────────────────────┘

Scoring

Goal: 10/10. When reviewing or creating product engagement mechanics, score the loop by the four Quick Diagnostic rows (internal trigger, dead-simple action, variable reward, investment loads next trigger): each row earns 2 (fully satisfied), 1 (partial), or 0 (absent), then score = round(total / 8 × 10). Then apply the ethics gate: if the Manipulation Matrix places the product as Dealer (or it hits any "When NOT to Use" condition), cap the score at 3 regardless of mechanics. Bands: 9-10 = complete loop, internal trigger identified, ethics clear; 5-6 = loop runs but leans on external triggers or predictable rewards; <=3 = broken loop or extractive design. Always state the current score and the specific diagnostic rows blocking 10/10.

The Four Phases

1. Trigger

Core concept: The actuator of behavior. Triggers are external (environment-driven: notifications, emails, ads) or internal (emotion-driven) — and the goal is to migrate users from external to internal triggers.

Why it works: Every habit starts with a cue. External triggers get users started, but internal triggers — boredom, loneliness, uncertainty, FOMO — drive unprompted usage because the emotion itself fires before any reminder can.

Key insights:

  • Map your product to the specific negative emotion it resolves (boredom, loneliness, confusion, FOMO)
  • Effective external triggers are well-timed, actionable, and lead to the simplest possible next action
  • If users still need external prompts after ~30 days, no internal trigger has formed

Product applications:

ContextApplicationExample
OnboardingExternal triggers establish the first loopWelcome email with one clear action
RetentionMap product to internal emotional triggerInstagram resolves boredom; Google resolves confusion
Re-engagementExternal triggers bridge gaps until habit formsPush: "Your friend just posted a photo"

Copy patterns:

  • "Don't miss what happened while you were away" (FOMO trigger)
  • "Your friend just..." (social trigger bridging to internal)
  • "Pick up where you left off" (routine trigger)

Ethical boundary: Don't build triggers that fire on vulnerable emotional states (depression, addiction, grief) — those users can't exercise the autonomy the loop assumes.

See references/triggers.md when mapping triggers — the emotion-to-product mapping exercise and the external-to-internal transition plan.

2. Action

Core concept: The simplest behavior done in anticipation of a reward, guided by the Fogg Behavior Model: Behavior = Motivation + Ability + Trigger, all converging at the same moment.

Why it works: Increasing motivation is hard and unreliable; reducing friction (increasing ability) is easier and more effective. Every extra step, field, or decision is a drop-off point.

Key insights:

  • Six elements of simplicity: time, money, physical effort, brain cycles, social deviance, non-routine
  • The action is the simplest behavior in anticipation of reward — not the full task
  • Hick's Law: more choices = slower decisions; reduce options to increase action rate

Product applications:

ContextApplicationExample
Signup flowMinimize fields and stepsOne-click Google/Apple sign-in
Core actionCompletable in secondsTwitter: type 280 characters and post
Progressive disclosureAsk for more only after initial rewardDuolingo: play first, create account later

Copy patterns:

  • "Just one tap to..." (emphasizes simplicity)
  • "No credit card required" (money/risk simplicity)
  • Buttons should be verbs: "Post", "Save", "Share" — not "Submit" or "Continue"

Ethical boundary: When you simplify an action, don't strip the cost or consequence with it — a one-tap purchase must still surface the price and the commitment.

See references/product-applications.md when adapting the loop to your context — action and investment patterns for B2B SaaS, e-commerce, health, and productivity tools.

3. Variable Reward

Core concept: The phase that keeps users coming back. Anticipation of reward — not the reward itself — creates dopamine, and rewards must be variable (unpredictable) to sustain engagement.

Why it works: The brain's dopamine system responds most strongly to anticipation of uncertain rewards — the slot machine effect. Three reward types — tribe (social), hunt (resources), self (mastery) — tap fundamental human drives.

Key insights:

  • Tribe = social validation; Hunt = search for resources/information; Self = personal mastery
  • Predictable rewards lose power; finite variability eventually becomes predictable — aim for infinite variability
  • Autonomy is critical: users must feel in control; forced engagement backfires

Product applications:

ContextApplicationExample
Social features (Tribe)Variable social validationInstagram likes — you never know how many
Content feeds (Hunt)Unpredictable resource streamInfinite scroll with algorithmically varied content
Gamification (Self)Accomplishment with variable difficultyDuolingo streaks + surprise bonus challenges

Copy patterns:

  • "See what's new" (implies variability)
  • "3 people responded to your post" (tribe reward, variable quantity)
  • "You've unlocked a new achievement!" (self reward, unexpected)

Ethical boundary: If users consistently feel worse after engaging (regret, time loss, anxiety), the reward system is extractive — avoid infinite scroll without natural stopping points.

See references/rewards.md when designing a reward — tribe/hunt/self patterns, the four reinforcement schedules, and reward timing. For the dopamine/anticipation mechanism behind variable rewards, see references/neuroscience-foundations.md.

4. Investment

Core concept: Users invest something — time, data, effort, social capital, money — that improves the product for next use, raises switching costs, and loads the next trigger.

Why it works: People value what they put effort into (the IKEA effect). Investment is not about immediate reward — it improves the next cycle, creating a self-reinforcing loop.

Key insights:

  • Investment should come after reward, not before — users invest when they feel good
  • Each investment should load the next trigger (posting content triggers reply notifications)
  • Small investments compound: preferences → better recommendations → more usage; stored value grows over time

Product applications:

ContextApplicationExample
Data investmentHistory improves personalizationSpotify: more listening = better recommendations
Content investmentUser-created content they won't abandonInstagram posts, Notion documents
Reputation/social investmentSocial capital that exists only on-platformAirbnb host ratings, LinkedIn network

Copy patterns:

  • "Complete your profile to get better matches" (investment → future value)
  • "The more you use it, the smarter it gets" (compound investment)
  • "Invite your team to collaborate" (social investment)

Ethical boundary: Investment should genuinely improve the experience — never trap users with artificial switching costs or impossible data export; make staying the better choice through real value.

The Habit Zone

Two axes determine if a product can become a habit:

Low FrequencyHigh Frequency
High Perceived ValueViable product (needs ads/marketing)HABIT ZONE
Low Perceived ValueFailureFailure

Ask: how often do users need to engage, what's the perceived value of each engagement, and is frequency high enough to form automatic behavior?

Habit Testing

The 5% rule: a habit has formed when at least 5% of users show unprompted, habitual usage.

Three questions:

  1. Who are the habitual users? Which users engage most frequently, and what do they share?
  2. What are they doing? Identify the "Habit Path" — the action sequence that separates power users from casual users.
  3. Why are they doing it? What internal trigger and emotion precede usage?

See references/habit-testing.md when running the test — cohort analysis, finding the Habit Path, and confirming the 5% threshold. For worked teardowns of these loops in real products (Instagram, Slack, Duolingo, Pinterest, and failures), see references/case-studies.md.

The Manipulation Matrix

Framework for evaluating the ethics of habit-forming products:

Maker Uses ProductMaker Doesn't Use
Materially Improves User's LifeFacilitatorPeddler
Doesn't Improve LifeEntertainerDealer

Ask: would I use this myself? Does it genuinely help users achieve their goals? Am I exploiting vulnerabilities or serving needs?

When NOT to Use the Hook Model

  • Your product doesn't genuinely improve lives
  • You're targeting vulnerable populations (children, addiction-prone users)
  • The business model depends on user regret
  • Engagement conflicts with user wellbeing

See references/ethical-boundaries.md when the Manipulation Matrix flags a concern — dark-pattern catalog and how to protect vulnerable users.

Regulatory Context

Watch emerging regulation: children's apps (COPPA, GDPR-K), dark patterns (rising FTC enforcement), "addictive" notification practices, and loot boxes (expanding gaming rules).

