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improve-retentionlisted

Diagnose and fix retention problems using behavior design (B=MAP). Use when the user mentions "users drop off", "activation rate", "onboarding friction", "retention metrics", "why users dont complete", "churn analysis", "user activation", or "aha moment". Also trigger when analyzing cohort retention curves, designing activation milestones, reducing time-to-value for new users, or investigating why users stop after their first session. Covers the Ability Chain, prompt design, and tiny behaviors that compound. For habit loops and variable rewards, see hooked-ux. For intrinsic motivation, see drive-motivation.
VandanaAjayDubey111/great-pm · ★ 3 · AI & Automation · score 74
Install: claude install-skill VandanaAjayDubey111/great-pm
> **Provenance.** Vendored from `wondelai/skills@improve-retention` (MIT License — github.com/wondelai/skills). Adapted into great-pm 2026-05-29 with attribution. Reference deep-dives (references/*.md) live upstream. Host agent: product-strategist. # Behavior Design Framework Framework for designing products that reliably change behavior. Based on a fundamental truth: behavior is not about willpower or motivation—it is a design problem with a predictable equation. ## Core Principle **The Fogg Behavior Model** = B=MAP. Behavior happens when Motivation, Ability, and a Prompt converge at the same moment. ``` HIGH ┃ ┃ ★ Behavior happens ┃ (above the Action Line) ┃ Motivation ┃━━━━━━━━━━━━━━━━━━━━━━━ ← Action Line ┃ ┃ ✗ Behavior fails ┃ (below the Action Line) LOW ┃ ┗━━━━━━━━━━━━━━━━━━━━━━━━━ HARD EASY Ability ``` **The Action Line:** When motivation and ability are sufficient, a prompt causes the behavior. Below the line, no prompt works. The line curves: high motivation compensates for low ability, and high ability compensates for low motivation. The reliable strategy is to make behaviors easier (move right), not to pump up motivation (move up). ## Scoring **Goal: 10/10.** When reviewing or creating product behavior design, rate them 0-10 based on adherence t