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improve-retention
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About This Skill
Use when diagnosing retention, activation, onboarding friction, or churn. Applies the Fogg Behavior Model (B=MAP), the Ability Chain, and Tiny Habits to make products that reliably change behavior.
Downloadable SKILL.md
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---
name: improve-retention
description: Use when diagnosing retention, activation, onboarding friction, or churn. Applies the Fogg Behavior Model (B=MAP), the Ability Chain, and Tiny Habits to make products that reliably change behavior.
category: Business Knowledge
version: 1.0.0
tools: []
---
# Behavior Design Framework (B=MAP)
Diagnose and fix retention, activation, and onboarding-friction problems using BJ Fogg's Behavior Design research. Behavior is not about willpower -- it is a design problem with a predictable equation.
## Core Principle
**The Fogg Behavior Model: B=MAP.** Behavior happens when Motivation, Ability, and a Prompt converge at the same moment, above the "Action Line." When motivation and ability are sufficient, a prompt triggers the behavior; below the line, no prompt works. High motivation compensates for low ability and vice versa -- but the reliable strategy is increasing Ability (making behaviors easier), not pumping up motivation.
## Scoring
**Goal: 10/10.** Rate the six Quick Diagnostic rows pass/fail, start at 10, and subtract per failure: low motivation or below the Action Line costs **-2** each (rows 1-2); weak prompts, missing celebration, unaddressed bottleneck, or forced scaling cost **-1.5** each (rows 3-6). Bands: **9-10** = behavior reliably crosses the Action Line at low motivation, prompts are event/anchor-tied, key actions are celebrated. **5-6** = depends on a motivation spike or optimizes a non-bottleneck factor. **<=3** = core action below the Action Line, prompts are spam, no habit wiring. Always state the score and name the failing rows.
## The Three Elements
### 1. Motivation
Energy for action, driven by three core motivators, each with two sides: Sensation (pleasure/pain), Anticipation (hope/fear), Belonging (acceptance/rejection). Powerful but unreliable -- it spikes (launches, resolutions) and crashes (day 3, week 2). "Motivation is unreliable. Ability is not." -- BJ Fogg. Design for the trough, not the peak: assume returning users have low motivation and show immediate value before asking for effort. Copy patterns: "Takes 30 seconds" (lowers required motivation), "Join 50,000 teams who..." (belonging), "Don't lose your 7-day streak" (fear). Ethical boundary: a fear motivator is fair only when the loss is real and user-owned -- never invent one solely to drive a session.
### 2. Ability
The capacity to do the behavior -- a function of the *scarcest* resource across six factors, the **Ability Chain**: Time, Money, Physical Effort, Mental Effort, Social Deviance, Non-Routine. Unlike motivation, ability can be engineered: every removed field, eliminated step, and preset default moves behavior across the Action Line even at low motivation. "Simplicity changes behavior" -- BJ Fogg. Find the weakest link, not the most obvious factor. Use **Starter Steps** to shrink a behavior to its tiniest version (2 minutes -> 30 seconds -> one field); defaults are the most powerful ability tool since users rarely change them. Copy patterns: "One click to get started," "No technical skills needed," "Works just like tools you already use." Ethical boundary: reduce friction only on genuinely valuable behaviors -- never make it too easy to overspend, over-share, or delete data without confirmation.
### 3. Prompt
The "do it now" signal -- without one, behavior doesn't happen regardless of motivation and ability. Three types: Person Prompts (internal reminders), Context Prompts (environmental cues), Action Prompts (product-designed triggers). Prompts only work *above* the Action Line -- a notification to someone lacking motivation or ability is spam, and prompt fatigue degrades every future prompt. Anchor moments tie new behaviors to existing routines ("After I open Slack, I will..."). Copy patterns: "Your weekly report is ready" (event-based, not time-based), "One thing left to complete your setup." Never: "We miss you!" -- a product need, not a user need. Ethical boundary: every prompt must pass "Would I appreciate receiving this right now?"
