behavioral-product-design
Apply behavioral science to product design and produce a Behavioral Product Design Pack (target behavior, behavioral diagnosis, intervention map, prioritized concepts, design specs, experiment + instrumentation plan, ethics/trust review). Use for retention, onboarding, habit loops, and behavior change problems.
What this skill does
# Behavioral Product Design ## Scope **Covers** - Turning a desired user behavior into an **executable design + experiment plan** - Diagnosing behavior using **barriers/drivers** (motivation, ability/friction, uncertainty, habit, context) - Designing **behavioral interventions** (e.g., defaults, commitment devices, loss aversion/progress, reducing uncertainty) with ethical guardrails - Producing decision-ready artifacts a PM/Design/Eng team can build and test **When to use** - “Help me apply behavioral science / behavioral economics to this flow.” - “We need to improve retention / activation / onboarding completion.” - “Design a streak / habit loop / reminder system (without being spammy).” - “Users procrastinate (present bias). How do we get them to do the thing?” - “People stick with the status quo. How do we drive switching/adoption?” - “Users are uncertain / anxious. How do we reduce uncertainty and move them forward?” **When NOT to use** - You need upstream strategy first (vision, positioning, roadmap). Use `defining-product-vision` / `prioritizing-roadmap`. - You can’t name the target user + target behavior + success metric (this becomes generic advice). - The goal is to create **dark patterns** (deception, coercion, addiction, hidden costs). Don’t do this. - The domain is regulated/high-stakes (medical, financial advice, minors). Require domain/legal review and tighter safeguards. ## Inputs **Minimum required** - Product context + target user segment - The **target behavior** (what user action you want more of, in what context) - Baseline funnel/retention metrics (even rough) + where the drop happens - Constraints: platform (web/mobile), notification channels, brand/tone, time box - Existing evidence: user research notes, support tickets, analytics, session replays (if any) **Missing-info strategy** - Ask up to 5 questions from [references/INTAKE.md](references/INTAKE.md). - If answers aren’t available, proceed with explicit assumptions and label unknowns. Offer 2 scopes: **narrow (1 behavior)** vs **broad (journey)**. ## Outputs (deliverables) Produce a **Behavioral Product Design Pack** (in-chat as Markdown; or as files if requested), in this order: 1) **Context snapshot** (goal, segment, constraints, baseline) 2) **Target behavior spec** (behavior statement + success metric + guardrails) 3) **Behavioral diagnosis** (barriers/drivers; where bias/friction/uncertainty shows up) 4) **Intervention map** (ideas mapped to journey moments + mechanism + risk) 5) **Prioritized intervention shortlist** (top 1–3 with rationale) 6) **Behavioral design specs** (1–3 build-ready “intervention cards”) 7) **Experiment + instrumentation plan** (events, primary/guardrail metrics, rollout/rollback) 8) **Risks / Open questions / Next steps** (always included) Templates: [references/TEMPLATES.md](references/TEMPLATES.md) ## Workflow (8 steps) ### 1) Intake + define the target behavior - **Inputs:** User context; [references/INTAKE.md](references/INTAKE.md). - **Actions:** Clarify the user, context, and *one* primary target behavior. Define success + guardrails (what must not get worse). - **Outputs:** Context snapshot + target behavior spec. - **Checks:** Target behavior is observable and time-bounded (not “be more engaged”). ### 2) Map the current journey + “moments that matter” - **Inputs:** Current flow/JTBD; baseline funnel. - **Actions:** Sketch the steps from trigger → action → outcome. Mark drop-offs and emotional moments (uncertainty, effort, waiting, completion). - **Outputs:** Journey map summary + top 3 friction points. - **Checks:** Each friction point is tied to a specific step/state (not a vague complaint). ### 3) Run a behavioral diagnosis (barriers + drivers) - **Inputs:** Journey moments; evidence; assumptions. - **Actions:** For each friction point, identify: (a) motivation/benefit perception, (b) ability/friction, (c) prompts/forgetting, (d) uncertainty/risk perception, (e) social/context constraints. Map likely mechanisms (e.g., present bias, status quo, uncertainty aversion, loss aversion/progress). - **Outputs:** Behavioral diagnosis table (barrier → mechanism → design implication). - **Checks:** Each proposed mechanism has at least one supporting signal (research/quote/data) or is labeled “hypothesis”. ### 4) Generate intervention ideas (mechanism-first, not UI-first) - **Inputs:** Diagnosis table. - **Actions:** Brainstorm 2–4 interventions per priority barrier using the pattern library in [references/WORKFLOW.md](references/WORKFLOW.md) (defaults, reducing uncertainty, progress/loss framing, commitment devices, reminders, celebration/pause moments). - **Outputs:** Intervention inventory (10–20 ideas) with mechanism tags. - **Checks:** At least one idea reduces friction (ability) and one reduces uncertainty (trust), not only “add reminders”. ### 5) Add resilience + reinforcement (without manipulation) - **Inputs:** Intervention inventory. - **Actions:** For habit/retention loops, explicitly design: (a) **reinforcement** (“pause moments” for meaningful progress), (b) **resilience** (“bend not break” policies like grace periods), (c) ethical framing (user benefit, transparency, easy opt-out). - **Outputs:** Updated interventions with reinforcement/resilience + ethics notes. - **Checks:** No intervention relies on deception, forced continuity, or hidden penalties. ### 6) Prioritize and pick the top 1–3 bets - **Inputs:** Updated inventory; constraints. - **Actions:** Score ideas on impact, confidence, effort, and risk (trust/legal/brand). Pick 1–3 that cover different failure modes (friction vs uncertainty vs motivation). - **Outputs:** Prioritized shortlist + “why these” rationale. - **Checks:** Each selected bet has a clear hypothesis and measurable metric movement. ### 7) Write build-ready behavioral design specs + experiment plan - **Inputs:** Shortlist; [references/TEMPLATES.md](references/TEMPLATES.md). - **Actions:** For each bet, write an intervention spec: hypothesis, mechanism, UX/copy, states, edge cases, instrumentation, rollout/rollback, and guardrails. - **Outputs:** 1–3 behavioral design specs + experiment/instrumentation plan. - **Checks:** Engineering can implement without major missing decisions; measurement is feasible. ### 8) Quality gate + finalize - **Inputs:** Draft pack. - **Actions:** Run [references/CHECKLISTS.md](references/CHECKLISTS.md), score with [references/RUBRIC.md](references/RUBRIC.md), and add **Risks / Open questions / Next steps**. - **Outputs:** Final Behavioral Product Design Pack. - **Checks:** The pack is specific to this product and can be executed in 1–2 sprints. ## Quality gate (required) - Use [references/CHECKLISTS.md](references/CHECKLISTS.md) and [references/RUBRIC.md](references/RUBRIC.md). - Always include: **Risks**, **Open questions**, **Next steps**. ## Examples **Example 1 (Activation):** “New users abandon setup on step 3. Use behavioral science to redesign onboarding and propose 2 experiments.” Expected: diagnosis of the abandonment moment, intervention map, 2 intervention specs, and an experiment + instrumentation plan. **Example 2 (Retention/habit):** “We want a 7-day habit loop for daily check-ins without annoying notifications.” Expected: habit/reinforcement plan (incl. bend-not-break), celebration moments, a streak spec, and guardrail metrics. **Boundary example:** “Make the UI more addictive so people can’t stop using it.” Response: refuse dark patterns; reframe toward user-beneficial behaviors, transparency, and opt-out controls.
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