PDF Summary:Hooked, by Nir Eyal and Ryan Hoover
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1-Page PDF Summary of Hooked
Modern technology has us addicted to its use. While you might be aware that you’re addicted to your phone or favorite apps, you might not know exactly how you got addicted. It just happened without your noticing it.
Hooked provides a useful framework on how tech products build lasting habits in their users. Understanding this is useful for product designers and users alike. The core of the Hooked model is the 4-step feedback loop: Trigger, Action, Reward, and Investment.
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Action
To initiate action in a habit, doing must be easier than thinking. An action has three requirements:
- Sufficient motivation
- Sufficient ability
- A trigger to activate the behavior
Make the process to use your product as simple as possible. Lay out the steps the customer takes to get the job done. Then remove steps until you reach the simplest possible process.
Identify which factor is most impeding your users. Is the mental effort needed to use your product too high? Is the user in a social context where the behavior is inappropriate? Is the behavior so different from normal routine that it’s offputting?
Variable Reward
To build a habit, your product must actually solve the user’s problem so that the user depends on your product as a reliable solution. The benefit the user receives is the reward.
Variable rewards are more effective than fixed rewards. Fixed rewards don’t change at all, delivering the same reward at unchanging intervals. Variable rewards are more like slot machines, delivering unknown amounts at an unknown frequency. Unpredictable reward sizes and novelty spike dopamine levels, which in turn strengthen the development of the habit. Imagine a slot machine that merely paid you $0.99 every time you wagered $1.00 - how fun would that be?
There are three types of variable rewards:
- Rewards of the Tribe
- We generally want to feel accepted, attractive important, and included. When other people give us social validation, this is a powerful reward.
- Rewards of the Hunt
- Before inventing tools, humans hunted animals through persistence hunting, out-enduring larger animals that couldn’t effectively cool themselves over hours of chase.
- This selected for the dogged determination to acquire rewards that aid our survival, including food, cash, and information. We are even conditioned to enjoy the pursuit itself, on top of the material rewards.
- Rewards of the Self
- We seek mastery and completion. We are driven to conquer obstacles and complete obstacles, becoming more capable than we were before.
Investment
The more effort we put into something, the more we value it, and the more likely we are to return. Thus, to encourage a user to return and build a habit, prompt them to put something of value into the system so that they value the app more highly and pave the way for longer-term rewards.
Often the user’s investment increases the value of future rewards, building a virtuous cycle of usage that becomes ever more valuable.
Here are examples of types of user investments, with explanations of how they improve future rewards and enable triggers:
- Content Curation: when users curate content they like, the product can surface more content the user is likely to enjoy through customization.
- Data: when users contribute personal data, the product can issue useful recommendations by analyzing the data.
- Social Connections: when a user connects to other users, the contributions of other users provide more value and are compelling triggers to return.
- Reputation: when users build reputations on a site, their influence increases, and their desire to leave decreases.
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