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Behavior Design Framework

行为设计框架

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.
用于设计能可靠改变用户行为的产品的框架。基于一个核心真理:行为与意志力或动机无关——它是一个可预测的设计问题。

Core Principle

核心原则

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).
Fogg行为模型 = B=MAP。当动机(Motivation)、能力(Ability)和触发提示(Prompt)在同一时刻汇聚时,行为才会发生。
            HIGH ┃
                 ┃   ★ 行为发生
                 ┃ (行动线以上)
  Motivation     ┃━━━━━━━━━━━━━━━━━━━━━━━ ← 行动线
                 ┃   ✗ 行为未发生
                 ┃ (行动线以下)
            LOW  ┃
                 ┗━━━━━━━━━━━━━━━━━━━━━━━━━
                 HARD                    EASY
                        Ability
行动线:当动机和能力足够时,触发提示会引发行为。行动线以下,任何提示都无效。这条线呈曲线:高动机可以弥补低能力,高能力也可以弥补低动机。最可靠的策略是让行为变得更简单(向右移动),而不是提升动机(向上移动)。

Scoring

评分标准

Goal: 10/10. When reviewing or creating product behavior design, 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.
目标:10/10。在评审或创建产品行为设计时,根据以下原则进行0-10分的评分。10分表示完全符合所有准则;分数越低说明存在需要解决的差距。需始终给出当前分数以及达到10分所需的具体改进措施。

The Three Elements

三大核心要素

1. Motivation

1. 动机

Core concept: Motivation is the energy for action. It has three core motivators, each with two sides: Sensation (pleasure/pain), Anticipation (hope/fear), and Belonging (acceptance/rejection). Motivation is powerful but unreliable — it fluctuates like waves.
Why it works: Motivation explains why people want to act, but it is the least reliable element in behavior design. It spikes (New Year's resolutions, product launches) and crashes (day 3, week 2). Products that depend on high motivation fail when the wave recedes. The best designs work even when motivation is at a trough.
Key insights:
  • Three core motivators: Sensation (pleasure/pain), Anticipation (hope/fear), Belonging (acceptance/rejection)
  • Motivation comes in waves — it is not a stable resource you can count on
  • Design for low-motivation moments, not peak motivation
  • "Motivation is unreliable. Ability is not." — BJ Fogg
  • Motivation-first strategies (inspiring videos, aspirational messaging) produce spikes, not sustained behavior
  • Match the required motivation level to the behavior's difficulty — hard behaviors need high motivation
Product applications:
ContextApplicationExample
OnboardingDon't rely on new-user motivation spike lastingDesign first actions to work even when excitement fades
Re-engagementAssume returning users have low motivationShow immediate value before asking for effort
Feature adoptionMatch motivation to difficultySimple features need low motivation; complex ones need motivation boosters
MessagingTap into the right motivatorSocial fitness → belonging; financial tool → anticipation (hope)
Churn preventionDiagnose if motivation dropped or was never highSurvey churned users for motivational misalignment
Copy patterns:
  • "Takes 30 seconds" (reduces motivation needed by signaling ease)
  • "Join 50,000 teams who..." (belonging motivator)
  • "See your progress instantly" (anticipation/hope motivator)
  • "Don't lose your 7-day streak" (anticipation/fear motivator)
  • Avoid motivation-heavy copy for routine actions — save it for hard asks
Ethical boundary: Never manufacture false hope or exploit fear to inflate motivation. Motivation tactics should connect users to genuine outcomes, not create anxiety that drives compulsive usage.
See: references/motivation-waves.md for deep dive on the three motivators, motivation waves, and designing for troughs.
核心概念:动机是行动的能量来源。它包含三个核心驱动因素,每个因素都有正反两面:感官体验(愉悦/痛苦)、预期(希望/恐惧)、归属感(接纳/排斥)。动机强大但不可靠——它像波浪一样波动。
作用原理:动机解释了人们为什么想要行动,但它是行为设计中最不可靠的要素。它会突然飙升(新年决心、产品发布),然后迅速消退(第3天、第2周)。依赖高动机的产品在浪潮退去后会失败。最佳设计即使在动机低谷时也能发挥作用。
关键见解
  • 三个核心驱动因素:感官体验(愉悦/痛苦)、预期(希望/恐惧)、归属感(接纳/排斥)
  • 动机呈波浪式变化——它不是你可以依赖的稳定资源
  • 为动机低谷时刻设计,而非动机峰值
  • “动机不可靠,能力才可靠。”——BJ Fogg
  • 以动机为核心的策略(励志视频、愿景式 messaging)只能带来短期飙升,无法维持长期行为
  • 所需动机水平应与行为难度匹配——困难的行为需要高动机
产品应用场景
场景应用方法示例
用户引导不要依赖新用户的动机飙升能持续设计首次行为时,确保即使用户热情消退也能完成
用户召回假设回归用户动机较低在要求用户付出努力前,先展示即时价值
功能 adoption动机与难度匹配简单功能只需低动机;复杂功能需要动机增强措施
Messaging利用合适的驱动因素社交健身 → 归属感;金融工具 → 预期(希望)
流失预防诊断动机是下降了还是从未达标调研流失用户,找出动机不匹配的问题
文案模板
  • “只需30秒”(通过降低难度信号减少所需动机)
  • “加入50,000个已使用的团队...”(归属感驱动)
  • “立即查看你的进度”(预期/希望驱动)
  • “不要中断你的7天连续记录”(预期/恐惧驱动)
  • 日常行为避免使用过度依赖动机的文案——将其留给高难度请求
伦理边界:永远不要制造虚假希望或利用恐惧来提升动机。动机策略应将用户与真实结果联系起来,而非制造焦虑驱动强迫性使用。
详见:references/motivation-waves.md 深入了解三个驱动因素、动机波动以及低谷期设计方法。

