hooked-ux
FeaturedBuild habit-forming product loops using the Hook Model (Trigger, Action, Variable Reward, Investment). Use when the user mentions "users aren't coming back", "engagement loops", "habit formation", "push notifications", or "variable rewards". Covers ethics evaluation and onboarding for habits. For friction reduction and B=MAP, see improve-retention. For viral sharing, see contagious. Trigger with 'hooked', 'ux'.
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Quality Score: 99/100
Skill Content
Details
- Author
- jeremylongshore
- Repository
- jeremylongshore/claude-code-plugins-plus-skills
- Created
- 7 months ago
- Last Updated
- today
- Language
- Python
- License
- MIT
Integrates with
Similar Skills
Semantically similar based on skill content — not just same category
hooked-ux
Design habit-forming product loops using the Hook Model (Trigger, Action, Variable Reward, Investment). Use when the user mentions "users arent coming back", "engagement loops", "habit formation", "push notifications", "variable rewards", "daily active users", "habit zone", or "user retention loops". Also trigger when designing notification strategies, building streaks or progress systems, or analyzing why users stop using a product after initial signup. Covers ethics evaluation and onboarding for habits. For friction reduction and B=MAP, see improve-retention. For viral sharing, see contagious.
hooked-ux
Diagnose retention and engagement issues by mapping product behavior to the Hook Model (trigger, action, reward, investment). Use when users are not coming back, engagement drops, or the team wants to improve habit loops.
improve-retention
Diagnose and fix retention problems using behavior design (B=MAP). Use when the user mentions "users drop off", "activation rate", "onboarding friction", "retention metrics", "why users dont complete", "churn analysis", "user activation", or "aha moment". Also trigger when analyzing cohort retention curves, designing activation milestones, reducing time-to-value for new users, or investigating why users stop after their first session. Covers the Ability Chain, prompt design, and tiny behaviors that compound. For habit loops and variable rewards, see hooked-ux. For intrinsic motivation, see drive-motivation.
drive-motivation
Design motivation systems using Autonomy, Mastery, and Purpose (AMP) for products and teams. Use when the user mentions "intrinsic motivation", "gamification isn't working", "team incentives", "autonomy", "mastery", or "purpose-driven". Covers why carrot-and-stick fails and how to build progress systems. For habit-forming product loops, see hooked-ux. For retention behavior design, see improve-retention. Trigger with 'drive', 'motivation'.
behavioral-product-design
Help users apply behavioral science to product design. Use when someone is designing for habit formation, reducing friction, applying psychology to UX, increasing retention through behavioral principles, or using nudges to influence user behavior.