Hooked
Summary
Nir Eya goes into building habit forming products
Review
Lots of actionable advice. This book + The Lean Startup are probably going to be enough to bootstrap most ideas to profitability.
Takeaways
- habits are built on existing desires, must occur with certain frequency/utility
 - hooked model: trigger -> action -> variable reward -> investment
 - habits come from avoiding pain or gaining pleasure
 - easier to increase user ability to accomplish a habit than increase user motivation
 - to make a habits, variable reward must be paired with investment to complete the flywheel
 
Key Points
habits
- actions must cross certain frequency/utility threshold to become a habit (Habit Zone)
 
trigger
- a feeling that turns into an action
 - habits are not created but built on (eg. pleasure/pain, hope/fear, acceptance/rejection)
 - 4 types of triggers: paid, earned, relationship, owned
 
action
- B = MAT (behavior = motivation ability trigger)
 - to make habits stick, either increase motivation or ability, motivation is harder to increase then ability, hence better to focus on simplifying the product
 
variable reward
- novelty causes attention
 - novelty comes from tribe (social media), hunt (gain), or self (growth)
 
investment
- flywheel where product becomes more useful over time
 - after variable reward because people are primed to invest after getting something
 
Concepts
Habit Zone
From Habit Zone
Go to text →
Frequency/utility threshold that must be crossed in order for something to become a habit
internal trigger
From Internal Trigger
Go to text →
An internal desire to do something (eg. categorized into avoiding pain or seeking pleasure)
external trigger
From External Trigger
Go to text →
a prompt with information on what to do next
fogg behavioral model
From Fogg Behavioral Model
Go to text →
B = MAT (behavior = motivation ability trigger)
Notes
intro
- triggers will start a behavior
 
1 - the habit zone
- for something to become a habit, must help gain pleasure or avoid pain
- habit is intersection of frequency and utility
 
 - habits cannot form outside of habit zone (frequency and utility)
 
2 - trigger
- habits not created but built upon
 - trigger has cue for what to do next
 - negative emotion very powerful trigger for habit
 - once habit is formed, feeling -> action
 - 4 types of triggers: paid, earned, relationship, owned
 
3 - action
- B = MAT (behavior = motivation ability trigger)
 - humans are motivated by 3 things
- pleasure/pain
 - hope/fear
 - acceptance/rejection
 
 - motivation vs ability, hard to increase motivation, focus on making it easier
 - some tips for simplifying (heuristics)
- scarcity, framing, endowed progress,
 
 - timing - make sure trigger is present when motivation arises
 - ability influenced by:
- time, money, physical effort, brain cycles, social deviance, and non-routine
 
 
4 - variable reward
- variable rewards add novelty to product that makes humans pay attention
 - 3 types of variable rewards
- the tribe: social reward (so points)
 - the hunt: material resource (ebay)
 - the self: intrinsic reward (fitness)
 
 - make sure user has autonomy when designing variable reward process
 
5 - investment
- investment = anticipation of future reward
- happens after variable reward phase because users are now primed to reciprocate
 
 - investment continues because
- we value our efforts (more effort in past, more future effort)
 - we want to be consistent with past behavior (do what we've always done)
 - we avoid cognitive dissonance (rationalize our choices)
 
 - makes service better the more it is used
- store value in form of 
- content
 - data
 - followers
 - reputation
 - skill
 
 
 - store value in form of 
 
6 - what are you going to do with this
- building responsible behaviors
- 4 quadrants: 
- facilitator: would use product, believe that it makes peoples lives better
 - peddler: would not use product, believe that it makes peoples lives better
 - entertainer: would use product, does not believe that it makes peoples lives better
 - dealer: would not use product, does not believe that it makes peoples lives better
 
 - be a facilitator
 
 - 4 quadrants: 
 
Children
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