Hooked template, was represented through the Hooked book, and it helps us to find ways to Build Habit-Forming Products.

A hook has four parts:

  1. Trigger: External & Internal. Need to shift from external to internal triggers over time.
  2. Action: Similar to Fogg Behavior Model -> Motivation and Ability relative to Trigger. Simplicity is a function of your scarcest resource in that moment.
  3. (Variable) Reward: Three types – tribe (social), hunt (resources), and self (achievement).
  4. Investment: Use to 1) Load the next trigger; and 2) Store value to improve the product with use (e.g., content, data, followers, reputation). Leverages reciprocity and cognitive dissonance.

More Readings,

A tendency to find a product desirable because it has a high price. Every student of economics learns that the price and demand of commodities are inversely related, a relationship known as the law of demand. The law of demand predicts that given tw...

A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object. Humans are biased to interpret objects as being lit from a single light source from above. This bias is found across all age range...

Usability Report, When reporting results from a usability test, you should focus primarily on your findings and recommendations that are differentiated by levels of severity.  Include the pertinent information from the test plan and present just en...

Anthropomorphic forms are appealing when they are dissimilar or identical to humans, but unappealing when they are very similar to humans. Anthropomorphic forms are generally appealing to humans. However, when a form is very close but not identical ...

Contextual design (CD) is a user-centered design process developed by Hugh Beyer and Karen Holtzblatt. It incorporates ethnographic methods for gathering data relevant to the product via field studies, rationalizing workflows, and designing human-co...

RITE Method, for Rapid Iterative Testing and Evaluation, typically referred to as "RITE" testing, is an iterative usability method. It was defined by Michael Medlock, Dennis Wixon, Bill Fulton, Mark Terrano and Ramon Romero. It has been publicly cham...