skills/hooked-model/SKILL.md
Design habit-forming products using the Hook cycle. Use when building engagement loops, improving retention, designing notifications, or creating products users return to without external prompting.
npx skillsauth add Chris-Maskey/opencode-config hooked-modelInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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The Hooked Model is a four-phase framework by Nir Eyal for creating products that form user habits. A habit is formed when users engage with a product repeatedly without conscious thought, driven by internal triggers rather than external marketing.
+-----------------+
| |
v |
TRIGGER |
(Internal/External) |
| |
v |
ACTION |
(Simple behavior) |
| |
v |
VARIABLE REWARD |
(Unpredictable) |
| |
v |
INVESTMENT |
(User effort)-------+
External Triggers (initial hooks):
Internal Triggers (goal state):
The simplest behavior in anticipation of reward.
Fogg Behavior Model alignment:
B = MAT (Behavior = Motivation + Ability + Trigger)
For habit formation:
- Motivation: Must exist (desire for reward)
- Ability: Must be HIGH (action must be easy)
- Trigger: Must be present
| Product | Trigger | Simplest Action | | --------- | -------- | --------------- | | Twitter | Boredom | Scroll feed | | Google | Question | Type query | | Instagram | FOMO | Open app | | Slack | Anxiety | Check messages |
Three types of variable rewards:
| Type | Description | Example | | --------- | -------------------- | ----------------------------------- | | Tribe | Social validation | Likes, comments, follows | | Hunt | Material resources | Search results, deals, information | | Self | Personal achievement | Completing tasks, mastery, progress |
Why "Variable"? Predictable rewards lose power. Slot machines use variable rewards - you never know which pull wins. Social feeds use the same psychology.
User puts something into the product that:
| Investment Type | Example | Lock-in Effect | | --------------- | -------------------- | ------------------------ | | Data | Preferences, history | Personalization improves | | Content | Posts, uploads | Social capital | | Followers | Audience built | Network effects | | Learning | Skills developed | Competency | | Reputation | Reviews, karma | Identity |
Your Product's Hook:
TRIGGER
External: _____________________
Internal (goal): _______________
ACTION
What's the simplest action? _______________
How many steps/taps? _______________
VARIABLE REWARD
Type: [ ] Tribe [ ] Hunt [ ] Self
What's unpredictable? _______________
INVESTMENT
What do users put in? _______________
How does it improve experience? _______________
Rate each phase (1-5):
| Phase | Score | Improvement Needed | | ------------------ | ----- | ------------------ | | Trigger strength | [/5] | | | Action simplicity | [/5] | | | Reward variability | [/5] | | | Investment depth | [/5] | |
Focus on the weakest phase first. A hook is only as strong as its weakest link.
## Hook Analysis
**Product:** [Name] **Date:** [Date] **Goal:** [Habit to form]
### Current Hook Cycle
**Trigger:**
- External: [Current external triggers]
- Internal target: [Emotion/situation → product]
**Action:**
- Current: [Steps to engage]
- Friction points: [Obstacles]
**Variable Reward:**
- Type: [Tribe/Hunt/Self]
- Variability source: [What changes]
**Investment:**
- Current: [What users contribute]
- Lock-in created: [Switching cost]
### Weakness Assessment
| Phase | Score (1-5) | Issue |
| ---------- | ----------- | ----- |
| Trigger | | |
| Action | | |
| Reward | | |
| Investment | | |
### Improvement Plan
1. **Trigger improvement:** [Specific change]
2. **Action simplification:** [Reduce steps to X]
3. **Reward enhancement:** [Add variability via]
4. **Investment deepening:** [New investment type]
### Ethical Check
- [ ] Product genuinely improves user's life
- [ ] User would recommend to friends
- [ ] We'd be comfortable if usage was public
- [ ] No dark patterns employed
| Phase | Implementation | | ------------------- | ------------------------------------------------ | | Trigger | External: notifications. Internal: boredom, FOMO | | Action | Open app, scroll (one tap) | | Variable Reward | New posts (Hunt), likes/comments (Tribe) | | Investment | Followers, posts, profile, DM history |
| Phase | Implementation | | ------------------- | --------------------------------------------------------- | | Trigger | External: @mentions. Internal: anxiety about missing info | | Action | Check channel (one click) | | Variable Reward | New messages (Hunt), recognition (Tribe) | | Investment | Channel history, integrations, workflows |
| Phase | Implementation | | ------------------- | -------------------------------------------------------- | | Trigger | External: streak reminders. Internal: guilt, achievement | | Action | Complete one lesson (5 min) | | Variable Reward | XP, leaderboard (Self + Tribe) | | Investment | Streak, progress, course completion |
Ask yourself:
Facilitator -------- Entertainer -------- Dealer
(Helps users) (Neutral) (Exploits users)
Your product should be a Facilitator
| Method | Combined Use | | --------------------------- | ------------------------------------ | | Fogg Behavior Model | Action phase design | | Self-Initiated Triggers | Internal trigger development | | Loss Aversion | Investment and streak psychology | | Jobs-to-be-Done | Understanding underlying motivations |
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