Agent skill · wondelai

improve-retention

Diagnose and fix retention problems using behavior design (B=MAP). Use when the user mentions "users sign up but dont stick around", "activation rate", "onboarding friction", "retention metrics", "why users dont complete", "churn analysis", or "aha moment". Also trigger when analyzing cohort retention curves, designing activation milestones, reducing time-to-value for new users, or investigating why users quit after their first session. Covers the Ability Chain, prompt design, and tiny behaviors that compound. For habit loops and variable rewards, see hooked-ux. For intrinsic motivation, see drive-motivation.

What it needs

About 9k tokens when loaded.

What this skill does

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. 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). …

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

@skills wondelai/improve-retention--4af5ee

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