fogg-behavior-model
13
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3
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#25424
全站排名
安装命令
npx skills add https://github.com/flpbalada/my-opencode-config --skill fogg-behavior-model
Agent 安装分布
opencode
3
claude-code
3
amp
2
kimi-cli
2
codex
2
Skill 文档
Fogg Behavior Model – B = MAP
The Fogg Behavior Model explains that three elements must converge at the same moment for a behavior to occur: Motivation, Ability, and a Prompt. When a behavior does not occur, at least one of these elements is missing.
When to Use This Skill
- Designing onboarding and activation flows
- Improving conversion rates
- Building habit-forming products
- Increasing feature adoption
- Understanding why users drop off
- Planning behavior change interventions
The B = MAP Formula
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â BEHAVIOR = MAP â
â â
â Behavior happens when Motivation, Ability, and Prompt â
â come together at the SAME MOMENT. â
â â
â When behavior doesn't happen â at least one is missing. â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
High â ·····
M â ····· Behavior
o â ····· Happens
t â ····· Here
i â····âââââââââââââââââââââââââââââ
v â Action Line
a â
t â Behavior
i â Fails
o â Here
n â
Low ââââââââââââââââââââââââââââââââââââââ
Hard âââ Ability âââ Easy
Prompts only work above the Action Line.
The Three Elements
1. Motivation
What drives the user to act?
Motivation Sources:
Core Motivators (Fogg):
âââ Pleasure / Pain
âââ Hope / Fear
âââ Social Acceptance / Rejection
Additional Drivers:
âââ Intrinsic interest
âââ Personal goals
âââ External rewards
âââ Social pressure
| Motivator | Low | High |
|---|---|---|
| Pleasure/Pain | “I should exercise” | “I want to feel great” |
| Hope/Fear | “Might be useful” | “Don’t want to miss out” |
| Social | “No one cares” | “Everyone’s doing it” |
2. Ability
How easy is it to do?
Ability Factors (Fogg):
Simplicity Chain (weakest link determines ability):
âââ Time: How long does it take?
âââ Money: How much does it cost?
âââ Physical effort: How hard physically?
âââ Mental effort: How much thinking?
âââ Social deviance: How weird is it?
âââ Non-routine: How different from habits?
Ability = Inverse of the HARDEST factor
| Factor | Low Ability | High Ability |
|---|---|---|
| Time | 30-minute signup | 2-click signup |
| Money | $99/month | Free trial |
| Physical | Visit store | Click button |
| Mental | Complex form | Smart defaults |
| Social | Public commitment | Private action |
| Routine | New behavior | Fits existing habit |
3. Prompt
What triggers action at the right moment?
Prompt Types:
Spark (High Ability, Low Motivation):
âââ Inspires and motivates
âââ Appeals to emotions
âââ Example: "Your friends are waiting"
Facilitator (High Motivation, Low Ability):
âââ Makes action easier
âââ Reduces friction
âââ Example: "One-click purchase"
Signal (High Motivation, High Ability):
âââ Simple reminder
âââ Just needs timing
âââ Example: "Time to check in"
Behavior Diagnosis Framework
Step 1: Define Target Behavior
Be specific about what you want users to do:
Behavior Definition:
â Vague: "Use the app more"
â
Specific: "Complete a 5-minute workout daily"
Components:
âââ Who: [Target user segment]
âââ What: [Specific action]
âââ When: [Timing/context]
âââ How often: [Frequency]
Step 2: Diagnose Missing Element
Diagnosis Tree:
Is the user doing the behavior?
â
âââ NO â Diagnose which element is missing:
â â
â âââ Do they WANT to do it?
â â âââ NO â Motivation problem
â â âââ YES â Continue
â â
â âââ CAN they easily do it?
â â âââ NO â Ability problem
â â âââ YES â Continue
â â
â âââ Are they PROMPTED at the right moment?
â âââ NO â Prompt problem
â âââ YES â Re-examine all three
â
âââ YES â Behavior successful
Step 3: Design Intervention
| Problem | Solution Approach |
|---|---|
| Low Motivation | Increase desire (spark prompt) |
| Low Ability | Reduce friction (facilitator prompt) |
| No Prompt | Add well-timed trigger (signal prompt) |
| Multiple issues | Start with Ability (easiest to change) |
Output Template
After completing analysis, document as:
## Behavior Design Analysis
**Target Behavior:** [Specific behavior]
**User Segment:** [Who]
**Date:** [Date]
### Current State
| Element | Score (1-5) | Evidence |
| ---------- | ----------- | --------------------- |
| Motivation | [Score] | [What indicates this] |
| Ability | [Score] | [What indicates this] |
| Prompt | [Score] | [What indicates this] |
### Ability Breakdown
| Factor | Current State | Bottleneck? |
| -------- | ------------- | ----------- |
| Time | [Assessment] | Yes/No |
| Money | [Assessment] | Yes/No |
| Physical | [Assessment] | Yes/No |
| Mental | [Assessment] | Yes/No |
| Social | [Assessment] | Yes/No |
| Routine | [Assessment] | Yes/No |
### Diagnosis
**Primary Issue:** [Motivation/Ability/Prompt]
**Root Cause:** [Specific reason]
### Intervention Design
| Priority | Change | Element | Expected Impact |
| -------- | ----------------- | ------- | -------------------- |
| 1 | [Specific change] | [M/A/P] | [Measurable outcome] |
| 2 | [Specific change] | [M/A/P] | [Measurable outcome] |
### Success Metrics
| Metric | Current | Target | Timeline |
| --------------- | ------- | ------ | -------- |
| [Behavior rate] | X% | Y% | [Time] |
Real-World Examples
Example 1: Daily Exercise Habit
Target Behavior: Do a 20-minute workout daily
Motivation:
âââ Want to get fit â
âââ Feel better â
âââ Score: 4/5 (High)
Ability:
âââ Time: 20 min â Could be less
âââ Physical: Moderate effort
âââ Mental: Need to decide what to do
âââ Routine: Not part of current habits
âââ Score: 2/5 (Low - bottleneck)
Prompt:
âââ No consistent trigger
âââ Score: 2/5 (Low)
Interventions:
âââ Ability: Reduce to 5-minute starter routine
âââ Ability: Pre-select workout (no decisions)
âââ Prompt: Phone alarm + clothes laid out
âââ Routine: Anchor to morning coffee
Example 2: Feature Adoption (SaaS)
Target Behavior: Use new collaboration feature
Motivation:
âââ Users don't see value yet
âââ Score: 2/5 (Low - problem)
Ability:
âââ Feature is buried in menu
âââ Requires 4 clicks to access
âââ Score: 2/5 (Low - problem)
Prompt:
âââ One email announcement sent
âââ Score: 1/5 (Very low)
Interventions:
âââ Motivation: Show social proof ("Teams save 2hrs/week")
âââ Ability: Add one-click access from dashboard
âââ Ability: Pre-configure with defaults
âââ Prompt: In-app tooltip at relevant moment
âââ Prompt: Contextual suggestion during related tasks
Example 3: Newsletter Signup
Target Behavior: Subscribe to weekly newsletter
Motivation:
âââ Valuable content promised
âââ Social proof: "10,000 subscribers"
âââ Score: 3/5 (Medium)
Ability:
âââ Email only (simple)
âââ One field
âââ Score: 5/5 (High)
Prompt:
âââ Popup after 30 seconds
âââ User often not ready yet
âââ Score: 2/5 (Wrong timing)
Intervention:
âââ Prompt: Move to end of valuable article
âââ Prompt: "Want more like this?"
âââ Context: After user received value
Design Principles
Start with Ability
Why Ability First:
Motivation:
âââ Hard to change
âââ Often outside your control
âââ Fluctuates over time
Ability:
âââ Directly designable
âââ Permanent once improved
âââ Helps when motivation dips
"Make it so easy they can't say no."
Right Prompt, Right Moment
Prompt Timing:
Too Early:
âââ User not ready
âââ Creates annoyance
âââ Wasted impression
Too Late:
âââ Moment passed
âââ Motivation cooled
âââ Friction accumulated
Just Right:
âââ High motivation moment
âââ Ability is present
âââ Action is natural next step
Tiny Habits Approach
BJ Fogg's Tiny Habits:
1. Make it TINY
âââ Smallest possible version of behavior
2. Find the right ANCHOR
âââ Existing habit to attach to
3. Celebrate IMMEDIATELY
âââ Positive emotion reinforces
Formula: "After I [ANCHOR], I will [TINY BEHAVIOR]"
Example: "After I pour my coffee, I will do 2 pushups"
Behavior Types
| Type | Motivation | Ability | Focus |
|---|---|---|---|
| Green | High | High | Just add prompt |
| Blue | High | Low | Increase ability |
| Purple | Low | High | Increase motivation |
| Gray | Low | Low | Major redesign needed |
Integration with Other Methods
| Method | Combined Use |
|---|---|
| Hooked Model | Fogg explains the trigger/action phase |
| Cognitive Load | Ability = inverse of cognitive load |
| Loss Aversion | Powerful motivation lever |
| Curiosity Gap | Motivation through information gaps |
| Five Whys | Why isn’t behavior happening? |
Quick Reference
B = MAP CHECKLIST
Motivation Boosters:
â¡ Clear value proposition
â¡ Social proof present
â¡ Loss framing considered
â¡ Personalized relevance
â¡ Emotional connection
Ability Enhancers:
â¡ Minimum steps possible
â¡ Smart defaults set
â¡ No unnecessary fields
â¡ Mobile-friendly
â¡ Fits existing routines
Prompt Optimization:
â¡ Right type for situation
â¡ Appears at right moment
â¡ Clear call to action
â¡ Not interruptive
â¡ Contextually relevant