improve-retention
The improve-retention skill applies behavior design principles (B=MAP: Motivation, Ability, Prompt) to diagnose and fix user drop-off and activation problems. Use it when analyzing retention metrics, onboarding friction, churn patterns, time-to-value delays, or why users disengage after their first session, leveraging the Fogg Behavior Model to make desired actions easier rather than relying on motivation alone.
git clone --depth 1 https://github.com/wondelai/skills /tmp/improve-retention && cp -r /tmp/improve-retention/improve-retention ~/.claude/skills/improve-retentionSKILL.md
# Behavior Design Framework
Framework for designing products that reliably change behavior. Behavior is not about willpower or motivation — 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.
```
HIGH ┃
┃ ★ Behavior happens
┃ (above the Action Line)
┃
Motivation ┃━━━━━━━━━━━━━━━━━━━━━━━ ← Action Line
┃
┃ ✗ Behavior fails
┃ (below the Action Line)
LOW ┃
┗━━━━━━━━━━━━━━━━━━━━━━━━━
HARD EASY
Ability
```
**The Action Line:** When motivation and ability are sufficient, a prompt causes the behavior; below the line, no prompt works. High motivation compensates for low ability and vice versa. The reliable strategy is making behaviors easier (move right), not pumping up motivation (move up).
## Scoring
**Goal: 10/10.** When reviewing or creating product behavior design, rate it 0-10 based on adherence to the principles below. A 10/10 means full alignment with all guidelines; lower scores indicate gaps to address. Always provide the current score and specific improvements needed to reach 10/10.
## The Three Elements
### 1. Motivation
**Core concept:** Motivation is the energy for action, driven by three core motivators, each with two sides: Sensation (pleasure/pain), Anticipation (hope/fear), Belonging (acceptance/rejection). It is powerful but unreliable.
**Why it works:** Motivation comes in waves — it spikes (New Year's resolutions, product launches) and crashes (day 3, week 2). Products that depend on high motivation fail when the wave recedes; the best designs work at the trough.
**Key insights:**
- "Motivation is unreliable. Ability is not." — BJ Fogg
- Design for low-motivation moments, not peak excitement
- Motivation-first tactics (inspiring videos, aspirational messaging) produce spikes, not sustained behavior
- Match required motivation to behavior difficulty — hard behaviors need high motivation
**Product applications:**
| Context | Application | Example |
|---------|-------------|---------|
| **Onboarding** | Don't count on the new-user spike lasting | First actions work even when excitement fades |
| **Re-engagement** | Assume returning users have low motivation | Show immediate value before asking for effort |
| **Messaging** | Tap the right motivator | Social fitness → belonging; financial tool → hope |
**Copy patterns:**
- "Takes 30 seconds" (signals ease, lowers motivation needed)
- "Join 50,000 teams who..." (belonging motivator)
- "Don't lose your 7-day streak" (anticipation/fear motivator)
**Ethical boundary:** Never manufacture false hope or exploit fear — motivation tactics should connect users to genuine outcomes, not anxiety-driven compulsive usage.
See: [references/motivation-waves.md](references/motivation-waves.md) for the three motivators, motivation waves, and designing for troughs.
### 2. Ability
**Core concept:** Ability is the capacity to do the behavior — a function of the scarcest resource across six factors (the Ability Chain). If any single link is too weak, the behavior breaks.
**Why it works:** Unlike motivation, ability can be systematically engineered: every removed field, eliminated step, and preset default moves the behavior right on the model, crossing the Action Line even at low motivation. The Ability Chain gives you the diagnostic — find the weakest link and fix it.
**Key insights:**
- Six factors: Time, Money, Physical Effort, Mental Effort, Social Deviance, Non-Routine
- Simplicity is a function of the scarcest resource — find the bottleneck, not the most obvious factor
- "Simplicity changes behavior" — BJ Fogg
- Starter Steps: shrink the behavior to the tiniest version (2 minutes → 30 seconds → one field)
- Defaults are the most powerful ability tool — users rarely change them
**Product applications:**
| Context | Application | Example |
|---------|-------------|---------|
| **Signup** | Cut cost across all six factors | One-click SSO removes time, mental effort, non-routine |
| **Core action** | Fix the weakest link | Mental-effort bottleneck → smart defaults and templates |
| **Enterprise adoption** | Address social deviance | "Your team already uses this" reduces social risk |
**Copy patterns:**
- "One click to get started" (time + physical effort)
- "No technical skills needed" (mental effort)
- "Works just like tools you already use" (non-routine)
**Ethical boundary:** Reduce friction only on genuinely valuable behaviors — never make it too easy to overspend, over-share, or delete important data without confirmation.
See: [references/ability-chain.md](references/ability-chain.md) for the six factors in detail, friction audit templates, and simplification strategies.
### 3. Prompt
**Core concept:** The prompt says "do it now." Without one, behavior doesn't happen regardless of motivation and ability. Three types: Person Prompts (internal reminders), Context Prompts (environmental cues), Action Prompts (designed triggers from the product).
