Source profileQuality 93/100

wondelai/skills/hooked-ux/SKILL.md

hooked-ux

Design habit-forming product loops using the Hook Model (Trigger, Action, Variable Reward, Investment). Use when the user mentions "users arent coming back", "habit formation", "engagement loops", "habit zone", or "the manipulation matrix". Also trigger when designing notification or re-engagement strategies, building streaks or progress systems, or analyzing why users stop after signup. Covers ethics evaluation and onboarding for habits. For friction reduction and B=MAP, see improve-retention.

Source repository stars
2,043
Declared platforms
0
Static risk flags
0
Last source update
2026-08-28
Source checked
2026-08-28

Decision brief

What it does: where it fits

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

Best for

  • Use when the user mentions "users arent coming back", "habit formation", "engagement loops", "habit zone", or "the manipulation matrix".

Not for

  • Tasks that require unconfirmed production actions or broad system permissions.
  • Environments where the pinned source and install steps cannot be inspected.

Compatibility matrix

Platform support, with evidence labels

PlatformStatusEvidenceWhat to check
CodexNot declaredNo explicit evidencePortability before use
Claude CodeNot declaredNo explicit evidencePortability before use
CursorNot declaredNo explicit evidencePortability before use
Gemini CLINot declaredNo explicit evidencePortability before use
Open the compatibility checker

Installation

Inspect first. Install second.

The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.

Source-detected install commandSource
npx skills add https://github.com/wondelai/skills --skill "hooked-ux"
Safe inspection promptEditorial

Inspect the Agent Skill "hooked-ux" from https://github.com/wondelai/skills/blob/4f7124e6049efd74eb8b5ccf88540375fdabc5f8/hooked-ux/SKILL.md at commit 4f7124e6049efd74eb8b5ccf88540375fdabc5f8. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.

Workflow

What the source asks the agent to do

  1. 01

    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.

    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.
  2. 02

    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 sco…

    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 ear…
  3. 03

    The Four Phases

    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.

    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 actionIf users still need external prompts after 30 days, no internal trigger has formed
  4. 04

    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.

    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 actionIf users still need external prompts after 30 days, no internal trigger has formed
  5. 05

    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.

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

Permission review

Static risk signals and limitations

No configured static risk pattern was detected

This is not proof of safety. Runtime behavior, indirect dependencies, and hidden external systems are outside the static scan.

Evidence record

Why each signal appears

EvidenceSourceComputedTestedEditorial
SignalValueEvidence typeMeaning
Quality score93/100ComputedDocumentation, specificity, maintenance, and trust rules
Repository stars2,043SourceRepository attention, not individual Skill quality
Compatibility0 platformsSourceDeclared in the catalog source record
Usage guideautomated source guideEditorialGenerated or reviewed according to the visible evidence level

Pinned source

Provenance and original SKILL.md

Repository
wondelai/skills
Skill path
hooked-ux/SKILL.md
Commit
4f7124e6049efd74eb8b5ccf88540375fdabc5f8
License
MIT
Collected
2026-08-28
Default branch
main
View the original SKILL.md

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.

Frequently asked questions

What to verify before installation and use

What does the hooked-ux source document cover?

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

How do I install hooked-ux?

The source record exposes this install command: npx skills add https://github.com/wondelai/skills --skill "hooked-ux". Inspect the command and pinned source before running it.

Alternatives

Compare before choosing

Computed 10045,960

coreyhaines31/marketingskills

ab-testing

When the user wants to plan, design, or implement an A/B test or experiment, or build a growth experimentation program. Also use when the user mentions "A/B test," "split test," "experiment," "test this change," "variant copy," "multivariate test," "hypothesis," "should I test this," "which version is better," "test two versions," "statistical significance," "how long should I run this test," "growth experiments," "experiment velocity," "experiment backlog," "ICE score," "experimentation program

Computed 10045,960

coreyhaines31/marketingskills

churn-prevention

When the user wants to reduce churn, build cancellation flows, set up save offers, recover failed payments, or implement retention strategies. Also use when the user mentions 'churn,' 'cancel flow,' 'offboarding,' 'save offer,' 'dunning,' 'failed payment recovery,' 'win-back,' 'retention,' 'exit survey,' 'pause subscription,' 'involuntary churn,' 'people keep canceling,' 'churn rate is too high,' 'how do I keep users,' or 'customers are leaving.' Use this whenever someone is losing subscribers o

Computed 10014,706

prowler-cloud/prowler

postgresql-indexing

PostgreSQL indexing best practices for Prowler: index design, partial indexes, partitioned table indexing, EXPLAIN ANALYZE validation, concurrent operations, monitoring, and maintenance. Trigger: When creating or modifying PostgreSQL indexes, analyzing query performance with EXPLAIN, debugging slow queries, reviewing index usage statistics, reindexing, dropping indexes, or working with partitioned table indexes. Also trigger when discussing index strategies, partial indexes, or index maintenance

Computed 100147

oaustegard/claude-skills

featuring

Generate hierarchical _FEATURES.md files that describe what a codebase DOES from a user/consumer perspective, anchored to source symbols via tree-sitting. Supports large complex codebases through feature-driven decomposition into sub-feature files. Uses a multi-pass synthesis: orientation → detail → overview rewrite. Use when someone says "what does this do", "document features", "feature inventory", "_FEATURES.md", or needs to understand a codebase's purpose before modifying it. Complements tre