Onboarding Audit Checklist

Optimizing onboarding for habit formation:

First Trigger

  • First action obvious and easy; right external trigger for this user
  • Value proposition clear before asking for investment

First Action

  • Core action completable in under 60 seconds, friction removed
  • UI familiar (no new learning required)

First Reward

  • Immediate feedback with a variable element (surprise, delight)
  • Reward connects to an internal trigger

First Investment

  • Investment asked after reward (not before), small but meaningful
  • Investment loads the next trigger

Loop Completion

  • Clear path back to the trigger; external triggers sent at appropriate times
  • Progression through the Hook is measured

Common Mistakes

MistakeWhy It FailsFix
Relying on external triggers indefinitelyYou're renting attention, not building habitsMap product to an emotion; transition to internal triggers within 30 days
Making the core action too complexUsers drop off before the rewardSimplify to minimum viable action; apply the six ability factors
Using predictable rewardsDopamine response fades with noveltyAdd variability across tribe, hunt, and self rewards
Asking for investment before rewardUsers haven't received value yetSequence: trigger, action, reward, THEN investment
Ignoring the ethics of your hookUser regret, backlash, regulatory riskUse the Manipulation Matrix; be a Facilitator, not a Dealer

Quick Diagnostic

Audit any product feature:

QuestionIf NoAction
What's the internal trigger?Users need reminders to use itResearch user emotions
Is the action dead simple?Users start but don't completeRemove friction
Is the reward variable?Users get boredAdd unpredictability
Does investment load next trigger?Users don't returnConnect investment to triggers

Further Reading

Based on the Hook Model developed by Nir Eyal:

About the Author

Nir Eyal taught at Stanford Graduate School of Business and the Hasso Plattner Institute of Design, after working in the gaming and advertising industries where he saw habit psychology firsthand. Hooked distills that research into a framework used by product teams from startups to Fortune 500s; his follow-up Indistractable addresses resisting the same triggers.

GitHub 仓库

wondelai/skills
路径: plugins/wondelai-skills/skills/hooked-ux
0
agent-skillsai-skillsbusinessclaude-codeclaude-code-marketplaceclaude-code-plugin
FAQ

常见问题

什么是 hooked-ux Skill?

hooked-ux 是一个 Claude Skill,作者为 wondelai。Skill 将 Claude 按需加载的说明和资源打包,让 Claude 无需额外提示即可执行与 hooked-ux 相关的任务。

如何安装 hooked-ux?

使用本页的安装命令:将 hooked-ux 作为插件添加到 Claude Code,或将其仓库克隆到 skills 目录,然后重启 Claude 以加载该 Skill。

hooked-ux 属于哪个分类?

hooked-ux 属于元分类。

hooked-ux 可以免费使用吗?

可以。hooked-ux 已收录在 AIMCP,可免费安装。

相关推荐技能

content-collections

Content Collections 是一个 TypeScript 优先的构建工具,可将本地 Markdown/MDX 文件转换为类型安全的数据集合。它专为构建博客、文档站和内容密集型 Vite+React 应用而设计,提供基于 Zod 的自动模式验证。该工具涵盖从 Vite 插件配置、MDX 编译到生产环境部署的完整工作流。

查看技能
polymarket

这个Claude Skill为开发者提供完整的Polymarket预测市场开发支持,涵盖API调用、交易执行和市场数据分析。关键特性包括实时WebSocket数据流,可监控实时交易、订单和市场动态。开发者可用它构建预测市场应用、实施交易策略并集成实时市场预测功能。

查看技能
creating-opencode-plugins

该Skill帮助开发者创建OpenCode插件,用于接入命令、文件、LSP等25+种事件。它提供了插件结构、事件API规范和JavaScript/TypeScript实现模式,适合需要拦截操作、扩展功能或自定义事件处理的场景。开发者可通过它快速构建响应式模块来增强OpenCode AI助手的能力。

查看技能
sglang

SGLang是一个专为LLM设计的高性能推理框架,特别适用于需要结构化输出的场景。它通过RadixAttention前缀缓存技术,在处理JSON、正则表达式、工具调用等具有重复前缀的复杂工作流时,能实现极速生成。如果你正在构建智能体或多轮对话系统,并追求远超vLLM的推理性能,SGLang是理想选择。

查看技能