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Retention Improvement

Free

Enhance user retention through behavior design principles.

by wondelai1.9k stars on wondelai/skills
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Updated Aug 10, 2026
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Free · Opens the source repo

What Retention Improvement does

The Retention Improvement skill provides a structured framework for diagnosing and resolving user retention issues by applying the Fogg Behavior Model (B=MAP). This skill is particularly useful for product managers, UX designers, and developers who are facing challenges such as low activation rates, onboarding friction, or high churn rates. By understanding the interplay between motivation, ability, and prompts, users can systematically identify and address the factors that prevent user engagement and retention.

The skill emphasizes that behavior is not merely a matter of willpower; rather, it is a design problem that can be solved through careful analysis and adjustment. The Fogg Behavior Model illustrates how behavior occurs when motivation, ability, and a prompt converge. By using this model, users can pinpoint where their product falls short and implement targeted changes to improve user experience and retention metrics.

Included in the skill are diagnostic tools and frameworks that allow users to evaluate their product's performance against key behavioral indicators. For instance, the Ability Chain helps identify the weakest link in the user experience, enabling teams to simplify processes and reduce friction. Additionally, the skill provides insights into how to design effective prompts that encourage user action at the right moments, ensuring that users are guided smoothly through their journey.

This skill is an essential resource for anyone looking to enhance user engagement and retention through data-driven design strategies. By focusing on the core elements of motivation, ability, and prompts, users can create products that not only attract users but also keep them coming back.

When to use it

Use this skill when analyzing user retention metrics, onboarding processes, or when users express difficulties in completing key actions within your product.

When not to use it

This skill may not be suitable for scenarios where user retention is not a primary concern, or where the product's value proposition is unclear and requires foundational changes.

What you can build with it

Onboarding Analysis

Use the skill to evaluate your onboarding process and identify friction points that may be causing users to drop off early.

Churn Investigation

Apply the diagnostic tools to analyze churn metrics and understand the underlying reasons why users are leaving.

Cohort Retention Review

Leverage the skill to assess cohort retention curves and design strategies to improve long-term user engagement.

How to install Retention Improvement

View source

1. Install with the skills CLI

npx skills add wondelai/skills/improve-retention --agent claude-code

2. Or install it manually

Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.

Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs

Inside SKILL.md

Written by wondelai

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).

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.

Scoring

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.

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:

ContextApplicationExample
OnboardingDon't count on the new-user spike lastingFirst actions work even when excitement fades
Re-engagementAssume returning users have low motivationShow immediate value before asking for effort
MessagingTap the right motivatorSocial 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: 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.

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:

ContextApplicationExample
SignupCut cost across all six factorsOne-click SSO removes time, mental effort, non-routine
Core actionFix the weakest linkMental-effort bottleneck → smart defaults and templates
Enterprise adoptionAddress 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 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:

ContextApplicationExample
NotificationsPrompt only above the Action LineSend digest when there's content to review, not on a schedule
Re-engagementTie prompts to real events"Your report is ready" (event-based, not time-based)
Feature discoveryPrompt when motivation and ability alignFeature tour appears when user hits the problem it solves

Copy patterns:

  • "Your weekly report is ready" (context prompt — real event)
  • "One thing left to complete your setup" (action prompt with progress)
  • Never: "We miss you!" (product need, not user need)

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.

Tiny Habits Method

The practical application of B=MAP: make behaviors so small they need almost no motivation, anchor them to existing routines, and celebrate immediately.

The Recipe

After I [ANCHOR MOMENT], I will [TINY BEHAVIOR], then I [CELEBRATION].
  • Anchor Moment: an existing routine that reliably happens (opening an app, finishing a meeting, morning coffee).
  • Tiny Behavior: the smallest version of the target behavior — not "write a report" but "open the report template."
  • Celebration: an immediate positive emotion that wires the habit. Repetition alone isn't enough — you need the feeling of success.

Starter Steps

Every target behavior has a Starter Step — the tiniest meaningful version:

Target BehaviorStarter StepWhy It Works
Complete onboardingFill in one fieldMomentum from completion
Use analytics dailyOpen the dashboardSeeing data creates curiosity
Collaborate with teamSend one commentSocial reciprocity kicks in

Scaling Behaviors

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.

Behavior Design Process

Fogg's systematic process for lasting behavior change:

Step 1: Clarify the Aspiration

What outcome does the user want — their aspiration, not the product's goal ("stay on top of my team's progress", not "increase DAU").

Step 2: Explore Behavior Options

List all possible behaviors that could achieve the aspiration. Be exhaustive — don't commit yet.

Step 3: Match Behaviors

Assess each for motivation and ease; plot on a 2×2 of impact vs. feasibility (Focus Mapping).

Step 4: Start Tiny

Shrink the best-matched behavior to its Starter Step; design the prompt; add celebration.

Step 5: Optimize

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.

The Action Line

Moving Behaviors Above the Action Line

  • Increase Ability (move right) — remove steps, pre-fill, defaults, templates, wizards. The most reliable approach.
  • Find better Prompts — anchor to existing routines; event-based beats time-based; trigger when motivation is naturally higher.
  • Increasing Motivation (move up) is unreliable — if you need motivation tactics, the behavior is probably too hard.

Retention Diagnostics with B=MAP

Map B=MAP to product metrics:

MetricB=MAP DiagnosisAction
Low activationFirst action below the Action LineShrink onboarding to Starter Step; fix weakest Ability Chain link
Day-1 drop-offPrompt failed or mistimedRedesign first-day prompts; anchor to an existing routine
Day-7 drop-offMotivation wave receded, behavior too hardReduce core action difficulty
Day-30 drop-offHabit didn't form, no internal promptCreate tiny habit recipe; add celebration loops
Low feature adoptionFeature below the Action Line for most usersFriction-audit it; prompt only when motivation is present
Notification fatiguePrompts sent below the Action LineCut 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.

Common Mistakes

MistakeWhy It FailsFix
Relying on motivation for retentionMotivation always recedes; products needing it fail at the troughMake behaviors tiny enough to survive motivation dips
Ignoring the Ability Chain bottleneckYou optimized time but the barrier is mental effort or social devianceAudit all six factors; fix the scarcest resource
Prompting below the Action LineNotifications to unmotivated/unable users = spamEvent-based triggers only when motivation + ability suffice
Skipping celebration in onboardingWithout positive emotion, repetition doesn't wire habitsAdd success states and micro-celebrations after key actions
First action too ambitious"Complete your profile" is a project, not a behaviorShrink to Starter Step: one field, one action
Copying products without diagnosing B=MAPA high-motivation audience's design fails yoursDiagnose your users' motivation, ability, and prompt context first

Quick Diagnostic

QuestionIf NoAction
Can a new user do the core action in under 60 seconds?Ability too lowFriction audit; shrink to Starter Step
Does the product work when motivation is low?Design depends on spikesRedesign core behaviors for minimal motivation
Are prompts tied to real events or anchors?Prompts feel like spamSwitch to event-based or anchor-based prompts
Is there immediate feedback after key actions?No celebration = no habit wiringAdd success states, progress, social feedback
Have you found the weakest Ability Chain link?Optimizing the wrong thingRate each of the six factors 1-5 for the core behavior
Do users scale naturally from tiny behaviors?Forcing complexity too earlyStarter Steps; let behaviors grow organically

Further Reading

Based on BJ Fogg's behavior design research:

About the Author

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.

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