improve-retention

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Diagnose and fix retention problems using behavior design (B=MAP). Use when the user mentions "users sign up but dont stick around", "activation rate", "onboarding friction", "retention metrics", "why users dont complete", "churn analysis", or "aha moment". Also trigger when analyzing cohort retention curves, designing activation milestones, reducing time-to-value for new users, or investigating why users quit 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.

AI & Automation 1,745 stars 179 forks Updated 4 days ago MIT

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# Behavior Design Framework Framework for designing products that reliably change behavior. 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. High motivation compensates for low ability and vice versa. The reliable strategy is making behaviors easier (move right), not pumping up motivation (move up). See: [references/behavior-model.md](references/behavior-model.md) when you need the curve mechanics behind this model — the full Action Line math, behavior types (dot/span/path), and a step-by-step failure diagnostic for a behavior that isn't happening. ## Scoring **Goal: 10/10.** The six Quick Diagnostic rows are the single source of score-movers. Rate each pass/fail, then start at 10 and subtract per failing row: low motivation or below t...

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Author
wondelai
Repository
wondelai/skills
Created
5 months ago
Last Updated
4 days ago
Language
Shell
License
MIT

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improve-retention

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.

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drive-motivation

Design motivation systems using Autonomy, Mastery, and Purpose (AMP) for products and teams. Use when the user mentions "intrinsic motivation", "gamification isnt working", "rewards arent working", "autonomy", "mastery", "purpose-driven", "my team is disengaged", or "how do I motivate people". Also trigger when designing onboarding progression, fixing broken gamification, or building team structures that sustain high performance. Covers why carrot-and-stick fails and how to build progress systems. For habit-forming product loops, see hooked-ux. For retention behavior design, see improve-retention.

1,745 Updated 4 days ago
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Web & Frontend Featured

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. For viral sharing, see contagious.

1,745 Updated 4 days ago
wondelai