A solid implementation of Nir Eyal's Hook Model for anyone building engagement loops or trying to figure out why users aren't coming back. It walks through the four phases (Trigger, Action, Variable Reward, Investment) with specific product applications and scoring rubrics. The skill shines when you're designing notification strategies, building streak systems, or diagnosing post-signup drop-off. It includes ethical boundaries, which is refreshing, and the emphasis on reducing friction over increasing motivation is practical. The copy patterns and context-specific examples make it immediately applicable rather than theoretical. Best used when you need to systematically evaluate or design retention mechanics, not just sprinkle gamification on top of a product.
npx -y skills add wondelai/skills --skill hooked-ux --agent claude-codeInstalls into .claude/skills of the current project.
Framework for building habit-forming products. Habits are not created — they are built through successive cycles through the Hook.
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
↑ │
└──────────────────────────────────────┘
Goal: 10/10. When reviewing or creating product engagement mechanics, rate them 0-10 based on adherence to the principles below. A 10/10 means full alignment with all guidelines; lower scores indicate gaps to address. Always provide the current score and specific improvements needed to reach 10/10.
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; when your product becomes the automatic response to an emotion, you have a habit.
Key insights:
Product applications:
| Context | Application | Example |
|---|---|---|
| Onboarding | External triggers establish the first loop | Welcome email with one clear action |
| Retention | Map product to internal emotional trigger | Instagram resolves boredom; Google resolves confusion |
| Re-engagement | External triggers bridge gaps until habit forms | Push: "Your friend just posted a photo" |
Copy patterns:
Ethical boundary: Never exploit vulnerable emotional states (depression, addiction, grief) — triggers should connect users to genuine value, not manufacture anxiety to drive opens.
See: references/triggers.md for trigger design, emotion mapping, and external-to-internal transition strategies.
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:
Product applications:
| Context | Application | Example |
|---|---|---|
| Signup flow | Minimize fields and steps | One-click Google/Apple sign-in |
| Core action | Completable in seconds | Twitter: type 280 characters and post |
| Progressive disclosure | Ask for more only after initial reward | Duolingo: play first, create account later |
Copy patterns:
Ethical boundary: Reduce friction on genuinely valuable actions only — dark patterns that hide costs or consequences behind simple actions are unethical.
See: references/product-applications.md for action and investment design across product types.
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:
Product applications:
| Context | Application | Example |
|---|---|---|
| Social features (Tribe) | Variable social validation | Instagram likes — you never know how many |
| Content feeds (Hunt) | Unpredictable resource stream | Infinite scroll with algorithmically varied content |
| Gamification (Self) | Accomplishment with variable difficulty | Duolingo streaks + surprise bonus challenges |
Copy patterns:
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 for reward design patterns, reinforcement schedules, and reward timing.
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:
Product applications:
| Context | Application | Example |
|---|---|---|
| Data investment | History improves personalization | Spotify: more listening = better recommendations |
| Content investment | User-created content they won't abandon | Instagram posts, Notion documents |
| Reputation/social investment | Social capital that exists only on-platform | Airbnb host ratings, LinkedIn network |
Copy patterns:
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.
Two axes determine if a product can become a habit:
| Low Frequency | High Frequency | |
|---|---|---|
| High Perceived Value | Viable product (needs ads/marketing) | HABIT ZONE |
| Low Perceived Value | Failure | Failure |
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?
The 5% rule: a habit has formed when at least 5% of users show unprompted, habitual usage.
Three questions:
See: references/habit-testing.md for testing methodology.
Framework for evaluating the ethics of habit-forming products:
| Maker Uses Product | Maker Doesn't Use | |
|---|---|---|
| Materially Improves User's Life | Facilitator | Peddler |
| Doesn't Improve Life | Entertainer | Dealer |
Ask: would I use this myself? Does it genuinely help users achieve their goals? Am I exploiting vulnerabilities or serving needs?
See: references/ethical-boundaries.md for comprehensive ethics guidance.
Watch emerging regulation: children's apps (COPPA, GDPR-K), dark patterns (rising FTC enforcement), "addictive" notification practices, and loot boxes (expanding gaming rules).
Optimizing onboarding for habit formation:
| Mistake | Why It Fails | Fix |
|---|---|---|
| Relying on external triggers indefinitely | You're renting attention, not building habits | Map product to an emotion; transition to internal triggers within 30 days |
| Making the core action too complex | Users drop off before the reward | Simplify to minimum viable action; apply the six ability factors |
| Using predictable rewards | Dopamine response fades with novelty | Add variability across tribe, hunt, and self rewards |
| Asking for investment before reward | Users haven't received value yet | Sequence: trigger, action, reward, THEN investment |
| Ignoring the ethics of your hook | User regret, backlash, regulatory risk | Use the Manipulation Matrix; be a Facilitator, not a Dealer |
Audit any product feature:
| Question | If No | Action |
|---|---|---|
| What's the internal trigger? | Users need reminders to use it | Research user emotions |
| Is the action dead simple? | Users start but don't complete | Remove friction |
| Is the reward variable? | Users get bored | Add unpredictability |
| Does investment load next trigger? | Users don't return | Connect investment to triggers |
Based on the Hook Model developed by Nir Eyal:
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.
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