2. Ability

2. 能力

Core concept: Ability is the capacity to do the behavior. It is a function of the scarcest resource across six factors — the Ability Chain. If any single link is too weak (too expensive, too time-consuming, too confusing), the behavior breaks. Simplicity is not a single dimension — it is always relative to the person and context.
Why it works: Making behaviors easier is the most reliable strategy in behavior design. Unlike motivation, ability can be systematically engineered. Every field you remove, every step you eliminate, every default you set moves the behavior to the right on the Fogg Behavior Model, crossing the Action Line even at low motivation. The Ability Chain provides a diagnostic: find the weakest link and fix it.
Key insights:
  • The Ability Chain has six factors: Time, Money, Physical Effort, Mental Effort, Social Deviance, Non-Routine
  • Simplicity is a function of the scarcest resource — find the bottleneck
  • "Simplicity changes behavior" — BJ Fogg
  • A friction audit finds the weakest link in the Ability Chain for each key behavior
  • Starter Steps: shrink the behavior to the tiniest version (2 minutes → 30 seconds → one field)
  • Default settings are the most powerful ability tool — users rarely change defaults
Product applications:
ContextApplicationExample
SignupMinimize Ability Chain cost across all six factorsOne-click SSO eliminates time, mental effort, and non-routine
Core actionFind and fix the weakest link in the chainIf mental effort is the bottleneck, add smart defaults and templates
Mobile experienceOptimize for physical effort and time constraintsPre-filled forms, thumb-friendly targets, minimal typing
Enterprise adoptionAddress social deviance and non-routine factors"Your team already uses this" reduces social risk
Friction auditSystematically test each of the six factorsWalk through each factor for every key behavior and rate 1-5
Copy patterns:
  • "One click to get started" (time + physical effort)
  • "Free forever for small teams" (money)
  • "No technical skills needed" (mental effort)
  • "Used by teams at Google, Stripe, and Shopify" (social deviance — it's normal)
  • "Works just like tools you already use" (non-routine)
Ethical boundary: Reducing friction should make genuinely valuable behaviors easier. Never reduce friction on harmful actions (e.g., making it too easy to overspend, over-share, or delete important data without confirmation).
See: references/ability-chain.md for the six factors in detail, friction audit templates, and simplification strategies.
核心概念:能力是完成行为的可能性。它由六大因素中最稀缺的资源决定——能力链(Ability Chain)。如果任何一个环节过弱(成本过高、耗时太长、过于复杂),行为就会中断。简单性不是单一维度——它始终与用户和场景相关。
作用原理:让行为变得更简单是行为设计中最可靠的策略。与动机不同,能力可以被系统性地设计优化。每减少一个字段、每消除一个步骤、每设置一个默认选项,都会让行为在Fogg行为模型中向右移动,即使在低动机下也能跨越行动线。能力链提供了诊断方法:找到最薄弱的环节并修复它。
关键见解
  • 能力链包含六大因素:时间、金钱、体力付出、脑力付出、社交偏差、非日常性
  • 简单性由最稀缺的资源决定——找到瓶颈
  • “简单性改变行为”——BJ Fogg
  • 阻力审核可以找出每个关键行为在能力链中的最薄弱环节
  • 起始步骤:将行为缩小到最小版本(2分钟 → 30秒 → 一个字段)
  • 默认设置是最强大的能力工具——用户很少更改默认选项
产品应用场景
场景应用方法示例
注册流程最小化能力链在六大因素上的成本一键SSO消除时间、脑力付出和非日常性
核心行为找到并修复能力链中的最薄弱环节如果脑力付出是瓶颈,添加智能默认值和模板
移动端体验针对体力付出和时间限制优化预填表单、拇指友好的交互区域、最少输入
企业级产品 adoption解决社交偏差和非日常性因素“你的团队已在使用”降低社交风险
阻力审核系统性测试六大因素针对每个关键行为逐一评估六大因素,评分1-5
文案模板
  • “一键开启”(时间 + 体力付出)
  • “小团队永久免费”(金钱)
  • “无需技术技能”(脑力付出)
  • “被Google、Stripe和Shopify的团队使用”(社交偏差——这是常态)
  • “与你已使用的工具操作一致”(非日常性)
伦理边界:减少阻力应让真正有价值的行为变得更简单。永远不要为有害行为减少阻力(例如,让过度消费、过度分享或未经确认删除重要数据变得过于容易)。
详见:references/ability-chain.md 了解六大因素的详细内容、阻力审核模板和简化策略。

