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behavior-design

Design a behavior change system — decompose a goal into minimum habits, define triggers, build SOPs, and set up review cycles. Use when the user wants to build a habit, change behavior, or achieve a personal goal.

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Atualizado há 4 meses

Ver no GitHub ↗ Licença: MIT

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Behavior Design System

Transform goals into actionable behavior systems through decomposition, habit design, and review.

Usage Template

Prompt

Use behavior-design for this goal. Decompose it into minimum habits, triggers, SOPs, review cadence, and failure handling.

Use Case

  • Converting a goal or intention into a behavior system the user can actually repeat.

Expected Result

  • The agent creates a habit plan with trigger, minimum action, environment design, review metric, and fallback.

Output Example

  • A behavior card with goal, trigger, 15-minute action, cue, reward, review metric, and fallback.

Verification Case

  • The first action takes 15 minutes or less and has a concrete time, place, trigger, and success criterion.

Verified Effect

  • A vague goal becomes a repeatable behavior loop with a trigger, minimum action, review metric, and fallback.

When to Use

  • User says "I want to build a habit of X"
  • User has a goal but hasn't broken it into actions
  • User wants to change a behavior pattern
  • User is reviewing why a habit didn't stick
  • User wants to understand their relationship with AI tools

Core Architecture

Goal → Habits  → Cues → SOPs → Review → Reward
           ↓
     Identity narrative: "I am the kind of person who..."

Human Agency Scale (HAS) — Stanford Framework

When designing behavior systems involving AI tools, use the HAS framework to determine the right level of human involvement:

| Level | Description | When to Use | Example | |:-----:|-------------|-------------|---------| | H1 | AI handles entirely, no human | Routine, low-stakes tasks | Auto-lint, auto-format | | H2 | AI needs minimal input | Tasks with clear success criteria | Code review, data entry | | H3 | Equal partnership | Creative/analytical work | Research synthesis, design | | H4 | Human drives, AI assists | High-stakes decisions | Investment analysis, strategy | | H5 | Human essential, AI supports | Relationship/empathy tasks | Coaching, conflict resolution |

Key insight from Stanford research:

  • 45.2% of occupations prefer H3 (equal partnership) as the dominant level
  • Workers generally prefer higher human agency than experts deem necessary
  • Skills shift: from information processing → interpersonal competence

Apply to behavior design:

  • For habits involving AI: Choose the appropriate HAS level
  • For skill development: Focus on H4/H5 skills (interpersonal, strategic)
  • For automation: Start with H1/H2 tasks, gradually expand

Workflow

B1: Define the Goal

Answer:

  • Why is this important?
  • What identity does it build? ("I want to be someone who...")
  • What does success look like in 3 months?

B2: Decompose into Minimum Habits

Break the goal into 3 minimum habits — actions so small they can't fail:

| Habit | Minimum Viable Action | Trigger | Frequency | |-------|----------------------|---------|-----------| | 1 | ≤2 minutes | After existing habit X | Daily | | 2 | ≤5 minutes | When situation Y occurs | 3x/week | | 3 | ≤15 minutes | At time Z | Weekly |

B3: Define SOPs

For each habit, write the execution SOP:

WHEN [trigger]
THEN:
1. [step 1 — what to do]
2. [step 2 — what to do]
3. [step 3 — what to do]
AFTER: [immediate reward]

Barrier removal: [what prevents doing this?]

B4: Set Up Review

  • Daily: check off habit completion (≤30 sec)
  • Weekly: review completion rate + resistance patterns
  • Monthly: adjust habits + upgrade minimum bar

B5: Reframe Identity

Instead of "I want to read more" → "I am a reader." Instead of "I want to exercise" → "I am someone who moves daily."

Behavior Design Principles

  1. Minimum start (< 5 min) — if it takes willpower to start, the habit won't stick
  2. Trigger binding — attach new habit to an existing routine
  3. Friction removal — prepare the environment to make it easy
  4. Immediate reward — the brain needs dopamine within seconds, not months
  5. Identity narrative — lasting change comes from identity shift, not goal completion

Quality Gates

  • [ ] Goal framed as identity, not outcome
  • [ ] 3 minimum habits defined (≤2/5/15 min)
  • [ ] Each habit has a clear trigger
  • [ ] Friction removal identified for each
  • [ ] Review schedule set
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