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Aim: unprompted user engagement, bringing users back repeatedly
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Hook Model:
- Trigger: External or Internal
- Action: Behavior done in anticipation of reward
- Make it easier to do X
- Psych. motivation to do X
- Variable Reward:
- Variability in reward: activates parts associated with wanting and desire.
- Investment:
- User puts something into the product: time, data, effort, social capital, money - increases odds that they will come back again
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Paul Graham:
- The world will get more addictive in next 40 years than it did in the last forty
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Def. of Habit:
- Behaviors done with little or no conscious thought
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Customer Life Time Value:
- Amount of Money spent by customer before they switch to customer, die, stop using product
- Habits increase CLTV
- Credit card CLTV --- very high
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How to exploit?
- Provide Flexible Pricing:
- First form habit (say free-to-play video game) and then charge
- Provide Flexible Pricing:
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Why Hook?
- Hooked users evangelize, bring other users into the product
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More is more principle:
- more frequent usage drivers more viral growth
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Viral Cycle Time:
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Amount of time it takes a user to invite another user
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QWERTY designed to keep commonly used characters apart as to prevent jamming of keys. Dvorak keyboard better.
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Building New Habits
- Sometimes = Replacing some Past Behaviors/Habits
- Habits are last in, first out
- Habits learned last, first to go
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Get people to do same thing more frequently to form habit
- Floss twice a day perhaps for 1 month? versus once a day for a month
- Infrequent behaviors may never become habitual
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Investors ask
- Are you building a vitamin or a painkiller?
- Painkillers solve an obvious need, relieving a specific pain
- Vitamins appeal to users' emotional/functional needs
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Habit
- when not doing an action causes pain (really closer to an itch that needs to be scratched)
- by that def., FB is creating a painkiller. you are selling crack to a crack addict whose addiction you created.
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External Triggers:
- Paid Triggers: ads
- Earned Triggers: press mentions etc.
- Relationship Triggers: one person telling other
- Owned Trigger: App placement on the phone home screen
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Internal Triggers:
- Feeling bad etc.
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Goal of habit forming product:
- association between pain and product/service as source of relief
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People want to do things they have always done. (Evan Williams)
- For business opportunities look for difference between Declared preferences and revealed preferences. Focus on revealed
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How to get to the basic of what people want ---
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Ask Why --- '5 Whys Method' --- Taiichi Ohno of the Toyota Production System
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Why would Julie want to use email?
- Send and receive messages.
- Why would she want to do that?
- Share and receive information quickly
- Why?
- To know whats going on lives
- Why?
- to know if someone needs her
- Why?
- Fears being out of loop
- to know if someone needs her
- Why?
- To know whats going on lives
- Why?
- Share and receive information quickly
- Why would she want to do that?
- Send and receive messages.
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Instagram internal trigger
- Fear of losing a 'special moment'
- Fear of missing out (FOMO
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What Drives Action (Fogg): B (behavior) = MAT
- Motivation
- Ability to complete desired action
- Trigger
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Motivation:
- All humans motivated to seek pleasure, avoid pain, seek hope, avoid or overcome fear, seek social acceptance and avoid rejection
- Sex sells
- Beer ad showing friends cheering for win:
- postive association with friendship
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Ability
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Technology that makes it easy to accomplish a task will enjoy high adoption rates by people it assists (Hauptly)
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Take a human desire --- preferably around for a long time --- identify that desire and use technology to take out steps (Evan Williams)
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Six elements of simplicity:
- Time
- Money
- Physical Effort
- Brain Cycles
- Social deviance --- how accepted is behavior by others
- Non routine --- action matches or disrupts existing routines
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Behavioral Econ. insight:
- Appearance of scarcity affected perceived value
- Framing Effect
- Price of wine caused people to enjoy wine more (fmri)
- Anchoring Effect
- Endowed Progress Effect
- Both loyalty punch cards --- 8 car washes for free. But one came with 10 dots + 2 free punches --- 82% higher completion rate
- Linkedin uses -- X% complete
- Stephen Anderson (Seductive Interaction Design)
- Created Mental Notes --- each card contains description of cognitive bias
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What draws us to act is the need to alleviate the craving for the reward
- Not the reward
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The stress of desire
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Three types of variable rewards:
- Tribe --- social rewards
- validation from others
- Hunt ---
- for something valuable, interesting tidbit etc.
- potential job lead in an email
- Self
- Conquer obstacles, completing stuff, gain a sense of competency (Deci and Ryan) --- become better at video game, for instance
- email also gives you sense of accomplishment --- tasks that need
- Tribe --- social rewards
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Fun examples:
- Quora --- offer social rewards to build up content. Mahalo offered money but failed.
- Points, badges, leaderboards can be effective
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Increase compliance by adding the phrase:
- "But you are free to accept or refuse"
- Remind people of their freedom to choose
- Place where you can offer advice to others, receive validation
- anonymous can work for fitness
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Don't ask people to learn new things, make old routines easier/fulfilling existing needs
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Experience taking:
- People who read a story about a character actually feel what protagonist is feeling
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Finite Variability
- An experience that becomes predictable after use
- Infinite variability ---> greater the chances person hooked
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Tangible Things to do:
- What do customers find enjoyable or encouraging? Are there moments of surprised?
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Attitude change important for habit
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Escalation of commitment can be used to manipulate
- Putting up Drive Carefully signs
- Previously asked to put up a much smaller sign
- Putting up Drive Carefully signs
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Rationalization
- The more time and effort users invest -> more they value
- More likely to be consistent with past behaviors
- We change our pref. to avoid cognitive dissonance
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We value our efforts at a high rate:
- Those who made their own origami valued it as much as made by experts
- IKEA Effect --- asking people to build their furniture causes them to love it
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Example of stored value that cause people to return:
- Putting a song in iTunes
- People who put more info. on Linkedin -> more likely to return
- Collected followers
- Reputation --- stored value
- Skill learning stuff
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Practical Tips:
- What work are users doing to increase likelihood of returning
- Adding small investment into product:
- Load the next trigger
- Store value data, content, followers, reputation, skill
- Identify how long it takes for a 'loaded trigger.' How can we reduce delay.
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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)
- Simplest action users take in anticipation of reward. How can you make it simpler? (Action)
- Are users fulfilled but want more (Variable rewards)
- Bit of work that users invest?
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Manipulation Matrix
- Materially improves user life/doesn't improve * Maker uses it/doesn't use it
- Facilitator: someone who uses it and useful for people
- Peddler: doesn't use it/but useful for people
- Dealer: doesn't use it, doesn't help people
- Entertainer: uses it but doesn't help people
- Bible App:
- Should look into creating apps for indian religious crap
- Mobile --- a device people always have
- Which verse is chosen for the day --- becomes god's way of cuing
- Share the verse of the day
- Humblebrag
- Spread it socially
- annotation etc. people make on the app -> stored value
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Habit Testing
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Identify
- Who are the product's habitual users
- Define what it means to be a devoted user
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Codify: -- 5%
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Modify:
- Revisit your product and identify ways to nudge new users
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Discovering Habit-Forming
- Scratching your own itch
- Making progress on a problem you face
- Nascent Behavior
- stuff only few people use can help predict future
- Enabling Technologies
- Interface change