3. Prompt

3. 触发提示(Prompt)

Core concept: The prompt is the call to action — the thing that says "do it now." Without a prompt, behavior doesn't happen regardless of motivation and ability. Three types: Person Prompts (internal reminders), Context Prompts (environmental cues), and Action Prompts (designed triggers from the product).
Why it works: Prompts are the most overlooked element. Many product teams assume that if motivation and ability are present, behavior will happen. It won't — not without a well-timed prompt. The key insight: prompts only work above the Action Line. Sending a push notification to someone who lacks ability or motivation is spam. The best prompts arrive when motivation and ability are already sufficient.
Key insights:
  • Three prompt types: Person (internal thought), Context (environmental cue), Action (designed notification/CTA)
  • Prompts only work when motivation and ability are already above the Action Line
  • A prompt at the wrong moment is noise; a prompt at the right moment is magic
  • Anchor moments: tie new behaviors to existing routines ("After I open Slack, I will...")
  • The best Action Prompts feel like helpful reminders, not interruptions
  • Prompt fatigue is real — every unnecessary prompt degrades the value of future prompts
Product applications:
ContextApplicationExample
NotificationsOnly prompt when user is above the Action LineSend digest when user has content to review, not on a schedule
OnboardingUse action prompts to guide first behaviorsTooltip: "Click here to create your first project" at the right moment
Habit formationDesign anchor-based prompts"After your morning standup, review your dashboard"
Re-engagementContext prompts tied to real events"Your report is ready" (event-based, not time-based)
Feature discoveryPrompt when motivation and ability alignShow feature tour when user encounters the problem it solves
Copy patterns:
  • "Your weekly report is ready" (context prompt — tied to real event)
  • "After you finish your coffee, take 30 seconds to..." (anchor prompt)
  • "One thing left to complete your setup" (action prompt with progress)
  • "Your team is waiting for your input" (social context prompt)
  • Never: "We miss you!" (product need, not user need)
Ethical boundary: Respect prompt fatigue and user preferences. Every prompt should pass the test: "Would I appreciate receiving this right now?" Never use prompts to manipulate through anxiety or manufactured urgency.
See: references/prompt-design.md for prompt types, timing strategies, notification design, and anchor moments.
核心概念:触发提示是行动号召——即“现在就做”的信号。没有触发提示,无论动机和能力如何,行为都不会发生。分为三类:个人提示(内部提醒)、环境提示(环境线索)、行动提示(产品设计的触发点)。
作用原理:触发提示是最容易被忽视的要素。许多产品团队认为只要有动机和能力,行为就会发生。但事实并非如此——没有合适时机的触发提示,行为不会发生。关键见解:触发提示仅在行动线以上有效。向缺乏能力或动机的用户发送推送通知是垃圾信息。最佳触发提示应在动机和能力已足够时出现。
关键见解
  • 三类触发提示:个人(内部想法)、环境(环境线索)、行动(产品设计的通知/CTA)
  • 触发提示仅在动机和能力高于行动线时有效
  • 时机错误的提示是噪音;时机正确的提示是魔法
  • 锚定时刻:将新行为与现有习惯绑定(“打开Slack后,我将...”)
  • 最佳行动提示应感觉是有用的提醒,而非干扰
  • 提示疲劳是真实存在的——每一个不必要的提示都会降低未来提示的价值
产品应用场景
场景应用方法示例
通知仅当用户处于行动线以上时发送提示当用户有内容可查看时发送摘要,而非按固定时间表
用户引导使用行动提示引导首次行为工具提示:在合适的时刻显示“点击此处创建你的第一个项目”
习惯养成设计基于锚定的提示“早会结束后,查看你的仪表盘”
用户召回与真实事件绑定的环境提示“你的报告已准备好”(基于事件,而非时间)
功能发现在动机和能力匹配时触发提示当用户遇到该功能能解决的问题时,展示功能引导
文案模板
  • “你的周报已准备好”(环境提示——与真实事件绑定)
  • “喝完咖啡后,花30秒...”(锚定提示)
  • “完成设置只剩最后一步”(带进度的行动提示)
  • “你的团队在等待你的输入”(社交环境提示)
  • 避免:“我们想念你!”(产品需求,而非用户需求)
伦理边界:尊重提示疲劳和用户偏好。每个提示都应通过测试:“我现在收到这个会觉得有帮助吗?”永远不要利用焦虑或制造紧迫感来操纵用户。
详见:references/prompt-design.md 了解提示类型、时机策略、通知设计和锚定时刻。

