Improve Retention
Diagnose and fix retention problems using behavior design (B=MAP).
Install
npx skills add wondelai/skills --skill improve-retention -g -a claude-code -y- Repository
- wondelai/skills2.6k
- Category
- Design
- Updated
- 2mo ago
- License
- MIT
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- No, instructions only
What it does
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.
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.
HIGH ