Summary of Hooked: Habit Forming Strategy
Introduction
Habits are defined as behaviors done with little or no
conscious thought.
Hook Model: four-phase process companies use to forms
habits. Through consecutive hook cycles, successful products reach their
ultimate goal of unprompted user engagement, bringing users back repeatedly,
without depending on costly advertising or aggressive messaging.
The Habit Zone
For some
businesses, forming habits is a critical component to success, but not every
business requires habitual user engagement.
When
successful, forming strong user habits can have several business benefits
including: higher customer lifetime value, greater pricing flexibility,
supercharged growth, and a sharper competitive edge.
Habits cannot
form outside the “Habit Zone,” where the behavior occurs with enough frequency
and perceived utility.
Habit-forming
products often start as nice-to-haves (vitamins) but once the habit is formed,
they become must-haves (painkillers).
Habit-forming
products alleviate users’ pain by relieving a pronounced itch.
Designing
habit-forming products is a form of manipulation. Product builders would
benefit from a bit of introspection before attempting to hook users to make
sure they are building healthy habits, not unhealthy addictions
Why Habits are Good for
Business
- Increasing Customer Lifetime Value
- Providing Pricing Flexibility
- Supercharging Growth
- Sharpening the Competitive Edge
- Building the Mind Monopoly
Habit Zone
Vitamins vs. Painkillers
Painkillers solve an obvious need, relieving a specific pain and often
have quantifiable markets.
In contrast, vitamins do not necessarily solve an obvious pain-point. Instead, they appeal to users’ emotional rather than functional needs.
Addictions, by definition, are self-destructive. Thus, it is
irresponsible to make products that rely on creating and maintaining user
addiction, since doing so would mean intentionally harming people.
A habit, on the other hand, is a behavior that can have a positive influence on a person’s life. Habits can be healthy or unhealthy, and you likely have several helpful habits you carry out throughout your day
Summary
- For some businesses, forming habits is a critical component to success, but not every business requires habitual user engagement
- When successful, forming strong user habits can have several business benefits including: higher customer lifetime value, greater pricing flexibility, supercharged growth, and a sharper competitive edge
- Habits cannot form outside the “Habit Zone,” where the behavior occurs with enough frequency and perceived utility
- Habit-forming products often start as nice-to-haves (vitamins) but once the habit is formed, they become must-haves (painkillers)
- Habit-forming products alleviate users’ pain by relieving a pronounced itch
- Designing habit-forming products is a form of manipulation. Product builders would benefit from a bit of introspection before attempting to hook users to make sure they are building healthy habits, not unhealthy addictions (more to come on this topic in chapter eight)
Trigger
Triggers come in two types:
external and internal.
External Triggers
Habit-forming technologies start
changing behavior by first cueing users with a call-to-action. External
triggers are embedded with information, which tells the user what to do next.
Types of External Triggers
1. Paid
Triggers
Advertising, search engine marketing, and other paid channels are commonly used to get users’ attention and prompt them to act. Paid triggers can be effective but costly ways to keep users coming back. Habit-forming companies tend not to rely on paid triggers for very long, if at all.
2. Earned
Triggers
For earned triggers to drive ongoing user acquisition, companies must keep their products in the limelight — a difficult and unpredictable task.
3. Relationship
Triggers
One person telling others about a product or service can be a highly effective external trigger for action. Unfortunately, some companies utilize viral loops and relationship triggers in unethical ways by deploying so-called “dark patterns.” When designers intentionally trick users into inviting friends or blasting a message to their social networks, they may see some initial growth, but it comes at the expense of the social currency of users, including their goodwill and trust. When people discover they’ve been duped, they vent their frustration and stop using the product.
4. Owned
Triggers
Owned triggers
consume a piece of real-estate in the user’s environment. They consistently
show up in daily life and it is ultimately up to the user to opt into allowing
these triggers to appear.
Owned triggers are
only set after users sign up for an account, submit their email address,
install an app, opt into newsletters, or otherwise indicate they want to
continue receiving communications. While paid, earned, and relationship
triggers drive new user acquisition, owned triggers prompt repeat engagement
until a habit is formed. Without owned triggers and users’ tacit permission to
enter their attentional space, it is difficult to cue users frequently enough
to change their behavior.
External triggers are only the
first step. The ultimate goal of all external triggers is to propel users into
and through the Hook Model so that, after successive cycles, they do not need
further prompting from external triggers. When users form habits, they are cued
by a different kind of trigger: internal triggers.