Tiny Habits Method

微习惯(Tiny Habits)方法

The Tiny Habits method is the practical application of B=MAP: make behaviors so small they require almost no motivation, anchor them to existing routines, and celebrate immediately.
微习惯方法是B=MAP模型的实际应用:让行为变得足够小,几乎不需要动机,将其锚定到现有习惯,并立即进行庆祝。

The Recipe

公式

After I [ANCHOR MOMENT], I will [TINY BEHAVIOR], then I [CELEBRATION].
Anchor Moment: An existing routine that reliably happens (opening an app, finishing a meeting, morning coffee).
Tiny Behavior: The smallest version of the target behavior — so small it's almost impossible to skip. Not "write a report" but "open the report template." Not "review analytics" but "glance at one metric."
Celebration: An immediate positive emotion after doing the behavior. Celebration wires the habit. Without it, repetition alone isn't enough — you need the feeling of success.
在我[锚定时刻]之后,我将[微小行为],然后我[庆祝]。
锚定时刻:一个可靠发生的现有习惯(打开应用、结束会议、晨间咖啡)。
微小行为:目标行为的最小版本——小到几乎不可能跳过。不是“写报告”而是“打开报告模板”。不是“查看分析”而是“浏览一个指标”。
庆祝:完成行为后立即产生的积极情绪。庆祝能强化习惯。没有庆祝,仅靠重复是不够的——你需要成功的感觉。

Starter Steps

起始步骤

Every target behavior has a Starter Step — the tiniest meaningful version:
Target BehaviorStarter StepWhy It Works
Complete onboardingFill in one fieldMomentum from completion
Use analytics dailyOpen the dashboardSeeing data creates curiosity
Collaborate with teamSend one commentSocial reciprocity kicks in
Write documentationOpen the doc templateBlank page resistance removed
Review weekly metricsStar one metricCreates personal investment
每个目标行为都有一个起始步骤——最小的有意义版本:
目标行为起始步骤作用
完成用户引导填写一个字段通过完成建立动力
每日使用分析打开仪表盘看到数据引发好奇心
团队协作发送一条评论社交互惠效应启动
撰写文档打开文档模板消除空白页阻力
每周查看指标标记一个指标建立个人投入感