**Why it works:** Teams assume motivation + ability is enough — it isn't, not without a well-timed prompt. But prompts only work above the Action Line: a push notification to someone lacking motivation or ability is spam.
**Key insights:**
- A prompt at the wrong moment is noise; at the right moment, magic
- Anchor moments tie new behaviors to existing routines ("After I open Slack, I will...")
- Prompt fatigue is real — every unnecessary prompt degrades the value of future ones
**Product applications:**
| Context | Application | Example |
|---------|-------------|---------|
| **Notifications** | Prompt only above the Action Line | Send digest when there's content to review, not on a schedule |
| **Re-engagement** | Tie promptsBuild lean, opinionated products using the 37signals philosophy from Getting Real, Rework, and Shape Up. Use when the user mentions "Getting Real", "Rework", "Shape Up", "37signals", "Basecamp method", "six-week cycles", "fixed time variable scope", "appetite vs estimates", "betting table", "breadboarding", "fat marker sketch", "build less", "underdo the competition", or "opinionated software". Also trigger when cutting scope to ship faster, running small teams, avoiding long-term roadmaps, or eliminating meetings. Covers shaping, betting, building, and the art of saying no. For MVP validation, see lean-startup. For design sprints, see design-sprint.
Create uncontested market space using value innovation instead of competing head-to-head. Use when the user mentions "blue ocean", "red ocean", "strategy canvas", "ERRC framework", "value innovation", "non-customers", "buyer utility map", "eliminate-reduce-raise-create", or "uncontested market". Also trigger when comparing pricing strategies, exploring new market categories, finding underserved customer segments, or asking how to stop competing on price. Covers the Four Actions Framework, buyer utility map, and value-cost trade-offs. For tech adoption strategy, see crossing-the-chasm. For product positioning, see obviously-awesome.
Structure software around the Dependency Rule: source code dependencies point inward from frameworks to use cases to entities. Use when the user mentions "architecture layers", "dependency rule", "ports and adapters", "hexagonal architecture", "use case boundary", "onion architecture", "screaming architecture", or "framework independence". Also trigger when decoupling business logic from databases or frameworks, defining module boundaries, or debating where to put business rules. Covers component principles, boundaries, and SOLID. For code quality, see clean-code. For domain modeling, see domain-driven-design.
Write readable, maintainable code through disciplined naming, small functions, and clean error handling. Use when the user mentions "code review", "naming conventions", "function too long", "code smells", "readable code", "boy scout rule", "single responsibility", or "unit test quality". Also trigger when reviewing pull requests for readability, refactoring messy functions, debating comment styles, or improving error handling patterns. Covers SRP, comment discipline, formatting, and unit testing. For refactoring techniques, see refactoring-patterns. For architecture, see clean-architecture.
Engineer word-of-mouth and virality using the STEPPS framework (Social Currency, Triggers, Emotion, Public, Practical Value, Stories). Use when the user mentions "go viral", "word of mouth", "shareable content", "social currency", "why people share", "viral loop", "referral program", or "organic growth". Also trigger when designing shareable features, crafting social media campaigns, or building products that spread through peer recommendation. Covers environmental triggers and high-arousal emotional content. For sticky messaging, see made-to-stick. For persuasion tactics, see influence-psychology.
Build a weekly cadence of customer touchpoints using Opportunity Solution Trees, assumption mapping, and interview snapshots. Use when the user mentions "continuous discovery", "opportunity solution tree", "weekly interviews", "assumption testing", "discovery habits", "product trio", or "outcome-based roadmap". Also trigger when setting up regular customer feedback loops, prioritizing which experiments to run, or connecting discovery insights to delivery work. Covers experience mapping, co-creation, and prioritizing opportunities. For interview technique, see mom-test. For team structure, see inspired-product.
Audit websites and landing pages for conversion issues and design evidence-based A/B tests. Use when the user mentions "landing page isnt converting", "conversion rate", "A/B test", "why visitors leave", "objection handling", "bounce rate", "split testing", or "conversion funnel". Also trigger when diagnosing why signups are low, designing experiment hypotheses, or auditing checkout flows for friction points. Covers funnel mapping, persuasion assets, and objection/counter-objection frameworks. For overall marketing strategy, see one-page-marketing. For usability issues, see ux-heuristics.
Navigate the technology adoption lifecycle from early adopters to mainstream market. Use when the user mentions "crossing the chasm", "beachhead segment", "whole product", "early adopters vs. mainstream", "tech go-to-market", "bowling pin strategy", "technology adoption lifecycle", or "pragmatist buyers". Also trigger when a startup has early traction but struggles to grow beyond initial users, or when planning go-to-market for technical products. Covers D-Day analogy, bowling-pin strategy, and positioning against incumbents. For product positioning, see obviously-awesome. For new market creation, see blue-ocean-strategy.