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A set of vocabulary-style flashcards covering key concepts from the Hooked notes, focusing on the Hook Model, triggers, actions, rewards, investments, heuristics, and ethics.
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Hook Model
A four-phase process (Trigger, Action, Variable Reward, Investment) used to create unprompted, habit-forming engagement with products.
Trigger
The cue that initiates behavior; can be external (environmental prompts) or internal (emotions or routines).
External Trigger
A cue from the environment that prompts action, such as ads, emails, app icons, or links.
Internal Trigger
A cue that arises from inside the user (emotions, routines, or thoughts) prompting action.
Paid Trigger
External triggers funded through advertising or paid channels.
Earned Trigger
Free external triggers generated through publicity, media, or viral attention.
Relationship Trigger
External triggers that come from others, such as referrals or social shares.
Owned Trigger
External triggers owned by the user or product, like app icons or newsletters the user has opted into.
Action
The simplest behavior performed in response to a trigger, designed to be easy and quick.
B=MAT (Fogg Model)
A behavioral formula: Behavior occurs when Motivation, Ability, and a Trigger are present in sufficient levels.
Motivation
The energy or desire to act; influenced by core motivators and context.
Core Motivators
Three drivers of action: seek pleasure/avoid pain; seek hope/avoid fear; seek social belonging/avoid rejection.
Ability
The ease with which a user can perform an action; influenced by time, money, physical effort, brain cycles, social deviance, and non-routine.
Six Elements of Simplicity
Time, Money, Physical effort, Brain cycles, Social deviance, Non-routine—factors that affect how hard a task is to perform.
Variable Reward
Rewards that are unpredictable, creating craving and continued engagement through variability.
Dopamine and Reward Prediction
Dopamine surges when the brain expects a reward; variability amplifies craving and attention.
Rewards of the Tribe
Social rewards from others (likes, comments, status) that reinforce behavior.
Rewards of the Hunt
Rewards for acquiring information, resources, or money (novelty, success signals).
Rewards of the Self
Intrinsic rewards tied to mastery, competency, and completion (personal progress).
Investment
User actions that add value to the product (time, data, effort, social capital, money) to improve future experiences and trigger future cycles.
Habit Zone
A framework plotting frequency vs. perceived utility to determine whether a behavior becomes a habit.
Vitamin vs Painkiller
Vitamins are nice-to-haves; painkillers solve a clear pain point and tend to become must-haves through habit formation.
Endowed Progress Effect
Starting progress (e.g., a pre-filled punch card) increases likelihood of completing a goal.
Load the Next Trigger
Investments and accumulated value help bring the user back to start a new Hook cycle.
First-to-Mind Principle
The idea that the best habit-forming solutions are the ones that come to mind first when a user faces a need.
Habit Zone Diagram
Plot of frequency vs. perceived utility; crossing the threshold leads to habitual use.
Virgin vs Repeated Use (Elasticity of Habit)
Habits strengthen with repetition; over time, old habits resist replacement due to neural pathways.
QWERTY vs Dvorak (Layout Example)
Illustrates how changing entrenched behaviors is difficult, even when alternatives are more efficient.
Viral Growth Principle (More is More)
More frequent use accelerates growth and lowers Viral Cycle Time, boosting adoption.
Endowed Progress Effect (Habit Context)
Perceived progress towards a goal increases motivation to complete it.
Three Types of Habit Rewards (Tribe, Hunt, Self)
Varied rewards system: social rewards, information/physical rewards, and intrinsic mastery.
Morality of Manipulation
The ethical considerations of designing habit-forming products and whether such manipulation is warranted.
Manipulation Matrix
A framework with four quadrants to assess moral alignment: Facilitator, Peddler, Entertainer, Dealer.
Facilitator
A designer who would use the product and believes it materially improves users’ lives.
Peddler
A designer who believes the product helps but would not actually use it themselves.
Entertainer
A designer who would use the product but believes it does not meaningfully improve lives.
Dealer
A designer who neither uses the product nor believes it improves lives; high risk of harm.
Case Study: Bible App Triggers
Daily reading plans, notifications, and community features to sustain reading habits.
Case Study: Bible App Rewards
Sharing verse-of-the-day, daily completions, and social reinforcement to maintain engagement.