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hooked-ux

Projete ciclos de produtos que criam hábitos usando o Modelo Hook (Gatilho, Ação, Recompensa Variável, Investimento). Acione esta skill ao abordar retenção de usuários, engajamento, formação de hábitos, notificações, ou ao construir sistemas de sequências e progresso.

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Atualizado há 4 meses

Ver no GitHub ↗ Licença: MIT

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Hook Model Framework

Framework for building habit-forming products. Based on a fundamental truth: habits are not created—they are built through successive cycles through the Hook.

Core Principle

The Hook Model = a four-phase process that connects the user's problem to your solution frequently enough to form a habit.

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

Habit Zone: Products enter the "habit zone" when used frequently enough and with enough perceived value. The goal is to move users from deliberate usage to automatic, habitual behavior.

Scoring

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.

The Four Phases

1. Trigger

Core concept: The actuator of behavior. What prompts the user to take action? Triggers come in two forms: external (environment-driven) and internal (emotion-driven). The ultimate goal is to move users from external triggers to internal triggers.

Why it works: Every habit starts with a cue. Without a trigger, there is no behavior. External triggers get users started, but internal triggers — emotions like boredom, loneliness, uncertainty, or fear of missing out — are what drive unprompted, habitual usage. When your product becomes the automatic response to an internal trigger, you have a habit.

Key insights:

  • External triggers (push notifications, emails, buttons, ads, word of mouth) initiate behavior early on
  • Internal triggers (emotions, routines, situations) are the ultimate goal — users prompt themselves
  • The goal is to move users from external triggers to internal triggers over time
  • Map your product to the specific negative emotion it resolves (boredom, loneliness, confusion, FOMO)
  • Effective external triggers must be well-timed, actionable, and lead to the simplest possible next action

Product applications:

| Context | Application | Example | |---------|-------------|---------| | Onboarding | Use external triggers to establish first loop | Welcome email with one clear action to take | | Retention | Map product to internal emotional trigger | Instagram resolves boredom; Google resolves confusion | | Re-engagement | External triggers bridge gaps until habit forms | Push notification: "Your friend just posted a photo" | | Emotion mapping | Identify which negative emotion your product addresses | Loneliness → Facebook; Uncertainty → Twitter/News apps | | Trigger audit | Evaluate if users still need external prompts | If yes after 30 days, internal trigger hasn't formed |

Copy patterns:

  • "You might be wondering about..." (hooks into uncertainty)
  • "Don't miss what happened while you were away" (FOMO trigger)
  • "Your friend just..." (social/external trigger bridging to internal)
  • "Pick up where you left off" (routine trigger)
  • Notification copy should name the emotion: "Curious what's new?"

Ethical boundary: Never exploit vulnerable emotional states (depression, addiction, grief) as triggers. Triggers should connect users to genuine value, not manufacture anxiety to drive opens.

See: [references/triggers.md](references/triggers.md) for detailed trigger design, emotion mapping, and external-to-internal transition strategies.

2. Action

Core concept: The simplest behavior done in anticipation of a reward. Guided by the Fogg Behavior Model: B = MAT (Behavior = Motivation + Ability + Trigger). All three must converge at the same moment for action to occur.

Why it works: Increasing motivation is hard and unreliable. Reducing friction (increasing ability) is easier and often more effective. The key insight is that making the action simpler is almost always a better strategy than trying to increase motivation. Every extra step, field, or decision is a point where users drop off.

Key insights:

  • Fogg Behavior Model: Behavior = Motivation x Ability x Trigger — all three must be present simultaneously
  • Six elements of simplicity (ability): time, money, physical effort, brain cycles, social deviance, non-routine
  • Increasing ability (reducing friction) is almost always more effective than increasing motivation
  • The action should be the simplest behavior in anticipation of the reward — not the full task
  • Hick's Law: more choices = slower decisions; reduce options to increase action rate

Product applications:

| Context | Application | Example | |---------|-------------|---------| | Signup flow | Minimize fields and steps to reduce friction | One-click Google/Apple sign-in instead of form | | Core action | Make the key behavior completable in seconds | Twitter: type 280 characters and post (vs. write a blog) | | Simplicity audit | Evaluate each of the six ability factors | Can user complete core action in under 60 seconds? | | Progressive disclosure | Ask for more only after initial reward | Duolingo: play first, create account later | | Friction removal | Identify and eliminate unnecessary steps | Autocomplete, defaults, skip options, smart prefills |

Copy patterns:

  • "Just one tap to..." (emphasizes simplicity)
  • "Takes less than 60 seconds" (time simplicity)
  • "No credit card required" (money/risk simplicity)
  • "We've set up defaults for you" (brain cycle simplicity)
  • Buttons should be verbs: "Post", "Save", "Share" — not "Submit" or "Continue"

Ethical boundary: Reducing friction should make genuinely valuable actions easier — not trick users into actions they'd regret. Dark patterns that hide costs or consequences behind simple actions are unethical.

See: [references/triggers.md](references/triggers.md) for how triggers connect to the action phase, and [references/product-applications.md](references/product-applications.md) for action design across product types.

3. Variable Reward

Core concept: The phase that keeps users coming back. The anticipation of reward — not the reward itself — creates dopamine. Critically, rewards must be variable (unpredictable) to maintain engagement. Predictable rewards lose their power over time.

Why it works: The brain's dopamine system responds most strongly to the anticipation of uncertain rewards, not to the rewards themselves. This is the slot machine effect: variable reinforcement schedules are far more engaging than fixed ones. Three types of variable rewards — tribe (social), hunt (resources), and self (mastery) — tap into fundamental human drives.

Key insights:

  • Dopamine spikes during anticipation of uncertain reward, not upon receiving it
  • Three types: Tribe (social validation), Hunt (search for resources/information), Self (personal mastery)
  • Predictable rewards lose power; variability is what sustains engagement
  • The "slot machine effect": uncertainty is what makes rewards compelling
  • Autonomy is critical — users must feel in control; forced engagement backfires
  • Finite variability (limited content) eventually becomes predictable; aim for infinite variability

Product applications:

| Context | Application | Example | |---------|-------------|---------| | Social features (Tribe) | Variable social validation from others | Instagram likes, Reddit upvotes — you never know how many | | Content feeds (Hunt) | Unpredictable stream of resources/information | Infinite scroll with algorithmically varied content | | Gamification (Self) | Personal accomplishment with variable difficulty | Duolingo streaks + surprise bonus challenges | | Notifications | Variable content in each notification | "3 people liked your post" vs. "Sarah commented something surprising" | | Search/Discovery | The hunt for the next great find | Pinterest: scroll to find the perfect pin;

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