The document discusses how to build habit-forming products using a "Hooked Model". The model involves 4 steps: 1) Triggers that prompt action, 2) Actions that anticipate rewards, 3) Variable rewards that satisfy cravings but leave users wanting more, and 4) Investments that increase the likelihood of returning. Triggers can be external cues from the environment or internal cues from user emotions. Actions depend on user motivation and ability. Rewards activate the nucleus accumbens and keep users engaged through variability. Investments load the next trigger and improve the product with use. The model provides a framework to understand user behavior and design addictive products.
5. The
importance of
habits in
business
Increased customer lifetime value (CLTV)
the amount of money that the company can
make from customers before they move to
competing offerings
More flexibility in raising prices or charging
for premium services
Supercharged growth by word-of-mouth
greater competitive edge, because the
competition finds it difficult
6. Hooked Model
Based on hooks
The hook is an experience designed to
connect the users problems to your
product with enough frequency to form
a habit
Hooks are a series of experiences that can
together modify user behavior and
encourage formation of new habits
9. External
triggers
These are bits of information from users surroundings that
prompt them to perform an action.
Paid triggers channels like advertising that capture
attention, but are too expensive for the long run
Earned triggers continued media presence, like viral
video and press mentions, which can be difficult to
sustain for any product
Relationship triggers come from engaged users who
enthusiastically share information with other potential
users
Owned triggers most useful, as these employ tacit
permission from users to send triggers like app
updates and periodic notifications into their personal
space
25. What factors
moderate the
ability of
people?
The time it takes to use it
The money it costs
The degree of physical effort involved
The level of mental labor needed
The products social acceptability
The degree to which it matches or
disrupts current routines
27. On Heuristics
and
Perception
The scarcity effect the
scarcer a product is, the higher
is its perceived value, e.g. the
limited stock tag on Amazon
products ends up increasing
sales for those products
The framing effect context
can alter the desirability of a
product, e.g. the same wine is
reported to be tastier if the
price is increased
The endowed progress effect
in case of reward programs,
the closer users feel they are
to the goal the more motivated
they become
32. The stress of
desire
Were Olds & Milner stimulating pleasure?
Not exactly.
They were stimulating the Stress of Desire
Knutson 2008:
what draws us to act is not the sensation we receive from
the reward itself but the need to alleviate the craving for
that reward.
33. The unknown
is fascinating
Variability causes us to focus and engage and increases
behavior
Nucleus Accumbens is stimulated by variability
40. 4. Investment
Increases the likelihood
of the next pass through
the hook in 2 ways:
1. Loading the next
trigger
2. Investments store
value, improving the
product with use
43. 5 questions
to apply this
model
What external trigger gets the user
to the product?
What is the simplest behavior in
anticipation of reward?
Is the reward fulfilling, yet leaves
the user wanting more?
What investment is done to increase
the likelihood of returning?
What internal trigger is
the product addressing?
47. The Morality of Manipulation
This is akin to exploitation of the customer, with quick
income the only guiding principle.
Not using the product themselves can rob them of the insight
needed to design a truly successful product.
Their products are short-lived trends and doing well
requires them to keep coming up with new ideas to
hook users.
They have a clear understanding of their
customers needs from personal experience
and, as a result, have the greatest chance of
success.
Editor's Notes
WC Swimmer Phellps
WC Investor Warren Buffett
WC Cook you call Magda Gessler
If we want to become the best in business and change habits for the better.. Changed billions lives and generate billions of revenues
Partly because they mastered the art of creating habit-forming products.
to make inroads, e.g. people continue to use the QWERTY keyboard despite better keyboards available
But people are creatures of habits, and creating new ones requires them to forget certain old ones.
This means that for new types of behavior to really become ingrained into our decision-making systems, they need to be reinforced again and again.
The benefit is that once you have succeeded in turning your product into a habit, another competing product will find it tougher to displace your product, e.g. Googles ubiquity and synonymity with Internet search has meant that products that are not particularly bad, like Bing, have failed to become as popular.
Use the frequency-vs.-perceived utility plot. If the product falls in the Habit Zone, i.e. is used often and has a high enough utility compared to competing solutions, then using it can become default behavior for a consumer.
In one of the two examples marked in the figure, a single search result on any engine other than Google is not noticeably poorer than what you would get on Google, but Google is used so frequently that it is the option most of us turn to.
On the other hand, purchasing on Amazon is nowhere as frequent as much of our other online activity, but its perceived utility is higher because we know that every time we log on to Amazon, the likelihood of finding the product we are looking for is high and it is also going to be available at a competitive price.
The position of a product on this chart is not static - many habit-forming products start off as vitamins, but with repeated use, turn into painkillers that satisfy the itch to use them.
Vitamins are products that do not solve an obvious problem, but feel nice to have, while painkillers are products that cater to a very obvious need.
Many products that are habits for us now because of their perceived utility to us might have been less important to begin with.
But how do successful companies actually go about creating habit-forming products? Is this all chance, or is there a technique to it? This book covers some of the key aspects that any designer or seller of a habit-forming product would do well to keep in mind.
Trigger External or internal cues that prompt certain behavior
Action Use of the product, based on ease of use and motivation
Variable Reward The reason for product use, which keeps the user engaged
Investment A useful input from the user that commits him to go through the cycle again
We will look at these four phases in greater detail in chapters after the next one, and also explore some ideas related to this whole field of user manipulation.
Habits, much like pearls, need a foundation and layer upon layer (of continued behavior change) to be completely formed. Triggers are the cue or the foundation for this behavior change.
Triggers can be of two types: external and internal.
