hooked: how to build habit-forming technologies | nir eyal, nirandfar.com
DESCRIPTION
Nir Eyal, Behavior Engineer, NirAndFar.com In an age of ever-increasing distractions, quickly creating customer habits is a key characteristic of successful products. How do companies create products people use every day? What are the secrets of building services customers love? How can designers create products compelling enough to "hook" users? Attendees will learn: - The common design patterns of habit-forming products. - An in-depth look at the psychology behind what drives user behavior and how to build products to cater to core human needs. - Practical steps for leading a habit design process to ensure your product is used regularly.TRANSCRIPT
HookedNir Eyal
NIR EYALNirAndFar.com@nireyal
NIR EYALNirAndFar.com@nireyal
“When my boss tells me to increase
engagement, I’m like...”
QuickTime™ and aGIF decompressor
are needed to see this picture.
Source: runningastartup.tumblr.com
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“Why can’t we do it like _______?”
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PatternsPatterns
Photo Credit: shaire productions
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Vitamins or painkillers?
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Selling painkillers
- Obvious need - stop pain- Quantifiable market- Monetizable
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Selling vitamins
- Emotional need, not efficacy- “Makes me feel good knowing...”- Unknown market
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Vitamins or painkillers?
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Habit is when not doing
causes pain.
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Habit-forming technology
VitaminPainkille
r
Pleasure seeking
Pain alleviation
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Creating pain?(more of an itch)
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hab· it/ˈhabit/
Noun, Def: A behavior that occurs nearly or completely without conscious thought.
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My goal
If your business model requires habits ...
... a pattern intended to help you form better product hypotheses ...
... to increase odds of success.
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the hook/T>Hə ho@ok/
Noun, Def: An experience designed to connect a solution to the user’s problem with enough frequency to form a habit.
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Hooks
Low engagement
High engagement
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The Hook
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Remember: ATARI
A - A hook has 4 parts:
T - Trigger
A - Action
R - Reward
I - Investment
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Triggers
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The first step to “connect a solution to the user’s problem”
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Habits aren’t created, they are built upon
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TriggersExternal Internal
AlarmsCalls-to-action
EmailsStores
Authority
EmotionsRoutinesSituations
PlacesPeople
What to do next is in the trigger
What to do next is in the user’s head
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DissatisfiedIndecisiveLostTenseFatiguedInferior
Fear of lossBored LonesomeConfusedPowerlessDiscouraged
Emotions are frequent internal triggers
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People with depression check
email more.
Source: Kotikalapudi et al 2012,Associating Depressive Symptoms in College Students with Internet Usage Using Real Internet Data
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When I feel... ... I use
LonelyHungryUnsureAnxious
LostMentally fatigued
FacebookYelp, GrubHub
GoogleEmailGPS
ESPN, Glam
Internal triggers in tech
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Know your customer’s internal
trigger.
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“Every time the user (internal
trigger)they use
(product).”
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Instagram triggers
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Instagram triggers
External Internal
- FB and Twitter- App notifications- App icon
- Fear of losing the moment- Bored, lonesome, fear of missing out
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In summary•Triggers are the first step of the
hook.
•The designer informs what to do next through external triggers.
•The user informs what to do next through internal triggers.
•Emotions provide frequent internal triggers.
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Actions
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whendoing < thinking =
action
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trigger(SUCCESS!)
trigger(FAIL!)
ability
moti
vati
on
Source: Dr. BJ Fogg, Stanford University
B = m.a.t.
Fogg Behavior Model
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mo· ti· va· tion/mōtə vāSHən/
Noun, Def: “The energy for action”
- Edward Deci
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moti
vati
onMotivators of
behaviorSeek:PleasureHopeAcceptance
Avoid:PainFear
Rejection
Source: Dr. BJ Fogg, Stanford University
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a· bil· i· ty/əˈbilitē/
Noun, Def: The capacity to do.
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How increase capacity to do something?
Source: Dr. BJ Fogg, Stanford University
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Factors of ability• Time• Money• Physical effort• Brain cycles• Social deviance• Non-routine
Source: Dr. BJ Fogg, Stanford University
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Simple online actions in anticipation of
reward•Log-In (Facebook, Wordpress)
•Search (Google, Expedia, Yelp)
•Open (Twitter, SMS, email)
•Scroll (Pinterest, Instagram)
•Play (YouTube, online games)
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Twitter homepage
2009
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Twitter homepage
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Twitter homepage
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Evolution of Twitter2009 2010
2013
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In summary
• Action is the second step of the hook.
• The action is the simplest behavior the user can do before getting rewarded.
• To increase behavior:
• Ensure a clear trigger is present.