Scaling Behaviors

行为扩展

Once the tiny behavior is wired, it naturally grows:
  1. Start tiny → User opens the dashboard (Starter Step)
  2. Grows naturally → User checks two or three metrics
  3. Expands → User customizes the dashboard
  4. Habit formed → User checks dashboard every morning automatically
The key: never force scaling. Let motivation and momentum drive expansion. The tiny version is not a failure — it is the foundation.
See: references/tiny-habits.md for the full Tiny Habits recipe, celebration techniques, and scaling patterns.
一旦微小行为形成习惯,它会自然扩展:
  1. 从微小开始 → 用户打开仪表盘(起始步骤)
  2. 自然增长 → 用户查看两三个指标
  3. 逐步扩展 → 用户自定义仪表盘
  4. 习惯养成 → 用户每天自动查看仪表盘
关键:不要强迫扩展。让动机和动力驱动扩展。微小版本不是失败——它是基础。
详见:references/tiny-habits.md 了解完整的微习惯公式、庆祝技巧和扩展模式。

Behavior Design Process

行为设计流程

Fogg's systematic process for creating lasting behavior change:
Fogg用于创造长期行为改变的系统性流程:

Step 1: Clarify the Aspiration

步骤1:明确愿景

What outcome does the user want? Not the product's goal — the user's aspiration.
  • "I want to stay on top of my team's progress" (not "increase DAU")
  • "I want to feel confident about my finances" (not "drive feature adoption")
用户想要什么结果?不是产品的目标——而是用户的愿景。
  • “我希望掌握团队的进度”(不是“提升日活”)
  • “我希望对财务状况有信心”(不是“推动功能 adoption”)

Step 2: Explore Behavior Options

步骤2:探索行为选项

List all possible behaviors that could achieve the aspiration. Be exhaustive — don't commit to one behavior yet.
列出所有可能实现愿景的行为。尽可能全面——不要急于确定单一行为。

Step 3: Match Behaviors

步骤3:匹配行为

For each behavior, assess: Does the user have enough motivation? Is it easy enough? Use the Focus Mapping technique — plot behaviors on a 2×2 of impact vs. feasibility.
对每个行为进行评估:用户有足够的动机吗?足够简单吗?使用聚焦映射技术——将行为绘制在影响vs可行性的2×2矩阵上。

Step 4: Start Tiny

步骤4:从微小开始

Take the best-matched behavior and shrink it to its Starter Step. Design the prompt. Add celebration.
选择最匹配的行为,缩小到其起始步骤。设计触发提示。添加庆祝环节。

Step 5: Optimize

步骤5:优化

Once the tiny behavior is wired, expand it. Fix bottlenecks using the Ability Chain. Refine prompts based on timing data.
一旦微小行为形成习惯,进行扩展。使用能力链修复瓶颈。根据时机数据优化提示。

The Action Line

行动线

The Action Line is the visual threshold in the Fogg Behavior Model. Above it, behaviors happen when prompted. Below it, they don't.
行动线是Fogg行为模型中的视觉阈值。线以上,提示会引发行为。线以下则不会。

Moving Behaviors Above the Action Line

让行为跨越行动线

Two reliable strategies:
1. Increase Ability (move right)
  • Remove steps, pre-fill fields, add defaults
  • Use templates, wizards, progressive disclosure
  • This is the most reliable approach
2. Find better Prompts (prompt at the right moment)
  • Trigger when motivation is naturally higher
  • Use anchor moments tied to existing routines
  • Event-based prompts > time-based prompts
Unreliable strategy: Increase Motivation (move up)
  • Motivational messaging produces spikes, not sustained change
  • Use motivation boosters sparingly and strategically
  • If you need motivation tactics, the behavior is probably too hard
两种可靠策略:
1. 提升能力(向右移动)
  • 删除步骤、预填字段、设置默认值
  • 使用模板、向导、渐进式披露
  • 这是最可靠的方法
2. 优化提示时机(在正确时刻触发)
  • 在动机自然较高时触发
  • 使用与现有习惯绑定的锚定时刻
  • 基于事件的提示 > 基于时间的提示
不可靠策略:提升动机(向上移动)
  • 动机型文案只能带来短期飙升,无法维持长期改变
  • 应谨慎且有策略地使用动机增强措施
  • 如果需要动机策略,说明行为可能过于困难

