Hook Model
There are four steps in the hook model
Vitamins are nice to have products. Painkillers solve problems.
Step 1: Trigger
External Trigger
Paid trigger: It comes from paid advertisement. Earned trigger: Press mentioned or viral videos. Relationship trigger: Shares by friend or family. Owned trigger: Notification or emails. Internal Trigger
Trying to get rid or boredom or loneliness Step 2: Action
According to BJ Fogg, you need three things to change the behaviour: Motivation, Ability and a Trigger: B=MAT
Motivation
Desire for pleasure or avoidance of pain Desire for hope or avoidance of fear Desire for social acceptance or avoidance of rejection One or more of these core motivators provide the motivation to a user to perform an action.
Ability
Six elements of simplicity that have an effect on ease of use a product:
The degree of physical effort involved The level of mental labour needed The product’s social acceptability The degree to which it matches or disrupts current routines
(Lowest of all are desirable to make a task easier to perform)
How to increase Motivation and Ability?
The scarcity effect: Scarce products are perceived more valuable. The framing effect: Context. Example: Same wine is reported to be tastier if the price is increased. The anchoring effect: Example: People end up buying more products of a brand that has a discount sticker on it, even if its quality and the effective cost might be no different than other competing products in the vicinity. The endowed progress effect: The closer users feel they are to the goal the more motivated they become, e.g. the ‘Improve Your Profile Strength’ step on LinkedIn Step 3: Reward
Variable rewards always bring people back on a product (Read skinner box technique) There are three types of variable rewards: Rewards of the tribe: Making us feel more important and accepted in a society. Reward of the self: Sense of accomplishment e.g. Inbox Zero Rewards of the hunt: It satisfies our basic survival instincts by helping us acquire things we consider important, like cash and information Step 4: Investment
The more users invest time and effort into a product or service, the more they value it. In fact, there is ample evidence to suggest that our labour leads to love. “We irrationally value our efforts”.
There are following digital value we can store:
Skill e.g. skill level Diamond, Crown, Ace etc.