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Diagnose and fix retention problems using behavior design (B=MAP).
Passed 23 of 25 test cases with the skill, and 16 of 25 without it.
and 8 more in the full report
8 fixed15 passed either way1 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 8 test cases the skill fixed. Same model, same prompt, with and without the skill.
An audit of a mobile budgeting app shows that users find the setup simple (under 60s), but the app fails to work during low-motivation moments (Row 2 fails), uses scheduled time-spam prompts (Row 3 fails), and provides no immediate post-action feedback (Row 4 fails). Calculate the behavior score out of 10 according to the formal diagnostic deduction system.
| Checked | Without skill | With skill |
|---|---|---|
| Deduct 2.0 points for row 2 and 1.5 points each for row 3 and row 4. | Missed | Passed |
| State the final calculated score as 5.0 out of 10. | Missed | Passed |
The instructions your model reads when the skill loads.
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:
test cases passed, vs 16 / 25 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.