Retention Diagnostics with B=MAP

用B=MAP诊断留存问题

Map B=MAP to product metrics:
MetricB=MAP DiagnosisAction
Low activationFirst action is below the Action LineShrink onboarding to Starter Step; fix weakest Ability Chain link
Day-1 drop-offPrompt failed or mistimedRedesign first-day prompts; anchor to existing user routine
Day-7 drop-offMotivation wave receded, behavior too hardReduce core action difficulty; don't depend on initial excitement
Day-30 drop-offHabit didn't form, no internal promptCreate tiny habit recipe; add celebration/feedback loops
Low feature adoptionFeature is below Action Line for most usersFriction audit the feature; prompt only when motivation is present
Notification fatiguePrompts sent below the Action LineReduce prompt volume; send only when user has motivation + ability
将B=MAP与产品指标关联:
指标B=MAP诊断行动
低激活率首次行为处于行动线以下将用户引导缩小到起始步骤;修复能力链最薄弱环节
首日流失提示失败或时机错误重新设计首日提示;锚定到用户现有习惯
7日流失动机波动消退,行为过于困难降低核心行为难度;不要依赖初始热情
30日流失未形成习惯,无内部提示创建微习惯公式;添加庆祝/反馈循环
低功能 adoption对大多数用户来说,功能处于行动线以下对功能进行阻力审核;仅在动机存在时触发提示
提示疲劳向行动线以下的用户发送提示减少提示数量;仅在用户有动机+能力时发送

Common Mistakes

常见错误

MistakeWhy It FailsFix
Relying on motivation to drive retentionMotivation is a wave — it always recedes. Products that need high motivation fail at the troughDesign for low-motivation moments; make behaviors tiny enough to survive motivation dips
Ignoring the Ability Chain bottleneckYou optimized time but the real barrier is mental effort or social devianceAudit all six factors; fix the scarcest resource, not the most obvious one
Sending prompts below the Action LinePush notifications to unmotivated users who lack ability is spam, not engagementOnly prompt when motivation + ability are sufficient; use event-based triggers
Skipping celebration in onboardingWithout positive emotion, repetition alone doesn't wire habitsAdd immediate feedback, success states, and micro-celebrations after key actions
Making the first action too ambitious"Complete your profile" is a project, not a behavior. Users abandon before startingShrink to Starter Step: "Add your name" or "Upload a photo" — one field, one action
Copying successful products without diagnosing B=MAPWhat works for a high-motivation audience fails for yours if ability or prompts differAlways diagnose your specific users' motivation, ability, and prompt context first
错误失败原因修复方法
依赖动机驱动留存动机呈波浪式——总会消退。依赖高动机的产品在低谷期会失败为动机低谷时刻设计;让行为足够微小,能在动机低谷时存活
忽视能力链瓶颈你优化了时间,但真正的障碍是脑力付出或社交偏差审核所有六大因素;修复最稀缺的资源,而非最明显的
向行动线以下的用户发送提示向缺乏动机和能力的用户发送推送通知是垃圾信息,而非 engagement仅在动机+能力足够时发送提示;使用基于事件的触发
用户引导中跳过庆祝环节没有积极情绪,仅靠重复无法强化习惯在关键行为后添加即时反馈、成功状态和微庆祝
首次行为过于宏大“完成你的资料”是一个项目,而非行为。用户在开始前就会放弃缩小到起始步骤:“添加你的名字”或“上传一张照片”——一个字段,一个行动
未诊断B=MAP就复制成功产品对高动机用户有效的方法,可能因能力或提示不同而在你的用户群体中失败始终先诊断你的特定用户的动机、能力和提示场景

