their device within fifteen minutes of waking up every morning. • A 2011 university study suggested people check their phones thirty- four times per day.
model Hook model describes an experience designed to connect the users problem to a solution frequent enough to form a habit. 1. Trigger 2. Action 3. Variable Reward 4. Investments
your business. (Graph of Frequency Vs Utility) •Frequency - how often a behaviour occurs. •Perceived Utility – how useful or rewarding the behaviour is in the users mind over alternative solutions.
External Triggers – tell users what to do next by placing info within the users environment. Internal Triggers - tell users what to do next through association stored in the user’s memory.
Lab, Stanford, there are three ingredients required to initiate any behaviour. • User must have sufficient motivation. • User must have the ability to perform the desired action • Trigger must be present to initiate action. B = M A T
ask yourself these questions: • What do users really want? What pain is your product relieving?(Internal Trigger) • What brings users to your product? (External Trigger) • What is the simplest action users take in anticipation of reward and how can you simplify your product to make the action easier? (Action) • Are users fulfilled by the reward yet left wanting more? (Variable Reward) • What bit of work do users invest in your product? Does it load the next trigger and store value to improve the product with use? (Investment)