Hooked: Vocabulary Flashcards from the Habit-Forming Model Notes

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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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39 Terms

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Hook Model

A four-phase process (Trigger, Action, Variable Reward, Investment) used to create unprompted, habit-forming engagement with products.

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Trigger

The cue that initiates behavior; can be external (environmental prompts) or internal (emotions or routines).

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External Trigger

A cue from the environment that prompts action, such as ads, emails, app icons, or links.

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Internal Trigger

A cue that arises from inside the user (emotions, routines, or thoughts) prompting action.

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Paid Trigger

External triggers funded through advertising or paid channels.

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Earned Trigger

Free external triggers generated through publicity, media, or viral attention.

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Relationship Trigger

External triggers that come from others, such as referrals or social shares.

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Owned Trigger

External triggers owned by the user or product, like app icons or newsletters the user has opted into.

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Action

The simplest behavior performed in response to a trigger, designed to be easy and quick.

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B=MAT (Fogg Model)

A behavioral formula: Behavior occurs when Motivation, Ability, and a Trigger are present in sufficient levels.

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Motivation

The energy or desire to act; influenced by core motivators and context.

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Core Motivators

Three drivers of action: seek pleasure/avoid pain; seek hope/avoid fear; seek social belonging/avoid rejection.

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Ability

The ease with which a user can perform an action; influenced by time, money, physical effort, brain cycles, social deviance, and non-routine.

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Six Elements of Simplicity

Time, Money, Physical effort, Brain cycles, Social deviance, Non-routine—factors that affect how hard a task is to perform.

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Variable Reward

Rewards that are unpredictable, creating craving and continued engagement through variability.

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Dopamine and Reward Prediction

Dopamine surges when the brain expects a reward; variability amplifies craving and attention.

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Rewards of the Tribe

Social rewards from others (likes, comments, status) that reinforce behavior.

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Rewards of the Hunt

Rewards for acquiring information, resources, or money (novelty, success signals).

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Rewards of the Self

Intrinsic rewards tied to mastery, competency, and completion (personal progress).

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Investment

User actions that add value to the product (time, data, effort, social capital, money) to improve future experiences and trigger future cycles.

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Habit Zone

A framework plotting frequency vs. perceived utility to determine whether a behavior becomes a habit.

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Vitamin vs Painkiller

Vitamins are nice-to-haves; painkillers solve a clear pain point and tend to become must-haves through habit formation.

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Endowed Progress Effect

Starting progress (e.g., a pre-filled punch card) increases likelihood of completing a goal.

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Load the Next Trigger

Investments and accumulated value help bring the user back to start a new Hook cycle.

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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.

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Habit Zone Diagram

Plot of frequency vs. perceived utility; crossing the threshold leads to habitual use.

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Virgin vs Repeated Use (Elasticity of Habit)

Habits strengthen with repetition; over time, old habits resist replacement due to neural pathways.

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QWERTY vs Dvorak (Layout Example)

Illustrates how changing entrenched behaviors is difficult, even when alternatives are more efficient.

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Viral Growth Principle (More is More)

More frequent use accelerates growth and lowers Viral Cycle Time, boosting adoption.

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Endowed Progress Effect (Habit Context)

Perceived progress towards a goal increases motivation to complete it.

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Three Types of Habit Rewards (Tribe, Hunt, Self)

Varied rewards system: social rewards, information/physical rewards, and intrinsic mastery.

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Morality of Manipulation

The ethical considerations of designing habit-forming products and whether such manipulation is warranted.

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Manipulation Matrix

A framework with four quadrants to assess moral alignment: Facilitator, Peddler, Entertainer, Dealer.

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Facilitator

A designer who would use the product and believes it materially improves users’ lives.

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Peddler

A designer who believes the product helps but would not actually use it themselves.

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Entertainer

A designer who would use the product but believes it does not meaningfully improve lives.

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Dealer

A designer who neither uses the product nor believes it improves lives; high risk of harm.

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Case Study: Bible App Triggers

Daily reading plans, notifications, and community features to sustain reading habits.

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Case Study: Bible App Rewards

Sharing verse-of-the-day, daily completions, and social reinforcement to maintain engagement.