## Tiny Habits Method
The practical application of B=MAP: make behaviors so small they need almost no motivation, anchor them to existing routines, and celebrate immediately. Recipe: *After I [Anchor Moment], I will [Tiny Behavior], then I [Celebration].* Celebration is essential -- an immediate positive emotion wires the habit; repetition alone isn't enough. Every target behavior has a Starter Step (e.g., "complete onboarding" -> "fill in one field"; "use analytics daily" -> "open the dashboard"). Once wired, tiny behaviors scale naturally (open dashboard -> check a few metrics -> customize -> automatic habit) -- never force scaling; the tiny version is the foundation, not a failure.
## Behavior Design Process
1. **Clarify the Aspiration** -- the user's outcome, not the product's goal ("stay on top of my team's progress," not "increase DAU").
2. **Explore Behavior Options** -- list every possible behavior exhaustively; don't commit yet.
3. **Match Behaviors** -- assess motivation and ease; plot on a 2x2 of impact vs. feasibility (**Focus Mapping**).
4. **Start Tiny** -- shrink the best match to its Starter Step; design the prompt; add celebration.
5. **Optimize** -- expand once wired; fix bottlenecks with the Ability Chain; refine prompt timing from data.
## Retention Diagnostics with B=MAP
| Metric | B=MAP Diagnosis | Action |
|--------|----------------|--------|
| Low activation | First action below the Action Line | Shrink onboarding to Starter Step; fix weakest Ability Chain link |
| Day-1 drop-off | Prompt failed or mistimed | Redesign first-day prompts; anchor to an existing routine |
| Day-7 drop-off | Motivation wave receded | Reduce core action difficulty |
| Day-30 drop-off | Habit didn't form | Create tiny habit recipe; add celebration loops |
| Low feature adoption | Feature below the Action Line for most users | Friction-audit it; prompt only when motivation is present |
| Notification fatigue | Prompts sent below the Action Line | Cut volume; send only with motivation + ability |
## Common Mistakes
| Mistake | Why It Fails | Fix |
|---------|-------------|------|
| Relying on motivation for retention | Motivation always recedes | Make behaviors tiny enough to survive dips |
| Ignoring the Ability Chain bottleneck | Barrier may be mental effort or social deviance, not time | Audit all six factors; fix the scarcest resource |
| Prompting below the Action Line | Notifications to unmotivated/unable users = spam | Event-based triggers only when motivation + ability suffice |
| Skipping celebration in onboarding | No positive emotion = no habit wiring | Add success states and micro-celebrations |
| First action too ambitious | "Complete your profile" is a project, not a behavior | Shrink to Starter Step: one field, one action |
| Copying products without diagnosing B=MAP | A high-motivation audience's design fails yours | Diagnose your users' motivation, ability, and prompt context first |
## Quick Diagnostic
| Question | If No | Action |
|----------|-------|--------|
| Can a new user do the core action in under 60 seconds? | Ability too low | Friction audit; shrink to Starter Step |
| Does the product work when motivation is low? | Design depends on spikes | Redesign core behaviors for minimal motivation |
| Are prompts tied to real events or anchors? | Prompts feel like spam | Switch to event-based or anchor-based prompts |
| Is there immediate feedback after key actions? | No celebration = no habit wiring | Add success states, progress, social feedback |
| Have you found the weakest Ability Chain link? | Optimizing the wrong thing | Rate each of the six factors 1-5 for the core behavior |
| Do users scale naturally from tiny behaviors? | Forcing complexity too early | Use Starter Steps; let behaviors grow organically |
Based on BJ Fogg's Behavior Design Lab research at Stanford University: *"Tiny Habits: The Small Changes That Change Everything"* by BJ Fogg, and *"Designing for Behavior Change"* by Stephen Wendel.
Bundle Download
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Install Targets
Syntic App
- 1. Create a dedicated folder for this skill in your local skills library.
- 2. Place SKILL.md into that folder.
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Syntic Code (CLI)
- 1. Save SKILL.md in your local Syntic Code skills directory.
- 2. Keep related files in the same skill folder.
- 3. Run in a safe environment and validate outputs.
Source
https://github.com/wondelai/skills/blob/main/improve-retention/SKILL.md
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