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Trigger → Action → Variable Reward → Investment
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└──────────────────────────────────────┘Trigger → Action → Variable Reward → Investment
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└──────────────────────────────────────┘| Type | Definition | Examples |
|---|---|---|
| External | Sensory stimuli in the environment | Push notification, email, button, ad, word of mouth |
| Internal | Internal cue, emotion, or routine | Boredom, loneliness, uncertainty, fear of missing out |
| Internal Trigger (Emotion) | Example Product |
|---|---|
| Boredom | Instagram, TikTok, YouTube |
| Loneliness | Facebook, Messaging apps |
| Uncertainty/FOMO | Twitter, News apps |
| Confusion | Google, Stack Overflow |
| Stress/Anxiety | Games, Meditation apps |
| 类型 | 定义 | 示例 |
|---|---|---|
| 外部触发 | 环境中的感官刺激 | 推送通知、邮件、按钮、广告、口碑传播 |
| 内部触发 | 内部的提示、情绪或日常惯例 | 无聊、孤独、不确定性、错失恐惧(FOMO) |
| 内部触发(情绪) | 示例产品 |
|---|---|
| 无聊 | Instagram、TikTok、YouTube |
| 孤独 | Facebook、即时通讯应用 |
| 不确定性/错失恐惧(FOMO) | Twitter、新闻应用 |
| 困惑 | Google、Stack Overflow |
| 压力/焦虑 | 游戏、冥想应用 |
B = MAT| Element | Question | Example |
|---|---|---|
| Time | How long does it take? | Infinite scroll vs. page load |
| Money | What's the financial cost? | Free tier vs. paywall |
| Physical effort | How much work? | Voice input vs. typing |
| Brain cycles | How much thinking? | Autocomplete vs. blank field |
| Social deviance | Is it socially acceptable? | Anonymous vs. public |
| Non-routine | How unfamiliar? | Familiar patterns vs. new UI |
Ease of action > User's motivation thresholdB = MAT| 要素 | 问题 | 示例 |
|---|---|---|
| 时间 | 完成行为需要多久? | 无限滚动 vs 页面加载 |
| 金钱 | 财务成本是多少? | 免费版 vs 付费墙 |
| 体力付出 | 需要多少工作量? | 语音输入 vs 打字 |
| 脑力消耗 | 需要多少思考? | 自动补全 vs 空白输入框 |
| 社交偏差 | 是否符合社会规范? | 匿名模式 vs 公开模式 |
| 非常规性 | 陌生程度如何? | 熟悉的交互模式 vs 全新UI |
行动难度 < 用户动机阈值| Type | Definition | Examples |
|---|---|---|
| Tribe | Social rewards from others | Likes, comments, followers, status |
| Hunt | Search for resources/information | Scrolling feeds, search results, deals |
| Self | Personal accomplishment | Leveling up, completion, mastery |
| 类型 | 定义 | 示例 |
|---|---|---|
| 社群奖励(Tribe) | 来自他人的社交奖励 | 点赞、评论、粉丝、身份地位 |
| 探索奖励(Hunt) | 对资源/信息的搜索 | 滚动信息流、搜索结果、优惠活动 |
| 自我奖励(Self) | 个人成就感 | 升级、完成目标、技能掌握 |
| Investment | Example | Switching Cost |
|---|---|---|
| Data | Preferences, history, uploads | Loss of personalization |
| Content | Posts, playlists, documents | Loss of created work |
| Reputation | Reviews, ratings, followers | Loss of social proof |
| Skill | Learning the interface | Learning curve for alternatives |
| Social | Connections, groups | Losing relationships |
| 投入类型 | 示例 | 转换成本 |
|---|---|---|
| 数据 | 偏好设置、历史记录、上传内容 | 个性化体验的损失 |
| 内容 | 帖子、播放列表、文档 | 原创内容的损失 |
| 声誉 | 评论、评分、粉丝 | 社交证明的损失 |
| 技能 | 学习产品界面操作 | 切换至竞品的学习曲线 |
| 社交关系 | 联系人、群组 | 人际关系的损失 |
| Low Frequency | High Frequency | |
|---|---|---|
| High Perceived Value | Viable product (needs ads/marketing) | HABIT ZONE |
| Low Perceived Value | Failure | Failure |
| 低频率 | 高频率 | |
|---|---|---|
| 高感知价值 | 可行产品(需要广告/营销支持) | 习惯区间 |
| 低感知价值 | 失败产品 | 失败产品 |
| Maker Uses Product | Maker Doesn't Use | |
|---|---|---|
| Materially Improves User's Life | Facilitator ✓ | Peddler ⚠️ |
| Doesn't Improve Life | Entertainer | Dealer ✗ |
| 产品制造者自身使用该产品 | 产品制造者自身不使用该产品 | |
|---|---|---|
| 切实改善用户生活 | 促进者 ✓ | 推销者 ⚠️ |
| 未改善用户生活 | 娱乐者 | 交易者 ✗ |
| Question | If No | Action |
|---|---|---|
| What's the internal trigger? | Users need reminders to use it | Research user emotions |
| Is the action dead simple? | Users start but don't complete | Remove friction |
| Is the reward variable? | Users get bored | Add unpredictability |
| Does investment load next trigger? | Users don't return | Connect investment to triggers |
| 问题 | 如果答案为否 | 行动 |
|---|---|---|
| 内部触发是什么? | 用户需要被提醒才会使用产品 | 研究用户的情绪驱动因素 |
| 行动是否足够简单? | 用户开始行动但无法完成 | 降低行为阻力 |
| 奖励是否具备可变性? | 用户感到厌倦 | 增加不可预测性 |
| 投入是否会触发下一次循环? | 用户不再回访 | 将用户投入与触发机制关联 |