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skills/fogg-behavior-model/SKILL.md

fogg-behavior-model

Behavior happens when motivation, ability, and prompt meet at same moment.

npx skills add https://github.com/flpbalada/fb-skills --skill fogg-behavior-model
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Behavior happens when motivation, ability, and prompt meet at same moment. If behavior fails, one element is missing.

When to use

  • Onboarding design.
  • Conversion improvement.
  • Habit building.
  • Feature adoption.
  • Drop-off diagnosis.
  • Behavior change intervention.

Goal

  • Define target behavior.
  • Find weak element.
  • Design intervention.
  • Measure behavior change.

Elements

  • Motivation: user wants to act.
  • Ability: action is easy enough.
  • Prompt: trigger appears at the right moment.

Ability factors

  • Time.
  • Money.
  • Physical effort.
  • Mental effort.
  • Social risk.
  • Routine fit.

Ability is limited by hardest factor.

Rules

  • Define behavior specifically.
  • Start by improving ability when unsure.
  • Make action smaller before adding persuasion.
  • Prompt only when user can act.
  • Avoid interruptive prompts.
  • Measure actual behavior, not intent.

Flow

  1. Define target behavior: who, what, when, frequency.
  2. Score motivation, ability, prompt from 1-5.
  3. Find bottleneck.
  4. Break down ability factors.
  5. Choose intervention.
  6. Define success metric.

Output

## Behavior Analysis

Target behavior: [specific action]
User segment: [who]

## Scores
- Motivation: [1-5] - [evidence]
- Ability: [1-5] - [evidence]
- Prompt: [1-5] - [evidence]

## Bottleneck
- [motivation | ability | prompt]

## Intervention
- [specific change]

## Success Metric
- [behavior rate and target]