Hooked: How to Build Habit-Forming Products
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Read between November 17, 2018 - January 31, 2019
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heuristics—the mental shortcuts we take to make decisions and form opinions.
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The appearance of scarcity affected their perception of value.
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The study showed that a product can decrease in perceived value if it starts off as scarce and becomes abundant.
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The Framing Effect Context also shapes perception.
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The mind takes shortcuts informed by our surroundings to make quick and sometimes erroneous judgments.
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perception can form a personal reality based on how a product is framed, even when there is little relationship with objective quality.
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People often anchor to one piece of information when making a decision.
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The study demonstrates the endowed progress effect, a phenomenon that increases motivation as people believe they are nearing a goal.
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The action is the simplest behavior in anticipation of reward.
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To increase the desired behavior, ensure a clear trigger is present; next, increase ability by making the action easier to do; finally, align with the right motivator.
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Every behavior is driven by one of three Core Motivators: seeking pleasure and avoiding pain; seeking hope and avoiding fear; seeking social acceptance while avoiding social rejection. Ability is influenced by the six factors of time, money, physical effort, brain cycles, social deviance, and non-routineness. Ability is dependent on users and their context at that moment.
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Heuristics are cognitive shortcuts we take to make...
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The third step in the Hook Model is the variable reward phase, in which you reward your users by solving a problem, reinforcing their motivation for the action taken in the previous phase.
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The study revealed that what draws us to act is not the sensation we receive from the reward itself, but the need to alleviate the craving for that reward.
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Researchers believe laughter may in fact be a release valve when we experience the discomfort and excitement of uncertainty, but without fear of harm.
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Without variability we are like children in that once we figure out what will happen next, we become less excited by the experience.
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To hold our attention, products must have an ongoing degree of novelty.
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Habits help us conserve our attention for other things while we go about the tasks we perform with little or no conscious thought.
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Novelty sparks our interest, makes us pay attention,
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variability increases activity in the nucleus accumbens and spikes levels of the neurotransmitter dopamine, driving our hungry search for rewards.
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Our brains are adapted to seek rewards that make us feel accepted, attractive, important, and included.
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The need to acquire physical objects, such as food and other supplies that aid our survival, is part of our brain’s operating system.
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Slot machines provide a classic example of variable rewards of the hunt.
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Rewards of the Self
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Pursuing a task to completion can influence people to continue all sorts of behaviors.
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Their self-determination theory espouses that people desire, among other things, to gain a sense of competency. Adding an element of mystery to this goal makes the pursuit all the more enticing.
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Quora’s social rewards have proven more attractive than Mahalo’s monetary rewards.
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Only by understanding what truly matters to users can a company correctly match the right variable reward to their intended behavior.
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reactance, the hair-trigger response to threats to your autonomy.
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when a request is coupled with an affirmation of the right to choose, reactance is kept at bay.
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a recent study found social factors were the most important reasons people used the service
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Social acceptance is something we all crave,
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Unfortunately, too many companies build their products betting users will do what they make them do instead of letting them do what they want to do.
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they do not make their services enjoyable for its own sake, often asking users to learn new, unfamiliar actions instead of making old routines easier.
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Companies that successfully change behaviors present users with an implicit choice between their old way of doing things and a new, more convenient way to fulfill existing needs.
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To change behavior, products must ensure the users feel in control.
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The cycle of conflict, mystery, and resolution is as old as storytelling itself, and at the heart of every good tale is variability.
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Why does the power of variable rewards seem to fade away?
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As the Zynga story demonstrates, an element of mystery is an important component of continued user interest.
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finite variability—an experience that becomes predictable after use.
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Experiences with finite variability become less engaging because they eventually become predictable.
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infinite variability—experiences that maintain user interest by sustaining variability with use.
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The feedback loop of the first three steps of the Hook—trigger, action, and variable reward—still misses a final critical phase.
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will learn how getting people to invest their time, effort, or social equity in your product is a requirement for repeat use.
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Variable reward is the third phase of the Hook Model, and there are three types of variable rewards: the tribe, the hunt, and the self.
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When our autonomy is threatened, we feel constrained by our lack of choices and often rebel against doing a new behavior. Psychologists refer to this as reactance.
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they must first invest in the product.
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the frequency of a new behavior is a leading factor in forming a new habit.
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second most important factor in habit formation is a change in the participant’s attitude about the behavior.
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for a behavior to become routine it must occur with significant frequency and perceived utility.