hooked-model
Design habit-forming products using the Hook cycle. Use when building engagement loops, improving retention, designing notifications, or creating products users return to without external prompting.
Best use case
hooked-model is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Design habit-forming products using the Hook cycle. Use when building engagement loops, improving retention, designing notifications, or creating products users return to without external prompting.
Teams using hooked-model should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/hooked-model/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How hooked-model Compares
| Feature / Agent | hooked-model | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Design habit-forming products using the Hook cycle. Use when building engagement loops, improving retention, designing notifications, or creating products users return to without external prompting.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Hooked Model - Building Habit-Forming Products
The Hooked Model is a four-phase framework by Nir Eyal for creating products
that form user habits. A habit is formed when users engage with a product
repeatedly without conscious thought, driven by internal triggers rather than
external marketing.
## When to Use This Skill
- Designing user engagement loops
- Improving product retention metrics
- Planning notification and re-engagement strategies
- Building features that create lasting habits
- Evaluating competitor engagement mechanisms
- Auditing ethical implications of engagement design
## Core Concepts
### The Hook Cycle
```
+-----------------+
| |
v |
TRIGGER |
(Internal/External) |
| |
v |
ACTION |
(Simple behavior) |
| |
v |
VARIABLE REWARD |
(Unpredictable) |
| |
v |
INVESTMENT |
(User effort)-------+
```
### Phase 1: Trigger
**External Triggers** (initial hooks):
- Push notifications
- Email reminders
- Advertising
- Word of mouth
- Social media mentions
**Internal Triggers** (goal state):
- Boredom → Open TikTok
- Loneliness → Check Instagram
- Uncertainty → Google it
- FOMO → Check Slack
### Phase 2: Action
The simplest behavior in anticipation of reward.
**Fogg Behavior Model alignment:**
```
B = MAT (Behavior = Motivation + Ability + Trigger)
For habit formation:
- Motivation: Must exist (desire for reward)
- Ability: Must be HIGH (action must be easy)
- Trigger: Must be present
```
| Product | Trigger | Simplest Action |
| --------- | -------- | --------------- |
| Twitter | Boredom | Scroll feed |
| Google | Question | Type query |
| Instagram | FOMO | Open app |
| Slack | Anxiety | Check messages |
### Phase 3: Variable Reward
Three types of variable rewards:
| Type | Description | Example |
| --------- | -------------------- | ----------------------------------- |
| **Tribe** | Social validation | Likes, comments, follows |
| **Hunt** | Material resources | Search results, deals, information |
| **Self** | Personal achievement | Completing tasks, mastery, progress |
**Why "Variable"?** Predictable rewards lose power. Slot machines use variable
rewards - you never know which pull wins. Social feeds use the same psychology.
### Phase 4: Investment
User puts something into the product that:
1. Improves the product for them
2. Increases likelihood of return
3. Creates switching costs
| Investment Type | Example | Lock-in Effect |
| --------------- | -------------------- | ------------------------ |
| Data | Preferences, history | Personalization improves |
| Content | Posts, uploads | Social capital |
| Followers | Audience built | Network effects |
| Learning | Skills developed | Competency |
| Reputation | Reviews, karma | Identity |
## Analysis Framework
### Step 1: Map Current Hook
```
Your Product's Hook:
TRIGGER
External: _____________________
Internal (goal): _______________
ACTION
What's the simplest action? _______________
How many steps/taps? _______________
VARIABLE REWARD
Type: [ ] Tribe [ ] Hunt [ ] Self
What's unpredictable? _______________
INVESTMENT
What do users put in? _______________
How does it improve experience? _______________
```
### Step 2: Identify Weak Links
Rate each phase (1-5):
| Phase | Score | Improvement Needed |
| ------------------ | ----- | ------------------ |
| Trigger strength | [/5] | |
| Action simplicity | [/5] | |
| Reward variability | [/5] | |
| Investment depth | [/5] | |
### Step 3: Design Improvements
Focus on the weakest phase first. A hook is only as strong as its weakest link.
## Output Template
```markdown
## Hook Analysis
**Product:** [Name] **Date:** [Date] **Goal:** [Habit to form]
### Current Hook Cycle
**Trigger:**
- External: [Current external triggers]
- Internal target: [Emotion/situation → product]
**Action:**
- Current: [Steps to engage]
- Friction points: [Obstacles]
**Variable Reward:**
- Type: [Tribe/Hunt/Self]
- Variability source: [What changes]
**Investment:**
- Current: [What users contribute]
- Lock-in created: [Switching cost]
### Weakness Assessment
| Phase | Score (1-5) | Issue |
| ---------- | ----------- | ----- |
| Trigger | | |
| Action | | |
| Reward | | |
| Investment | | |
### Improvement Plan
1. **Trigger improvement:** [Specific change]
2. **Action simplification:** [Reduce steps to X]
3. **Reward enhancement:** [Add variability via]
4. **Investment deepening:** [New investment type]
### Ethical Check
- [ ] Product genuinely improves user's life
- [ ] User would recommend to friends
- [ ] We'd be comfortable if usage was public
- [ ] No dark patterns employed
```
## Real-World Examples
### Example 1: Instagram
| Phase | Implementation |
| ------------------- | ------------------------------------------------ |
| **Trigger** | External: notifications. Internal: boredom, FOMO |
| **Action** | Open app, scroll (one tap) |
| **Variable Reward** | New posts (Hunt), likes/comments (Tribe) |
| **Investment** | Followers, posts, profile, DM history |
### Example 2: Slack
| Phase | Implementation |
| ------------------- | --------------------------------------------------------- |
| **Trigger** | External: @mentions. Internal: anxiety about missing info |
| **Action** | Check channel (one click) |
| **Variable Reward** | New messages (Hunt), recognition (Tribe) |
| **Investment** | Channel history, integrations, workflows |
### Example 3: Duolingo
| Phase | Implementation |
| ------------------- | -------------------------------------------------------- |
| **Trigger** | External: streak reminders. Internal: guilt, achievement |
| **Action** | Complete one lesson (5 min) |
| **Variable Reward** | XP, leaderboard (Self + Tribe) |
| **Investment** | Streak, progress, course completion |
## Ethical Considerations
### The Manipulation Test
Ask yourself:
1. **Materially improves life?** Does the habit genuinely help users?
2. **User is the customer?** Or are they the product?
3. **Would you use it yourself?** And let your children use it?
4. **Transparent?** Would users feel manipulated if they knew?
### Ethical Spectrum
```
Facilitator -------- Entertainer -------- Dealer
(Helps users) (Neutral) (Exploits users)
Your product should be a Facilitator
```
## Best Practices
### Do
- Start with internal trigger research (what emotion leads to use?)
- Make first action as simple as possible
- Vary rewards meaningfully, not randomly
- Ensure investments create genuine value
- Test hook cycle with real users
### Avoid
- Relying solely on external triggers (expensive, unsustainable)
- Complex actions that require learning
- Predictable rewards that become boring
- Investments that feel like manipulation
- Ignoring ethical implications
## Integration with Other Methods
| Method | Combined Use |
| --------------------------- | ------------------------------------ |
| **Fogg Behavior Model** | Action phase design |
| **Self-Initiated Triggers** | Internal trigger development |
| **Loss Aversion** | Investment and streak psychology |
| **Jobs-to-be-Done** | Understanding underlying motivations |
## Resources
- [Hooked - Nir Eyal](https://www.nirandfar.com/hooked/)
- [Indistractable - Nir Eyal](https://www.nirandfar.com/indistractable/)
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