The design psychology skills library

27 persuasion and behaviour design skills for product designers: Cialdini's influence principles, the Hooked model, Made to Stick and BJ Fogg's behaviour model — with design applications and failure modes.

Influence (Cialdini)

Authority

Credible voices signal trust

We feel a deep-seated duty to authority. Authority is signaled through three trappings: titles, clothes, and accessories — but real authority is verified through specific domain detail.

Commitment & Consistency

Small yes leads to bigger yes

Once we make a choice or take a stand, we encounter personal and interpersonal pressure to behave consistently with that commitment. The deeper the public or written commitment, the stronger the pressure.

Liking

We say yes to those we like

We most prefer to say yes to the requests of someone we know and like. Liking is built through similarity, sincere compliments, cooperation toward shared goals, and positive association.

Reciprocity

Give first, receive later

We are obligated to give back to others the form of behavior, gift, or service that they have first given to us. The obligation triggers compliance even when the original gift was unwanted.

Scarcity

Limited availability raises perceived value

Opportunities seem more valuable to us when their availability is limited. Scarcity also signals quality and triggers psychological reactance — the urge to act before the option vanishes.

Social Proof

People like me are doing this

We view a behavior as more correct in a given situation to the degree that we see others performing it. Similarity to the proof source amplifies the effect — peer proof beats authority proof for action.

Unity

Shared identity, not just shared interest

The category of "we-ness" — shared identity like family, ethnicity, place, or chosen tribe — is the most potent of all influence factors. Unity is identity, not just similarity.

Habit design (Hooked)

Stickiness (Made to Stick)

Behaviour (Fogg B=MAP)

Anticipation

Seeking hope, avoiding fear

Anticipation is the motivation lever of hope and fear — what's coming, what could be gained, what could be lost. The clearer the imagined future state, the stronger the pull.

Belonging

Seeking acceptance, avoiding rejection

Belonging is the motivation lever of social inclusion or exclusion — the pull toward a tribe and the fear of being outside it.

Cost Simplicity

How costly is it?

Money is an Ability lever — lower, clearer, or honest cost makes action easier. Hidden cost is felt as a betrayal.

Explicit Prompt

Notification, button, email, timer

An Explicit Prompt is a direct call to action in the moment — the information about what to do next is contained within the prompt itself.

Implicit Prompt

Place, person, situation, emotion

An Implicit Prompt cues action through an association in memory — a place, a person, a situation, or an emotion. The cue lives in the user's environment, not in the product.

Mental Simplicity

How complicated is it?

Mental Capacity is the Ability lever of cognitive effort required — decisions to make, copy to read, options to evaluate, concepts to understand.

Physical Simplicity

How physically demanding is it?

Physical Capacity is the Ability lever of physical effort required to complete the action — taps, scrolls, typing, swipes, movement.

Practice

How familiar is it?

Practice is the Ability lever of prior familiarity — actions we have done before are easier, even if objectively complex.

Sensation

Seeking pleasure, avoiding pain

Sensation is the motivation lever of immediate physical or emotional pleasure or pain. The body responds before the mind decides.

Time Simplicity

How long does it take?

Time is an Ability lever — actions that take less time, or that honestly tell us how much time they'll take, are easier to perform.