Skip to main content
skill Claude Code CX Codex Cursor GitHub Copilot

hooked-ux — Claude Code skill: Hook Model habit loops

Scores a product's engagement loop against the Hook Model and caps designs the Manipulation Matrix calls extractive. Useful when signups stop coming back.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add wondelai/skills --skill hooked-ux -a claude-code
Open on GitHub

What hooked-ux does

The skill walks a product through the four Hook Model phases and grades each one. Four diagnostic rows — internal trigger, a dead-simple action, an unpredictable reward, an investment that loads the next trigger — earn 2, 1 or 0, and the total becomes round(total / 8 × 10). The bands mean something: 9–10 is a closed loop with a real internal trigger, 5–6 leans on external prompts or predictable rewards, 3 or lower is a broken loop.

Three reference files sit behind it (references/triggers.md, references/product-applications.md, references/rewards.md). The agent opens them when it maps triggers, adapts patterns to your context, or picks a reward type. An ethics gate runs before the score: if the Manipulation Matrix puts the product in the Dealer quadrant, the score is capped at 3 no matter how clean the mechanics look. That cap is the honest part of this thing. A perfect loop built on extraction is still extraction.

Install with npx skills add wondelai/skills --skill hooked-ux -a claude-code; the skill file lands at ~/.claude/skills/hooked-ux/SKILL.md. Friction work and B=MAP belong to improve-retention, viral sharing to contagious.

What it helps with

  • diagnose why users leave right after signup
  • design a streak and progress system with variable rewards
  • grade an engagement loop on the four diagnostic rows
  • check the mechanics for ethics before shipping
  • pin down the internal trigger behind a user emotion

Example prompts for the agent

  • Users sign up and never come back. Score our loop against the Hook Model and tell me which phase is broken.
  • Design a streak and progress system for the training app — the reward should be variable, and the investment should load the next trigger.
  • Run our notification strategy through the Manipulation Matrix. Are we sitting in the Dealer quadrant?

How to install hooked-ux

1Skills CLI (Vercel)

npx skills add wondelai/skills --skill hooked-ux -a claude-code

2Manually: put the files in place

~/.claude/skills/hooked-ux/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/hooked-ux/

From the same set8

The whole set →
ux-heuristics wondelai A skill that audits interface usability: it flags where users stall, rates each finding by severity, and tells you what to fix first. Claude Code CX Codex Cursor +1 9,300installs web-typography wondelai This skill helps you select and configure typefaces for web projects: from choosing a font family to optimizing size, line height, and measure. Use it when you need readable typography or want to find a well-matched font pair. Claude Code CX Codex Cursor +1 9,200installs ios-hig-design wondelai Skill guides you through designing native iOS interfaces that follow Apple's Human Interface Guidelines. Use it when you're building an iPhone or iPad app and want it to feel at home on the platform. Claude Code CX Codex Cursor +1 8,100installs clean-architecture wondelai A skill that keeps business rules independent of framework and database by enforcing one rule: source code dependencies point inward. Claude Code CX Codex Cursor +1 7,200installs top-design wondelai Directs AI coding agents to build Awwwards-style web experiences with dramatic typography, orchestrated scroll motion, and a 10-point scoring rubric. Claude Code CX Codex Cursor +1 7,100installs software-design-philosophy wondelai A design-review skill that rates module depth, information leakage and comment quality, then names the fix for each failed check. Claude Code CX Codex Cursor +1 6,100installs hundred-million-offers wondelai A skill that rebuilds your offer around the value equation, stacks bonuses and a guarantee, then scores the result out of ten. Useful when the product exists but nobody buys. Claude Code CX Codex Cursor +1 5,700installs

Similar

firecrawl-website-design-clone firecrawl Extracts a live website's visual system into DESIGN.md: tokens, components, logo, fonts and palette. Claude Code CX Codex Cursor +1 33,100installs goldie software-mansion-labs A skill that turns an iOS or Android app into store assets: it walks the app on a simulator, frames the screenshots and renders a preview video for App Store and Google Play. Claude Code CX Codex Cursor +1 1,300installs wpds WordPress Feeds WordPress Design System docs to your agent through an MCP server, so UI work lands on real components and tokens instead of guesses. Claude Code CX Codex Cursor +1 4,000installs visual-plan BuilderIO Turns a plain text plan into a document with diagrams, a file map and open questions you can comment on before the agent starts writing code. Claude Code CX Codex Cursor +1 1,300installs videoagent-image-studio wells This skill provides one-command access to Midjourney, Flux, Ideogram, and five other image models without storing API keys. The agent picks the best model and handles Midjourney's async workflow automatically. Claude Code CX Codex Cursor +1 5,600installs frontend-design official anthropics This skill guides intentional visual design for new interfaces and redesigns. Use it when a generic generated UI is not enough. Claude Code Claude.ai 1,025,790installs grill-me Matt Pocock grill-me interviews you about a plan or design to expose gaps and sharpen decisions. Use it before implementation starts. Claude Code 1,424,476installs design-taste-frontend Leonxlnx This skill directs the design of public pages and work screens, then checks the result in a browser through screenshots. Use it when an interface feels generic or unfinished. Claude Code CX Codex Cursor +1 673,100installs

