What makes some technology so habit-forming? | Nir Eyal | TED Institute

TED Institute
10 Dec 201513:21

Summary

TLDRThe video explores how modern technologies like smartphones and social media shape our daily habits, often without conscious thought. It introduces the 'Hook' model—a cycle of trigger, action, reward, and investment—that companies use to create habit-forming products. Internal triggers, especially negative emotions, prompt actions that are reinforced by variable rewards from social interaction, exploration, or personal mastery. The video emphasizes that while these techniques can manipulate behavior, they can also be harnessed for good, such as apps that support mental health or foster learning. Ultimately, it challenges us to recognize which habits serve us and to design products that engage meaningfully.

Takeaways

  • 📱 Personal technologies like smartphones and social media apps are designed to change user behaviors and form habits.
  • 🔄 About 40% of daily behaviors are driven by habit rather than conscious thought.
  • 🎣 The 'Hook' model connects a user’s problem to a product, encouraging repeated engagement and habit formation.
  • ⚡ Triggers initiate actions and can be external (notifications) or internal (emotions and memories).
  • 😔 Negative emotions like loneliness, boredom, or dissatisfaction often drive users to take action on apps and platforms.
  • 🏃‍♂️ Action occurs when users perform a simple behavior in anticipation of a reward, influenced by motivation, ability, and triggers.
  • 🎁 Variable rewards—of the tribe (social), of the hunt (search/curiosity), and of the self (mastery/achievement)—increase user engagement.
  • 💾 Investment in the product, like storing data or building reputation, increases the likelihood of continued use and creates product 'stickiness.'
  • 🏆 The most successful products are not always the best, but the ones that create a 'mind monopoly' through habit formation.
  • 🌱 Habit-forming technology can be used for good, such as apps that support mental health or help people connect and improve themselves.
  • ⚖️ Users must discern which habit-forming products serve them positively and which may be manipulative or harmful.
  • 💡 Applying principles of habit formation can improve everyday products that currently fail to engage users effectively.

Q & A

  • What percentage of daily behaviors are performed out of habit according to the video?

    -About 40% of what people do daily is performed purely out of habit, with little or no conscious thought.

  • What is the Hook Model and what are its four stages?

    -The Hook Model is a design pattern for creating habit-forming products. Its four stages are: Trigger, Action, Reward, and Investment.

  • What is the difference between external and internal triggers?

    -External triggers are cues from the environment like notifications or buttons. Internal triggers are cues stored in the user's memory, often linked to emotions such as boredom, loneliness, or dissatisfaction.

  • How do negative emotions play a role in forming habits?

    -Negative emotions act as internal triggers, prompting users to take actions like checking social media or emails to relieve feelings such as loneliness, boredom, or sadness.

  • According to BJ Fogg’s behavior formula, what three elements are required for a behavior to occur?

    -The three elements are Motivation, Ability, and Trigger. A behavior happens when there is sufficient motivation, sufficient ability, and a trigger is present.

  • What are variable rewards and what are the three types?

    -Variable rewards are rewards with an element of unpredictability that keep users engaged. The three types are: Rewards of the Tribe (social validation), Rewards of the Hunt (search for information or material gain), and Rewards of the Self (intrinsic satisfaction from mastery and achievement).

  • How does the nucleus accumbens in the brain contribute to habit formation?

    -The nucleus accumbens becomes most active in anticipation of a reward, stimulating desire and focus. Once the reward is received, activity decreases, encouraging repeated behavior to regain the anticipated pleasure.

  • What is the purpose of the investment phase in the Hook Model?

    -The investment phase involves the user contributing effort, data, or content to increase the likelihood of future engagement. This stored value makes the product more 'sticky' and harder to leave.

  • Why do some products succeed in the market even if they are not the best in quality?

    -Products that form strong habits and create a 'Mind Monopoly' often capture the market because repeated engagement through hooks shapes customer preferences and loyalty.

  • How can habit-forming technologies be used ethically for social good?

    -They can be used to help people in need, such as connecting users with counselors for PTSD, depression, or other challenges. Triggers prompt the action, variable rewards provide engagement, and investments allow users to contribute to helping others.

  • What criticism does the speaker make about most products people are forced to use daily?

    -Many products fail to engage users because they do not leverage psychological principles of good design, making them frustrating or unappealing compared to habit-forming technologies.

  • Can you give an example of how social media utilizes the rewards of the tribe?

    -Social media apps like Facebook provide unpredictable likes, comments, and messages, creating a variable social reward that encourages users to repeatedly check the app.

  • What is an example of a reward of the hunt in online products?

    -Scrolling through a social media feed, where each new post might be interesting, uses the same psychology as a slot machine, creating a reward of the hunt.

  • What does the speaker mean by 'products should appreciate in value'?

    -Unlike physical products that depreciate, habit-forming products can gain value for the user as they store content, data, or social connections, making them more useful and harder to leave over time.

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الوسوم ذات الصلة
Habit DesignBehavior PsychologyTech AddictionUser EngagementProduct DesignStanford InsightsDigital WellbeingMotivationGamificationBehavior ChangeMental HealthTechnology Impact
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