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fogg-behavior-model skill

/skills/fogg-behavior-model

This skill helps you apply the Fogg Behavior Model to diagnose why users fail to act and design targeted prompts.

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---
name: fogg-behavior-model
description:
  Design behavior change using the B=MAP framework. Use when designing
  onboarding flows, improving conversion, building habits, increasing feature
  adoption, or understanding why users don't take desired actions.
---

# 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

```
┌─────────────────────────────────────────────────────────────────┐
│                    BEHAVIOR = MAP                                │
│                                                                  │
│    Behavior happens when Motivation, Ability, and Prompt        │
│    come together at the SAME MOMENT.                            │
│                                                                  │
│    When behavior doesn't happen → at least one is missing.      │
└─────────────────────────────────────────────────────────────────┘

    High  │                    ·····
    M     │              ·····     Behavior
    o     │        ·····           Happens
    t     │   ·····                Here
    i     │····─────────────────────────────
    v     │   Action Line
    a     │
    t     │        Behavior
    i     │        Fails
    o     │        Here
    n     │
    Low   └─────────────────────────────────────
              Hard ←── Ability ──→ Easy

    Prompts only work above the Action Line.
```

## The Three Elements

### 1. Motivation

**What drives the user to act?**

```
Motivation Sources:

Core Motivators (Fogg):
├── Pleasure / Pain
├── Hope / Fear
└── Social Acceptance / Rejection

Additional Drivers:
├── Intrinsic interest
├── Personal goals
├── External rewards
└── 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):
├── Time: How long does it take?
├── Money: How much does it cost?
├── Physical effort: How hard physically?
├── Mental effort: How much thinking?
├── Social deviance: How weird is it?
└── 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):
├── Inspires and motivates
├── Appeals to emotions
└── Example: "Your friends are waiting"

Facilitator (High Motivation, Low Ability):
├── Makes action easier
├── Reduces friction
└── Example: "One-click purchase"

Signal (High Motivation, High Ability):
├── Simple reminder
├── Just needs timing
└── Example: "Time to check in"
```

## Behavior Diagnosis Framework

### Step 1: Define Target Behavior

Be specific about what you want users to do:

```
Behavior Definition:

❌ Vague: "Use the app more"
✅ Specific: "Complete a 5-minute workout daily"

Components:
├── Who: [Target user segment]
├── What: [Specific action]
├── When: [Timing/context]
└── How often: [Frequency]
```

### Step 2: Diagnose Missing Element

```
Diagnosis Tree:

Is the user doing the behavior?
│
├── NO → Diagnose which element is missing:
│   │
│   ├── Do they WANT to do it?
│   │   ├── NO → Motivation problem
│   │   └── YES → Continue
│   │
│   ├── CAN they easily do it?
│   │   ├── NO → Ability problem
│   │   └── YES → Continue
│   │
│   └── Are they PROMPTED at the right moment?
│       ├── NO → Prompt problem
│       └── YES → Re-examine all three
│
└── YES → 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:

```markdown
## 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:
├── Want to get fit ✓
├── Feel better ✓
└── Score: 4/5 (High)

Ability:
├── Time: 20 min → Could be less
├── Physical: Moderate effort
├── Mental: Need to decide what to do
├── Routine: Not part of current habits
└── Score: 2/5 (Low - bottleneck)

Prompt:
├── No consistent trigger
└── Score: 2/5 (Low)

Interventions:
├── Ability: Reduce to 5-minute starter routine
├── Ability: Pre-select workout (no decisions)
├── Prompt: Phone alarm + clothes laid out
└── Routine: Anchor to morning coffee
```

### Example 2: Feature Adoption (SaaS)

```
Target Behavior: Use new collaboration feature

Motivation:
├── Users don't see value yet
└── Score: 2/5 (Low - problem)

Ability:
├── Feature is buried in menu
├── Requires 4 clicks to access
└── Score: 2/5 (Low - problem)

Prompt:
├── One email announcement sent
└── Score: 1/5 (Very low)

Interventions:
├── Motivation: Show social proof ("Teams save 2hrs/week")
├── Ability: Add one-click access from dashboard
├── Ability: Pre-configure with defaults
├── Prompt: In-app tooltip at relevant moment
└── Prompt: Contextual suggestion during related tasks
```

### Example 3: Newsletter Signup

```
Target Behavior: Subscribe to weekly newsletter

Motivation:
├── Valuable content promised
├── Social proof: "10,000 subscribers"
└── Score: 3/5 (Medium)

Ability:
├── Email only (simple)
├── One field
└── Score: 5/5 (High)

Prompt:
├── Popup after 30 seconds
├── User often not ready yet
└── Score: 2/5 (Wrong timing)

Intervention:
├── Prompt: Move to end of valuable article
├── Prompt: "Want more like this?"
└── Context: After user received value
```

## Design Principles

### Start with Ability

```
Why Ability First:

Motivation:
├── Hard to change
├── Often outside your control
└── Fluctuates over time

Ability:
├── Directly designable
├── Permanent once improved
└── Helps when motivation dips

"Make it so easy they can't say no."
```

### Right Prompt, Right Moment

```
Prompt Timing:

Too Early:
├── User not ready
├── Creates annoyance
└── Wasted impression

Too Late:
├── Moment passed
├── Motivation cooled
└── Friction accumulated

Just Right:
├── High motivation moment
├── Ability is present
└── Action is natural next step
```

### Tiny Habits Approach

```
BJ Fogg's Tiny Habits:

1. Make it TINY
   └── Smallest possible version of behavior

2. Find the right ANCHOR
   └── Existing habit to attach to

3. Celebrate IMMEDIATELY
   └── 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:
□ Clear value proposition
□ Social proof present
□ Loss framing considered
□ Personalized relevance
□ Emotional connection

Ability Enhancers:
□ Minimum steps possible
□ Smart defaults set
□ No unnecessary fields
□ Mobile-friendly
□ Fits existing routines

Prompt Optimization:
□ Right type for situation
□ Appears at right moment
□ Clear call to action
□ Not interruptive
□ Contextually relevant
```

## Resources

- [BJ Fogg's Behavior Model](https://behaviormodel.org/)
- [Tiny Habits - BJ Fogg](https://tinyhabits.com/)
- [Hooked - Nir Eyal](https://www.nirandfar.com/hooked/)
- [Atomic Habits - James Clear](https://jamesclear.com/atomic-habits)

Overview

This skill helps designers and product teams apply the Fogg Behavior Model (B = MAP) to design reliable behavior change. It focuses on diagnosing whether Motivation, Ability, or a Prompt is missing and prescribing targeted interventions. Use it to turn vague goals into specific, testable behavior designs with measurable outcomes.

How this skill works

The skill guides you to define a specific target behavior, score Motivation, Ability, and Prompt, and identify the primary bottleneck. It breaks Ability into six concrete factors (time, money, physical effort, mental effort, social deviance, routine) and maps prompt types to solution patterns (spark, facilitator, signal). Finally, it produces prioritized interventions and success metrics to validate change.

When to use it

  • Designing onboarding flows and first-run experiences
  • Improving conversion or activation rates
  • Increasing adoption of a new feature in a product
  • Building or supporting user habits
  • Diagnosing and reducing user drop-off in a funnel

Best practices

  • Start with a precise behavior: who, what, when, and frequency
  • Fix Ability first when possible — reduce friction and steps
  • Match prompt type to diagnosis: spark for motivation, facilitator for ability, signal for timing
  • Measure baseline and set simple success metrics (rate, time, retention)
  • Iterate in small experiments: change one element at a time

Example use cases

  • Onboarding: convert new signups into activated users with a one-click starter flow and contextual tooltip
  • Feature adoption: surface collaboration tools on the dashboard, add social proof, and prompt in relevant tasks
  • Habit formation: design a tiny, anchored behavior (2-minute version) with a daily reminder and celebration
  • Newsletter signup: move prompt to the article end after value is delivered and test contextual copy
  • Conversion lift: reduce checkout steps, pre-fill fields, and trigger a timely email reminder

FAQ

What if multiple elements are weak?

Prioritize Ability first because it is usually fastest to change; then add prompts and boost motivation as needed.

How specific should the target behavior be?

Very specific: define who, exact action, context or timing, and frequency so you can measure and iterate.