wondelai/improve-retention
Diagnose and fix retention problems using behavior design (B=MAP). Use when the user mentions "users sign up but dont stick around", "activation rate", "onboarding friction", "retention metrics", "why users dont complete", "churn analysis", or "aha moment". Also trigger when analyzing cohort retention curves, designing activation milestones, reducing time-to-value for new users, or investigating why users quit after their first session. Covers the Ability Chain, prompt design, and tiny behaviors that compound. For habit loops and variable rewards, see hooked-ux. For intrinsic motivation, see drive-motivation.
npx skills add https://github.com/wondelai/skills --skill improve-retention
Framework for designing products that reliably change behavior. Behavior is not about willpower or motivation — it is a design problem with a predictable equation.
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).
See: references/behavior-model.md when you need the curve mechanics behind this model — the full Action Line math, behavior types (dot/span/path), and a step-by-step failure diagnostic for a behavior that isn't happening.
Goal: 10/10. The six Quick Diagnostic rows are the single source of score-movers. Rate each pass/fail, then start at 10 and subtract per failing row: low motivation or below the Action Line (rows 1-2) cost -2 each; prompts, celebration, bottleneck, and scaling (rows 3-6) cost -1.5 each. A design that passes all six scores 10; one that fails every row scores 0. Map to bands: 9-10 = behavior reliably crosses the Action Line at low motivation, prompts are event/anchor-tied, key actions are celebrated; 5-6 = depends on a motivation spike or optimizes a non-bottleneck factor; <=3 = core action below the Action Line, prompts are spam, no habit wiring. Always state the score and name the specific failing rows.
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:
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:
Ethical boundary: A fear motivator (the streak pattern above) is fair only when the loss is real and user-owned (their data, their progress); never invent a loss that exists solely to drive a session.
See: references/motivation-waves.md for the three motivators, motivation waves, and designing for troughs.
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:
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:
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 for the six factors in detail, friction audit templates, and simplification strategies.
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:
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 prompts to real events | "Your report is ready" (event-based, not time-based) |
| Feature discovery | Prompt when motivation and ability align | Feature tour appears when user hits the problem it solves |
Copy patterns:
Ethical boundary: Every prompt must pass the test "Would I appreciate receiving this right now?" — if it serves a product metric (DAU, re-engagement) but not the user's current goal, cut it.
See: references/prompt-design.md for prompt types, timing strategies, notification design, and anchor moments.
The practical application of B=MAP: make behaviors so small they need almost no motivation, anchor them to existing routines, and celebrate immediately.
After I [ANCHOR MOMENT], I will [TINY BEHAVIOR], then I [CELEBRATION].
Every target behavior has a Starter Step — the tiniest meaningful version:
| Target Behavior | Starter Step | Why It Works |
|----------------|--------------|--------------|
| Complete onboarding | Fill in one field | Momentum from completion |
| Use analytics daily | Open the dashboard | Seeing data creates curiosity |
| Collaborate with team | Send one comment | Social reciprocity kicks in |
Once wired, tiny behaviors grow naturally: open dashboard → check a few metrics → customize → automatic morning habit. Never force scaling — let motivation and momentum drive expansion. The tiny version is the foundation, not a failure.
See: references/tiny-habits.md for the full Tiny Habits recipe, celebration techniques, and scaling patterns.
Fogg's systematic process for lasting behavior change:
What outcome does the user want — their aspiration, not the product's goal ("stay on top of my team's progress", not "increase DAU").
List all possible behaviors that could achieve the aspiration. Be exhaustive — don't commit yet.
Assess each for motivation and ease; plot on a 2×2 of impact vs. feasibility (Focus Mapping).
Shrink the best-matched behavior to its Starter Step; design the prompt; add celebration.
Expand once wired. Fix bottlenecks with the Ability Chain; refine prompt timing from data.
See: references/product-applications.md when applying this process to a specific category — B=MAP mapped to SaaS onboarding, mobile, e-commerce, health, and education with per-category motivation timelines and bottlenecks.
Map B=MAP to product metrics:
| Metric | B=MAP Diagnosis | Action |
|--------|----------------|--------|
| Low activation | First action below the Action Line | Shrink onboarding to Starter Step; fix weakest Ability Chain link |
| Day-1 drop-off | Prompt failed or mistimed | Redesign first-day prompts; anchor to an existing routine |
| Day-7 drop-off | Motivation wave receded, behavior too hard | Reduce core action difficulty |
| Day-30 drop-off | Habit didn't form, no internal prompt | Create tiny habit recipe; add celebration loops |
| Low feature adoption | Feature below the Action Line for most users | Friction-audit it; prompt only when motivation is present |
| Notification fatigue | Prompts sent below the Action Line | Cut volume; send only with motivation + ability |
See: references/case-studies.md for a worked diagnosis of Instagram, Duolingo, Slack, Calm, and Peloton — read it to see how M, A, and P are scored independently on a real product before diagnosing your own.
| Mistake | Why It Fails | Fix |
|---------|-------------|------|
| Relying on motivation for retention | Motivation always recedes; products needing it fail at the trough | Make behaviors tiny enough to survive motivation dips |
| Ignoring the Ability Chain bottleneck | You optimized time but the barrier is mental effort or social deviance | Audit all six factors; fix the scarcest resource |
| Prompting below the Action Line | Notifications to unmotivated/unable users = spam | Event-based triggers only when motivation + ability suffice |
| Skipping celebration in onboarding | Without positive emotion, repetition doesn't wire habits | Add success states and micro-celebrations after key actions |
| First action too ambitious | "Complete your profile" is a project, not a behavior | Shrink to Starter Step: one field, one action |
| Copying products without diagnosing B=MAP | A high-motivation audience's design fails yours | Diagnose your users' motivation, ability, and prompt context first |
| Question | If No | Action |
|----------|-------|--------|
| Can a new user do the core action in under 60 seconds? | Ability too low | Friction audit; shrink to Starter Step |
| Does the product work when motivation is low? | Design depends on spikes | Redesign core behaviors for minimal motivation |
| Are prompts tied to real events or anchors? | Prompts feel like spam | Switch to event-based or anchor-based prompts |
| Is there immediate feedback after key actions? | No celebration = no habit wiring | Add success states, progress, social feedback |
| Have you found the weakest Ability Chain link? | Optimizing the wrong thing | Rate each of the six factors 1-5 for the core behavior |
| Do users scale naturally from tiny behaviors? | Forcing complexity too early | Starter Steps; let behaviors grow organically |
Based on BJ Fogg's behavior design research:
BJ Fogg, PhD founded the Behavior Design Lab at Stanford University, where he has researched behavior change since 1998. He created the Fogg Behavior Model (B=MAP), coined the term "behavior design", and trained thousands of innovators — including Instagram co-founder Mike Krieger. *Tiny Habits* distills two decades of that research: lasting change comes from behaviors that are tiny, anchored, and celebrated.
Take wondelai/improve-retention from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.