• Increase ability by making it easier.
• Align with the right motivator.
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Variable rewards
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The brain and rewards
Source: Olds and Milner, 1945
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Reward system stimulators
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Were Olds and Milner stimulating pleasure?
(not exactly)
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The stress of desire• Dopamine system activated by
anticipation of reward
• And dampened when reward achieved
Source: Knutson et al 2001
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Supercharge the “stress of desire”...
But how?
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Exactly!
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The unknown is fascinating
•Our brains are prediction machines.
•We seek to understand cause and effect.
•Variability messes with our heads.
•Causes us to increase focus and engagement.
•...and oh yes, it’s habit forming.
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The endless search
•B.F. Skinner showed intermittent rewards increase response rate.
•Dopamine drives the search.
•Variability spikes dopamine.
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Variable rewards
the the HuntHunt
the the TribeTribe
the the SelfSelf
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Search for social rewards
thetheTribeTribe
- Cooperation- Competition- Recognition- Acceptance- Sex- Empathetic joy
Source: Adapted from Malone and Lepper, 1987
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Rewards of the tribe
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Rewards of the tribe
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Search for resources
thetheHuntHunt
- Food- Money- Information
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Rewards of the hunt: search for
resources
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Rewards of the hunt: search for information
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Dare you not to scroll
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Search for sensation
thetheSelfSelf
- Mastery- Consistency- Competency- Completion
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Rewards of the self:competency and
mastery
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Rewards of the self:competency and
mastery
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Some words of warning!
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Must still solve pain
•Variable rewards are not a free pass.
•You still need to give the user what they came for.
•(see internal trigger and motivation)
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No engagement without autonomy
•People resist being controlled.
•Autonomy is a pre-requisite.
•If lost, you fail.
Source: See Deci and Ryan on Self-Determination Theory
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Finite rewards decay
•As rewards become predictable, they become less interesting
Finite VariabilityInfinite
Variability- Single-player games
- Consumption of media
- Multi-player games
- Creation of content
- Communities
Source: See “hedonic treadmill”
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In summary• Variable reward is the third step of the
hook.
• Reward types:
• Tribe
• Hunt
• Self
• Maintain feeling of autonomy, find infinite variability and alleviate user pain
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Investments
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Investment•Where user does a
bit of “work.”
• “Pays” with something of value: time, money, social capital, effort, emotional commitment, personal data ...
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• Done in anticipation of future rewards
• Makes next pass through hook more likely by:
• Loading the next trigger
• Storing value
• Creating preference
Investment increase likelihood of next pass
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Loading the next trigger
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PinterestT A
VRI
Email notification
Log-in
Communication (Tribe)Collecting (Hunt)
Pin, Re-Pin, Like, Comment
Collecting, lonesome, seeking connection ...
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Storing valueStoring value
ContentContent
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Storing valueStoring value
Data
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Storing valueStoring value
FollowersFollowers
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Storing valueStoring value
Reputation
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Creatingpreference
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Ease of use
Source: Langer, 1975
•People who pick lottery numbers assign greater odds.
Labor increases value
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Labor is love
•Value own work almost as much as an expert’s.
•Even if others don’t.Source: Ariely, Mochon and Norton, 2012
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As we invest ...we seek to be
consistent with past behaviors...
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Little investments, big results
Group 1: 17% accepted
Group 2: 76% accepted
Source: Freedman & Fraser, 1966
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...investments shape our tastes, preferences and
identities.
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In summary
• Investment is the fourth step of the hook.
• Small amounts of work to increase the likelihood of the user returning by:
• Loading the next trigger
• Storing value
• Creating preference
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the hook/T>Hə ho@ok/
Noun, Def: An experience designed to connect a solution to the user’s problem with enough frequency to form a habit.
NIR EYALNirAndFar.com@nireyal
Remember: ATARIA - A hook has 4 parts:
T - Trigger
A - Action
R - Reward
I - Investment
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Hooks create associations
- External triggers- Low preference- Low engagement
- Internal triggers- High preference
- High engagement
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Hook model canvas
Trigger Action
Variable RewardInvestment
3. What is the simplest behavior in anticipation of reward?
1. Internal trigger - What does the user really want?
2. External trigger - What gets the user to the product?
4. Is the reward fulfilling, yet leaves the user wanting more?
5. What is the ‘bit of work’ done to increase the likelihood of returning?
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What are you going to do with
this?
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Cultivate meaning
•The world is full of problems to fix.
•Help others find meaning.
•Engage them in something important.
•Build the change you want to see in the world.
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Please raise your phones
•I love feedback.
•Please go here: www.OpinionTo.us
•Help make this presentation better and ... get slides.
•Thank you!