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 — each one starting with what it gets you, then how to apply it and where it fails.

Influence (Cialdini)

Habit design (Hooked)

Stickiness (Made to Stick)

Behaviour (Fogg B=MAP)

Anticipation

Seeking hope, avoiding fear

Turns a vague offer into a future the visitor can actually picture, so the next step reads as progress towards it. They stop weighing the click and start wanting what is on the other side.

Belonging

Seeking acceptance, avoiding rejection

Makes joining feel like walking into a room full of people they recognise instead of filling in a form. The visitor acts to be part of something, not to unlock a feature.

Cost Simplicity

How costly is it?

A price that is legible the first time removes the quiet fear of being tricked. The visitor decides on the offer itself instead of hunting for the catch.

Explicit Prompt

Notification, button, email, timer

Puts the next action exactly where motivation and ability meet, so nobody has to work out what to do. The user moves without re-reading the screen.

Implicit Prompt

Place, person, situation, emotion

Attaches the product to something already in the user's day — a time, a place, a feeling — so it gets opened without a reminder. Coming back stops depending on your notifications.

Mental Simplicity

How complicated is it?

Cuts what the decision costs in thinking: fewer options, fewer words, a default that is already right. The user finishes instead of postponing.

Physical Simplicity

How physically demanding is it?

Takes taps, typing and scrolling out of the path until the action costs almost nothing. The people who would have abandoned the form finish it.

Practice

How familiar is it?

Borrows patterns the user already knows, so there is nothing to learn before getting value. The product feels easy on the first visit, not on the third.

Sensation

Seeking pleasure, avoiding pain

Makes a screen carry the real taste, texture or sound of what you sell. The visitor wants the thing instead of merely understanding it.

Time Simplicity

How long does it take?

Says how long it takes and then keeps the promise, so time stops being the unknown risk. The user starts now rather than saving it for a better moment.

The library keeps growing

27 skills are live today, and we add to the library every week — new principles, new design applications and new failure modes, written the same way: what it gets you first.

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