Internal Triggers
Internal triggers manifest
automatically in your mind. Connecting internal triggers with a product is the
brass ring of consumer technology
Emotions, particularly negative
ones, are powerful internal triggers and greatly influence our daily routines.
Feelings of boredom, loneliness, frustration, confusion, and indecisiveness
often instigate a slight pain or irritation and prompt an almost instantaneous
and often mindless action to quell the negative sensation.
Positive emotions can also serve
as internal triggers, and may even be triggered by a need to satisfy
something that is bothering us.
Users who find a product that
alleviates their pain will form strong, positive associations with the product
overtime.
In the case of internal triggers,
the information about what to do next is encoded as a learned association in
the user’s memory.
Building for Triggers
Products that successfully create
habits soothe the user’s pain by laying claim to a particular feeling
People’s “declared preferences” —
what they say they want — are far different from their “revealed preferences” —
what they actually do.
By repeating ‘why?’ five times,
the nature of the problem, as well as its solution, becomes clear."
Summary
- Triggers cue the user to take action and are the first step in the Hook Model
- Triggers come in two types — external and internal
- External triggers tell the user what to do next by placing information within the user’s environment
- Internal triggers tell the user what to do next through associations stored in the user’s memory
- Negative emotions frequently serve as internal triggers
- To build a habit-forming product, makers need to understand which user emotions may be tied to internal triggers and know how to leverage external triggers to drive the user to action.
Action
A habit is a behavior done with
little or no conscious thought. The more effort — either physical or mental —
required to perform the desired action, the less likely it is to occur.
Action vs. Inaction
there are three ingredients
required to initiate any and all behaviors:
(1) The user must have sufficient
motivation;
(2) The user must have the
ability to complete the desired action; and
(3) A trigger must be present to
activate the behavior.
The Fogg Behavior Model is
represented in a formula, B = MAT, which represents that a given
behavior will occur when motivation, ability, and a trigger are present at the
same time and in sufficient degrees.
Motivation
It is defined as "the
energy for action."
Ability
Fogg describes six “elements of
simplicity” — the factors that influence a task’s difficulty. These are: -
- Time - How long it takes to complete an action.
- Money - The fiscal cost of taking an action.
- Physical Effort - The amount of labor involved in taking the action
- Brain Cycles - The level of mental effort and focus required to take an action
- Social Deviance - How accepted the behavior is by others
- Non-Routine - According to Fogg, “How much the action matches or disrupts existing routines.”
Motivation or Ability — Which Should You
Increase First?
The answer is always to start
with ability. The fact is, increasing motivation is expensive and
time-consuming.
On Heuristics and Perception
The field of behavioral economics
exposed exceptions to the rational model of human behavior. Even the notion
that people always consume more if something costs less, for example, is a
tendency, not an absolute. There are many counterintuitive and surprising ways
companies can boost users’ motivation or increase their ability by understanding
heuristics — the mental shortcuts we take to make decisions and form opinions.
The Scarcity Effect
Scarcity may signal something
about the product. If there are fewer of an item, the thinking goes, it might
be because other people know something you don’t.
The Framing Effect
The mind takes shortcuts informed
by our surroundings to make quick and sometimes erroneous judgments. Perception
can form a personal reality based on how a product is framed, even when there
is little relationship with objective quality.
The Anchoring Effect
People often anchor to one piece
of information when making a decision.
The Endowed Progress Effect
The endowed progress effect, a
phenomenon that increases motivation as people believe they are nearing a goal.
Summary
- Action is the second step in The Hook
- The action is the simplest behavior in anticipation of reward
- For any behavior to occur, a trigger must be present at the same time as the user has sufficient ability and motivation to take action
- To increase the desired behavior, ensure a clear trigger is present, then increase ability by making the action easier to do, and finally align with the right motivator
- Every behavior is driven by one of three Core Motivators: seeking pleasure or avoiding pain, seeking hope and avoiding fear, seeking social acceptance while avoiding social rejection
- Ability is influenced by the six factors of time, money, physical effort, brain cycles, social deviance, and non-routineness. Ability is dependent on users and their context at that moment
- Heuristics are cognitive shortcuts we take to make quick decisions. Product designers can utilize many of the hundreds of heuristics to increase the likelihood of their desired action
Variable Reward
The most habit-forming products
and services utilize one or more of the three variable rewards types of tribe,
hunt and self. In fact, many habit-forming products offer multiple variable
rewards.
Understanding Rewards
The study revealed that what
draws us to act is not the sensation we receive from the reward itself, but the
need to alleviate the craving for that reward
Understanding Variability
Habits help us conserve our
attention to other things while we go about the tasks we perform with little
or no conscious thought. However, when something breaks the cause-and-effect
pattern we've come to expect — when we encounter something outside the norm —
we suddenly become aware of it again. Novelty sparks our interest, makes us pay
attention.
Rewards of the Tribe, Hunt, and Self
Important Considerations for Designing Reward
Systems
- Variable Rewards Are Not a Free Pass
- Maintain a Sense of Autonomy- Unfortunately, too many companies build their products betting users will do what they make them do instead of letting them do what they want to do. Companies fail to change user behaviors because they do not make their services enjoyable for its own sake, often asking users to learn new, unfamiliar actions instead of making old routines easier
- Beware of Finite Variability
Summary
- Variable Reward is the third phase of the Hook Model, and there are three types of variable rewards: tribe, hunt and self
- Rewards of the tribe is the search for social rewards fueled by connectedness with other people. - Rewards of the hunt is the search for material resources and information
- Rewards of the self is the search for intrinsic rewards of mastery, competence, and completion
- When our autonomy is threatened, we feel constrained by our lack of choices and often rebel against doing a new behavior. Psychologists call this “reactance.” Maintaining a sense of user autonomy is a requirement for repeat engagement
- Experiences with finite variability become increasingly predictable with use and lose their appeal over time. Experiences that maintain user interest by sustaining variability with use exhibit infinite variability
- Variable rewards must satisfy users’ needs, while leaving them wanting to re-engage with the product
Investment
Changing Attitude
The frequency of a new behavior
is a leading factor in forming a new habit. The study also found that the
second most important factor in habit formation is a change in the
participant’s attitude about the behavior.
- We Irrationally Value Our Efforts
- We Seek to be Consistent with Our Past Behaviors
- We Avoid Cognitive Dissonance
- Bits of Work
- Storing Value
- Content
- Data
- Followers
- Reputation
- Skill
Users are prompted to put
something of value into the system, which increases the likelihood of them
using the product and of successive passes through the hook cycle
Summary
- The Investment Phase is the fourth step in the Hook Model
- Unlike the Action Phase, which delivers immediate gratification, the Investment Phase is about the anticipation of rewards in the future
- Investments in a product create preference because of our tendency to overvalue our work, be consistent with past behaviors, and avoid cognitive dissonance
- Investment comes after the variable reward phase when users are primed to reciprocate
- Investments increase the likelihood of users returning by improving the service the more it is used. They enable the accrual of stored value in the form of content, data, followers, reputation or skill
- Investments increase the likelihood of users passing through the Hook again by loading the next trigger to start the cycle all over again
What Are You Going to Do
with This?
You are now equipped to use the Hook
Model to ask yourself these five fundamental questions for building effective
hooks:
- What do users really want? What pain is your product relieving? (Internal Trigger)
- What brings users to your service? (External Trigger)
- What is the simplest action users take in anticipation of reward, and how can you simplify your product to make this action easier? (Action)
- Are users fulfilled by the reward, yet left wanting more? (Variable Reward)
- What “bit of work” do users invest in your product? Does it load the next trigger and store value to improve the product with use? (Investment)
The Morality of Manipulation
Ian Bogost, the famed game
creator and professor, calls the wave of habit-forming technologies the
“cigarette of this century” and warns of their equally addictive and
potentially destructive side-effects. Manipulation is an experience crafted to
change behavior
The Facilitator
The role of facilitator fulfills
the moral obligation for entrepreneurs building a product they will use, and
which they believe materially improves the lives of others. Facilitators “build
the change they want to see in the world.”
The Peddler
Materially improving users’ lives
is a tall order, and attempting to create a persuasive technology that you do
not use yourself. Often the peddler's project results in a time-wasting failure
because the designers did not fully understand their users. As a result, no one
finds the product useful.
The Entertainer
Entertainment is art and is
important for its own sake. Art provides joy, helps us see the world
differently, and connects us with the human condition.
In this quadrant, the sustainable
business is not purely the game, the song, or the book — profit comes from an
effective distribution system for getting those goods to market while they’re
still hot, and at the same time keeping the pipeline full of fresh releases to
feed an eager audience.
The Dealer
Creating a product that the
designer does not believe improves users’ lives and that he himself would not
use is called exploitation. In the absence of these two criteria, presumably
the only reason the designer is hooking users is to make a buck.
Summary
- To help designers of habit-forming technology assess the morality behind how they manipulate users, it is helpful to determine which of the four categories their work fits into. Are you a facilitator, peddler, entertainer, or dealer?
- Facilitators use their own product and believe it can materially improve people’s lives. They have the highest chance of success because they most closely understand the needs of their users
- Peddlers believe their product can materially improve people’s lives, but do not use it themselves. They must beware of the hubris and inauthenticity that comes from building solutions for people they do not understand
- Entertainers use their product, but do not believe it can improve people’s lives. They can be successful, but without making the lives of others better in some way, the entertainer’s products often lack staying power
- Dealers neither use the product nor believe it can improve people’s lives. They have the lowest chance of finding long-term success and often find themselves in morally precarious positions
Case Study: The Bible App
Summary
- The Bible app was far less engaging as a desktop website. The mobile interface increased accessibility and usage by providing frequent triggers
- The Bible app increases users' ability to take action by front-loading interesting content and providing an alternative audio version
- By separating the verses into small chunks, users find the Bible easier to read on a daily basis. Not knowing what the next verse will be adds a variable reward
- Every annotation, bookmark and highlight stores data (and value) in the app, further committing users.
Habit Testing and Where
to Look for Habit-Forming Opportunities
Habit Testing
Habit Testing offers insights and
actionable data to inform the design of habit-forming products. It helps
clarify who your devotees are, what parts of your product are habit-forming (if
any), and why those aspects of your product are changing user behavior.
The following steps assume you
have a product, users, and meaningful data to explore.
Step 1: Identify
Once you know how often users
should use your product, dig into the numbers and identify how many and which
type of users meet this threshold. As a best practice, use cohort analysis to
measure changes in user behavior through future product iterations.
Step 2: Codify
If at least five percent of your
users don’t find your product valuable enough to use as much as you predicted
they would, you may have a problem. Either you identified the wrong users or
your product needs to go back to the drawing board.
Every product has a different set
of actions that devoted users take; the goal of finding the Habit Path is to
determine which of these steps is critical for creating devoted users so that
you can modify the experience to encourage this behavior.
Step 3: Modify
Habit Testing is a continual
process you can implement with every new feature and product iteration.
Tracking users by cohort and comparing their activity to habitual users should
guide how products evolve and improve.
Discovering Habit-forming Opportunities
“Instead of asking ‘what problem
should I solve?’ ask ‘what problem do I wish someone else would solve for me?’”
Studying your own needs can lead
to remarkable discoveries and new ideas because the designer always has a
direct line to at least one user — himself
Nascent Behaviors
Many habit-forming technologies
begin as “vitamins” — nice-to-have products that, over time, become must-have
“painkillers” by relieving an itch or pain.
Looking for nascent behaviors
among early adopters can often uncover valuable new business opportunities
Enabling Technologies
Identifying areas where a new
technology makes cycling through the Hook Model faster, more frequent, or more
rewarding provides fertile ground for developing new habit-forming products.
Interface Change
By looking forward to anticipating
where interfaces will change, the enterprising designer can uncover new ways to
form user habits.
Summary
- The Hook Model helps the product designer generate an initial prototype for a habit-forming technology. It also helps uncover potential weaknesses in an existing product’s habit-forming potential
- Once a product is built, Habit Testing helps uncover product devotees, discover which product elements are habit forming (if any), and why those aspects of your product change user behavior. Habit Testing includes three steps: identify, codify, and modify
- First, dig into the data to identify how people are behaving and using the product
- Next, codify these findings in search of habitual users. To generate new hypotheses, study the actions and paths taken by devoted users
- Lastly, modify the product to influence more users to follow the same path as your habitual users, and then evaluate results and continue to modify as needed
- Keen observation of one's own behavior can lead to new insights and habit-forming product opportunities
- Identifying areas where a new technology makes cycling through the Hook Model faster, more frequent or more rewarding provides fertile ground for developing new habit-forming products
- Nascent behaviors — new behaviors that few people see or do, and yet ultimately fulfill a mass-market need — can inform future breakthrough habit-forming opportunities
- New interfaces lead to transformative behavior change and business opportunities
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