Quick Diagnostic

快速诊断

QuestionIf NoAction
Can a new user complete the core action in under 60 seconds?Ability is too lowFriction audit using the Ability Chain; shrink to Starter Step
Does the product work when user motivation is low?Design depends on motivation spikesRedesign core behaviors to require minimal motivation
Are prompts tied to real events or anchor moments?Prompts feel like spamSwitch from time-based to event-based or anchor-based prompts
Is there immediate feedback after key actions?No celebration = no habit wiringAdd success states, progress indicators, or social feedback
Have you identified the weakest link in the Ability Chain?You're optimizing the wrong thingRate each of the six factors 1-5 for your core behavior
Do users naturally scale from tiny behaviors to full engagement?Forcing complex behaviors too earlyImplement Starter Steps and let behaviors grow organically
问题如果答案为否行动
新用户能否在60秒内完成核心行为?能力不足使用能力链进行阻力审核;缩小到起始步骤
产品在用户动机低时能否正常发挥作用?设计依赖动机飙升重新设计核心行为,使其只需极少动机
提示是否与真实事件或锚定时刻绑定?提示像垃圾信息从基于时间的提示切换为基于事件或锚定的提示
关键行为后是否有即时反馈?无庆祝=无习惯强化添加成功状态、进度指示器或社交反馈
你是否已找出能力链中的最薄弱环节?你在优化错误的环节为核心行为的六大因素分别评分1-5
用户能否自然地从微小行为扩展到全面参与?过早强迫复杂行为实施起始步骤,让行为自然增长

Reference Files

参考文件

  • behavior-model.md: B=MAP deep dive, the Action Line, behavior types, failure diagnostics
  • ability-chain.md: Six simplicity factors, friction audit templates, simplification strategies
  • prompt-design.md: Three prompt types, timing strategies, notification design, anchor moments
  • tiny-habits.md: Tiny Habits recipe, Starter Steps, celebration, scaling patterns
  • motivation-waves.md: Three motivators, motivation waves, designing for troughs
  • product-applications.md: B=MAP applied to SaaS, mobile, e-commerce, health, education
  • case-studies.md: Instagram, Duolingo, Slack, Calm, Peloton through Fogg's lens
  • behavior-model.md: B=MAP深度解析、行动线、行为类型、失败诊断
  • ability-chain.md: 六大简单性因素、阻力审核模板、简化策略
  • prompt-design.md: 三类提示类型、时机策略、通知设计、锚定时刻
  • tiny-habits.md: 微习惯公式、起始步骤、庆祝、扩展模式
  • motivation-waves.md: 三大驱动因素、动机波动、低谷期设计
  • product-applications.md: B=MAP在SaaS、移动端、电商、健康、教育领域的应用
  • case-studies.md: 从Fogg视角分析Instagram、Duolingo、Slack、Calm、Peloton

Further Reading

延伸阅读

This skill is based on the behavior design research developed by BJ Fogg. For the complete methodology, research, and case studies:
本技能基于BJ Fogg的行为设计研究。如需完整方法论、研究和案例:

About the Author

关于作者

BJ Fogg, PhD is the founder of the Behavior Design Lab at Stanford University, where he has directed research on behavior change since 1998. He created the Fogg Behavior Model (B=MAT/B=MAP), which has become the foundational framework used by product designers, health researchers, and behavior change professionals worldwide. Fogg coined the term "behavior design" and has trained thousands of innovators in his methods, including the founders of Instagram (Mike Krieger was a student). His research on "captology" (computers as persuasive technology) created an entirely new academic discipline. Tiny Habits distills two decades of research into a practical system for behavior change, demonstrating that lasting change comes not from motivation or willpower but from designing behaviors to be tiny, anchored, and celebrated. Fogg's methods have been adopted by product teams at companies from Silicon Valley startups to Fortune 500 enterprises, and his academic work has been cited over 20,000 times.
BJ Fogg博士 是斯坦福大学行为设计实验室的创始人,自1998年起主导行为改变研究。他创立了Fogg行为模型(B=MAT/B=MAP),该模型已成为全球产品设计师、健康研究人员和行为改变专业人士的基础框架。Fogg创造了“行为设计”一词,并培训了数千名创新者,包括Instagram的创始人(Mike Krieger曾是他的学生)。他关于“captology”(计算机作为说服性技术)的研究开创了一个全新的学术领域。《Tiny Habits》将二十年的研究提炼为一个实用的行为改变系统,证明长期改变并非来自动机或意志力,而是来自将行为设计得微小、锚定和可庆祝。Fogg的方法已被从硅谷初创公司到财富500强企业的产品团队采用,他的学术成果被引用超过20,000次。