The information on what to do next is informed through an association in the users memory
For a product to truly become a habit, its triggers need to move from the external forms to the internal.
Internal triggers are driven by users emotions and associations stored in their memory.
and particularly negative emotions.
Trying to rid oneself of negative emotions like boredom and loneliness are powerful triggers for using a particular product.
As a product relieves these negative emotions repeatedly, our mind subconsciously begins to associate it with this relief.
This gradually strengthens the bond with a product, resulting in the formation of a habit, e.g. our reliance on Facebook or Twitter for instant social connection.
Designing a habit-forming product requires an understanding of the emotions that are tied to these internal triggers, as well as knowledge of how external triggers can be used effectively to urge a user to perform a certain action.
Habits, much like pearls, need a foundation and layer upon layer (of continued behavior change) to be completely formed. Triggers are the cue or the foundation for this behavior change.
Triggers can be of two types: external and internal.
The Behavior Model developed by Dr. B.J. Fogg of Stanford University says that the users action depends on three prerequisites (B = MAT):
M sufficient motivation
A ability to perform a certain action
T a trigger to prompt the action
Therefore, for a clear trigger to be effective, the user should be motivated enough and should be able to perform the action with minimal effect.
Trying to rid oneself of negative emotions like boredom and loneliness are powerful triggers for using a particular product.
As a product relieves these negative emotions repeatedly, our mind subconsciously begins to associate it with this relief.
This gradually strengthens the bond with a product, resulting in the formation of a habit, e.g. our reliance on Facebook or Twitter for instant social connection.
Designing a habit-forming product requires an understanding of the emotions that are tied to these internal triggers, as well as knowledge of how external triggers can be used effectively to urge a user to perform a certain action.
Even when there is a successful trigger and a compelling enough motivation, a person needs to be able to perform an action. The easier it is to perform it, the greater is the likelihood of it becoming a habit, e.g. the boom in blogging in the 2000s after Blogger made it possible to open a blogging account within minutes or the ease of taking photos with an iPhone.
The lower the time, money, physical effort or mental labor involved, or the more socially acceptable it is, or the least deviation it requires from a users existing routine, the easier it is for him to perform an action.
Consequently, the greater is the likelihood of the product becoming a habit.
Between motivation and ability, it is easier to target the latter. Design your products such that it reduces the effort involved for the user, instead of trying to build motivation levels.
Both motivation and ability can also be increased using counter-intuitive methods called heuristics. These are mental shortcuts that all of us employ to make quick decisions. Examples include:
The scarcity effect the scarcer a product is, the higher is its perceived value, e.g. the limited stock tag on Amazon products ends up increasing sales for those products
The framing effect context can alter the desirability of a product, e.g. the same wine is reported to be tastier if the price is increased
The anchoring effect one aspect of a product is given undue importance over other features, e.g. people end up buying more products of a brand that has a discount sticker on it, even if its quality and the effective cost might be no different than other competing products in the vicinity
The endowed progress effect in case of reward programs, the closer users feel they are to the goal the more motivated they become, e.g. the Improve Your Profile Strength step in LinkedIn has a completion bar that starts off all users with part of the bar already filled, strengthening their belief that a full profile is not far away.
Habits, much like pearls, need a foundation and layer upon layer (of continued behavior change) to be completely formed. Triggers are the cue or the foundation for this behavior change.
Triggers can be of two types: external and internal.
Activated when we crave
Not pleasure
Stress of desire
Our reward system activates with anticipation and calms when we get what we want
Thats the itch we seek to scratch
Variable rewards, and not just any rewards, make users come back to a product again and again by reinforcing the motivation.
Finite variability can become boring after a while, while infinite variability sustains user interest.
Thus, variable rewards should not only satisfy one or more user needs, but also keep them interested in engaging again (and again) with the product.
There are three types of variable rewards:
Rewards of the tribe those that satisfy our social needs by making us feel more important and accepted, e.g. Likes, shares and comments on Facebook
Rewards of the hunt those that satisfy our basic survival instincts by helping us acquire things we consider important, like cash and information, e.g. the mix of mundane and relevant content on Twitter entices users to
Rewards of the self intrinsic value, not coming from others or cash/information
But gamification, or the introduction of rewards, cannot be used blindly to drive user engagement. It is extremely important for product designers to figure out the kind of reward that will motivate their intended users, e.g. Mahalo, a Q&A forum gave monetary rewards to answerers, but bombed, while Quora, a similar service, only provides upvotes, and is very successful.
It is also important to provide users with a sense of autonomy or choice a reward when they feel constrained might not work. If they feel that they are being forced to adapt a certain behavior, they can rebel a phenomenon known as reactance.
habit-forming products is that they build an anticipation of future benefits in the mind of the user.
Whatsapp: open invitation for an external trigger to be returned
There are three common tendencies that can lead to this commitment, all involving a process
known as rationalization:
Our tendency to irrationally overvalue our work, e.g. IKEA products elicit an irrational following because users assemble the furniture themselves
Our tendency to seek consistency with past behavior having made a small commitment
eases the path to make bigger ones
Our tendency to avoid cognitive dissonance through reconciliation of conflicting ideas, e.g.
people conditioning their bodies to like alcohol or spicy food because everyone else seems to derive pleasure from these
Habits, much like pearls, need a foundation and layer upon layer (of continued behavior change) to be completely formed. Triggers are the cue or the foundation for this behavior change.
Triggers can be of two types: external and internal.
We live is time in which the majority of the people are being manipulated by some simple concepts we learned today.
But
But the tools and knowledge we have, can also be use for the good.