Questions about hooked-ux

How to install hooked-ux in Claude Code?

Run npx skills add wondelai/skills --skill hooked-ux -a claude-code. The skill file ends up at ~/.claude/skills/hooked-ux/SKILL.md.

What does hooked-ux do?

It grades a habit loop against the Hook Model's four phases, returns a score out of 10, and names the diagnostic rows keeping you from a full mark.

How is it different from improve-retention?

hooked-ux handles habit formation and the engagement loop. Friction and the B=MAP model go to improve-retention, viral sharing to contagious.

Source text

SKILL.md · MIT
---
name: hooked-ux
description: 'Design habit-forming product loops using the Hook Model (Trigger, Action, Variable Reward, Investment). Use when the user mentions "users arent coming back", "habit formation", "engagement loops", "habit zone", or "the manipulation matrix". Also trigger when designing notification or re-engagement strategies, building streaks or progress systems, or analyzing why users stop after signup. Covers ethics evaluation and onboarding for habits. For friction reduction and B=MAP, see improve-retention. For viral sharing, see contagious.'
license: MIT
metadata:
  author: wondelai
  version: "1.5.1"
---

# Hook Model Framework

Framework for building habit-forming products. Habits are not created — they are built through successive cycles through the Hook.

## Core Principle

**The Hook Model** = a four-phase loop that connects the user's problem to your solution frequently enough to form a habit, moving usage from deliberate to automatic.

```
Trigger → Action → Variable Reward → Investment
    ↑                                      │
    └──────────────────────────────────────┘
```

## Scoring

**Goal: 10/10.** When reviewing or creating product engagement mechanics, score the loop by the four Quick Diagnostic rows (internal trigger, dead-simple action, variable reward, investment loads next trigger): each row earns 2 (fully satisfied), 1 (partial), or 0 (absent), then `score = round(total / 8 × 10)`. Then apply the ethics gate: if the Manipulation Matrix places the product as Dealer (or it hits any "When NOT to Use" condition), cap the score at 3 regardless of mechanics. Bands: 9-10 = complete loop, internal trigger identified, ethics clear; 5-6 = loop runs but leans on external triggers or predictable rewards; <=3 = broken loop or extractive design. Always state the current score and the specific diagnostic rows blocking 10/10.

## The Four Phases

### 1. Trigger

**Core concept:** The actuator of behavior. Triggers are external (environment-driven: notifications, emails, ads) or internal (emotion-driven) — and the goal is to migrate users from external to internal triggers.

**Why it works:** Every habit starts with a cue. External triggers get users started, but internal triggers — boredom, loneliness, uncertainty, FOMO — drive unprompted usage because the emotion itself fires before any reminder can.

**Key insights:**
- Map your product to the specific negative emotion it resolves (boredom, loneliness, confusion, FOMO)
- Effective external triggers are well-timed, actionable, and lead to the simplest possible next action
- If users still need external prompts after ~30 days, no internal trigger has formed

**Product applications:**

| Context | Application | Example |
|---------|-------------|---------|
| **Onboarding** | External triggers establish the first loop | Welcome email with one clear action |
| **Retention** | Map product to internal emotional trigger | Instagram resolves boredom; Google resolves confusion |
| **Re-engagement** | External triggers bridge gaps until habit forms | Push: "Your friend just posted a photo" |

**Copy patterns:**
- "Don't miss what happened while you were away" (FOMO trigger)
- "Your friend just..." (social trigger bridging to internal)
- "Pick up where you left off" (routine trigger)

**Ethical boundary:** Don't build triggers that fire on vulnerable emotional states (depression, addiction, grief) — those users can't exercise the autonomy the loop assumes.

See [references/triggers.md](references/triggers.md) when mapping triggers — the emotion-to-product mapping exercise and the external-to-internal transition plan.

### 2. Action

**Core concept:** The simplest behavior done in anticipation of a reward, guided by the Fogg Behavior Model: Behavior = Motivation + Ability + Trigger, all converging at the same moment.

**Why it works:** Increasing motivation is hard and unreliable; reducing friction (increasing ability) is easier and more effective. Every extra step, field, or decision is a drop-off point.

**Key insights:**
- Six elements of simplicity: time, money, physical effort, brain cycles, social deviance, non-routine
- The action is the simplest behavior in anticipation of reward — not the full task
- Hick's Law: more choices = slower decisions; reduce options to increase action rate

**Product applications:**

| Context | Application | Example |
|---------|-------------|---------|
| **Signup flow** | Minimize fields and steps | One-click Google/Apple sign-in |
| **Core action** | Completable in seconds | Twitter: type 280 characters and post |
| **Progressive disclosure** | Ask for more only after initial reward | Duolingo: play first, create account later |

**Copy patterns:**
- "Just one tap to..." (emphasizes simplicity)
- "No credit card required" (money/risk simplicity)
- Buttons should be verbs: "Post", "Save", "Share" — not "Submit" or "Continue"

**Ethical boundary:** When you simplify an action, don't strip the cost or consequence with it — a one-tap purchase must still surface the price and the commitment.

See [references/product-applications.md](references/product-applications.md) when adapting the loop to your context — action and investment patterns for B2B SaaS, e-commerce, health, and productivity tools.

### 3. Variable Reward

**Core concept:** The phase that keeps users coming back. Anticipation of reward — not the reward itself — creates dopamine, and rewards must be variable (unpredictable) to sustain engagement.

**Why it works:** The brain's dopamine system responds most strongly to anticipation of uncertain rewards — the slot machine effect. Three reward types — tribe (social), hunt (resources), self (mastery) — tap fundamental human drives.

**Key insights:**
- Tribe = social validation; Hunt = search for resources/information; Self = personal mastery
- Predictable rewards lose power; finite variability eventually becomes predictable — aim for infinite variability
- Autonomy is critical: users must feel in control; forced engagement backfires

**Product applications:**

| Context | Application | Example |
|---------|-------------|---------|
| **Social features (Tribe)** | Variable social validation | Instagram likes — you never know how many |
| **Content feeds (Hunt)** | Unpredictable resource stream | Infinite scroll with algorithmically varied content |
| **Gamification (Self)** | Accomplishment with variable difficulty | Duolingo streaks + surprise bonus challenges |

**Copy patterns:**
- "See what's new" (implies variability)
- "3 people responded to your post" (tribe reward, variable quantity)
- "You've unlocked a new achievement!" (self reward, unexpected)

**Ethical boundary:** If users consistently feel worse after engaging (regret, time loss, anxiety), the reward system is extractive — avoid infinite scroll without natural stopping points.

See [references/rewards.md](references/rewards.md) when designing a reward — tribe/hunt/self patterns, the four reinforcement schedules, and reward timing. For the dopamine/anticipation mechanism behind variable rewards, see [references/neuroscience-foundations.md](references/neuroscience-foundations.md).

### 4. Investment

**Core concept:** Users invest something — time, data, effort, social capital, money — that improves the product for next use, raises switching costs, and loads the next trigger.

**Why it works:** People value what they put effort into (the IKEA effect). Investment is not about immediate reward — it improves the next cycle, creating a self-reinforcing loop.

**Key insights:**
- Investment should come after reward, not before — users invest when they feel good
- Each investment should load the next trigger (posting content triggers reply notifications)
- Small investments compound: preferences → better recommendations → more usage; stored value grows over time

**Product applications:**

| Context | Application | Example |
|---------|-------------|---------|
| **Data investment** | History improves personalization | Spotify: more listening = better recommendations |
| **Content investment** | User-created content they won't abandon | Instagram posts, Notion documents |
| **Reputation/social investment** | Social capital that exists only on-platform | Airbnb host ratings, LinkedIn network |

**Copy patterns:**
- "Complete your profile to get better matches" (investment → future value)
- "The more you use it, the smarter it gets" (compound investment)
- "Invite your team to collaborate" (social investment)

**Ethical boundary:** Investment should genuinely improve the experience — never trap users with artificial switching costs or impossible data export; make staying the better choice through real value.

## The Habit Zone

Two axes determine if a product can become a habit:

| | Low Frequency | High Frequency |
|--|---------------|----------------|
| **High Perceived Value** | Viable product (needs ads/marketing) | **HABIT ZONE** |
| **Low Perceived Value** | Failure | Failure |

Ask: how often do users need to engage, what's the perceived value of each engagement, and is frequency high enough to form automatic behavior?

## Habit Testing

The 5% rule: a habit has formed when at least 5% of users show unprompted, habitual usage.

**Three questions:**
1. **Who are the habitual users?** Which users engage most frequently, and what do they share?
2. **What are they doing?** Identify the "Habit Path" — the action sequence that separates power users from casual users.
3. **Why are they doing it?** What internal trigger and emotion precede usage?

See [references/habit-testing.md](references/habit-testing.md) when running the test — cohort analysis, finding the Habit Path, and confirming the 5% threshold. For worked teardowns of these loops in real products (Instagram, Slack, Duolingo, Pinterest, and failures), see [references/case-studies.md](references/case-studies.md).

## The Manipulation Matrix

Framework for evaluating the ethics of habit-forming products:

|  | **Maker Uses Product** | **Maker Doesn't Use** |
|--|------------------------|----------------------|
| **Materially Improves User's Life** | **Facilitator** | **Peddler** |
| **Doesn't Improve Life** | **Entertainer** | **Dealer** |

Ask: would I use this myself? Does it genuinely help users achieve their goals? Am I exploiting vulnerabilities or serving needs?

### When NOT to Use the Hook Model

- Your product doesn't genuinely improve lives
- You're targeting vulnerable populations (children, addiction-prone users)
- The business model depends on user regret
- Engagement conflicts with user wellbeing

See [references/ethical-boundaries.md](references/ethical-boundaries.md) when the Manipulation Matrix flags a concern — dark-pattern catalog and how to protect vulnerable users.

### Regulatory Context

Watch emerging regulation: children's apps (COPPA, GDPR-K), dark patterns (rising FTC enforcement), "addictive" notification practices, and loot boxes (expanding gaming rules).

## Onboarding Audit Checklist

Optimizing onboarding for habit formation:

### First Trigger
- [ ] First action obvious and easy; right external trigger for this user
- [ ] Value proposition clear before asking for investment

### First Action
- [ ] Core action completable in under 60 seconds, friction removed
- [ ] UI familiar (no new learning required)

### First Reward
- [ ] Immediate feedback with a variable element (surprise, delight)
- [ ] Reward connects to an internal trigger

### First Investment
- [ ] Investment asked after reward (not before), small but meaningful
- [ ] Investment loads the next trigger

### Loop Completion
- [ ] Clear path back to the trigger; external triggers sent at appropriate times
- [ ] Progression through the Hook is measured

## Common Mistakes

| Mistake | Why It Fails | Fix |
|---------|-------------|------|
| **Relying on external triggers indefinitely** | You're renting attention, not building habits | Map product to an emotion; transition to internal triggers within 30 days |
| **Making the core action too complex** | Users drop off before the reward | Simplify to minimum viable action; apply the six ability factors |
| **Using predictable rewards** | Dopamine response fades with novelty | Add variability across tribe, hunt, and self rewards |
| **Asking for investment before reward** | Users haven't received value yet | Sequence: trigger, action, reward, THEN investment |
| **Ignoring the ethics of your hook** | User regret, backlash, regulatory risk | Use the Manipulation Matrix; be a Facilitator, not a Dealer |

## Quick Diagnostic

Audit any product feature:

| Question | If No | Action |
|----------|-------|--------|
| What's the internal trigger? | Users need reminders to use it | Research user emotions |
| Is the action dead simple? | Users start but don't complete | Remove friction |
| Is the reward variable? | Users get bored | Add unpredictability |
| Does investment load next trigger? | Users don't return | Connect investment to triggers |

## Further Reading

Based on the Hook Model developed by Nir Eyal:

- [*"Hooked: How to Build Habit-Forming Products"*](https://www.amazon.com/Hooked-How-Build-Habit-Forming-Products/dp/1591847788?tag=wondelai00-20) by Nir Eyal
- [*"Indistractable: How to Control Your Attention and Choose Your Life"*](https://www.amazon.com/Indistractable-Control-Your-Attention-Choose/dp/194883653X?tag=wondelai00-20) by Nir Eyal (companion: resisting unwanted habits and building focus)

## About the Author

**Nir Eyal** taught at Stanford Graduate School of Business and the Hasso Plattner Institute of Design, after working in the gaming and advertising industries where he saw habit psychology firsthand. *Hooked* distills that research into a framework used by product teams from startups to Fortune 500s; his follow-up *Indistractable* addresses resisting the same triggers.

© wondelai · MIT · wondelai/skills

See also

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor