Hook Model
A framework for designing habit-forming products that includes four phases: Trigger, Action, Variable Reward, and Investment. Crucial for creating engaging and sticky user experiences.
A framework for designing habit-forming products that includes four phases: Trigger, Action, Variable Reward, and Investment. Crucial for creating engaging and sticky user experiences.
The practice of keeping multiple web pages open in browser tabs for future reference or action. Important for understanding user behavior and designing for multi-tab usage.
The ability to perform actions or behaviors automatically due to learning, repetition, and practice. Important for understanding user habits and designing intuitive user interfaces.
A behavior change method that encourages the adoption of small, easy-to-do habits that can lead to larger, sustainable behavior changes. Important for designing systems that support gradual and sustainable behavior change.
A framework that combines multiple theories to explain and predict behavior, focusing on intention, knowledge, skills, environmental constraints, and habits. Crucial for designing interventions that effectively change user behavior.
A temporary increase in the frequency and intensity of a behavior when reinforcement is first removed. Useful for understanding user behavior changes in response to modifications in design or system features.
The study of how psychological influences affect financial behaviors and decision-making. Essential for understanding and influencing financial decision-making and behavior.
A reading pattern where users scan a page in horizontal stripes, focusing on headings and subheadings. Important for structuring content in a way that facilitates quick scanning and information retrieval.
A reading pattern where users focus on individual elements or "spots" of interest on a page, rather than following a linear path. Crucial for designing engaging and attention-grabbing content layouts.
The discrepancy between what people intend to do and what they actually do. Crucial for designing interventions that bridge the gap between user intentions and actions.
A model that explains behavior change through the interaction of three elements: motivation, ability, and triggers. Crucial for designing interventions and experiences that effectively change user behavior.
A concept describing how motivation fluctuates over time, influenced by various factors such as goals, rewards, and external circumstances. Crucial for designing systems that align with users' motivational states to maximize engagement and productivity.
A self-regulation strategy in the form of "if-then" plans that can lead to better goal attainment and behavior change. Useful for designing interventions that promote positive user behaviors.
The idea that self-control or willpower draws upon a limited pool of mental resources that can be used up. Useful for designing user experiences that consider the limitations of willpower and self-control.
A strategy where less immediate or tangible rewards are substituted with more immediate or tangible ones to encourage desired behaviors. Important for designing systems that leverage immediate incentives to promote long-term goals.
The pursuit of a healthy relationship with technology, balancing its use to enhance well-being without causing harm. Important for promoting healthy technology use and designing user experiences that support well-being.