Rewards must be variable (unpredictable). A fixed reward (e.g., “you always get 10 points”) leads to habituation and boredom. A slot-machine-like uncertainty keeps users hooked.
The Hook Model is a four-phase process that describes how products can be designed to create and maintain user habits. The four phases are: hooked how to build habit-forming products by nir eyal pdf
Ready to build your first Hook? Start with the trigger. Everything else is just interface design. Rewards must be variable (unpredictable)
What makes the Hook cycle more powerful each time. The user puts something into the product (time, data, effort, social capital, money), which increases the likelihood of using the product again. hooked how to build habit-forming products by nir eyal pdf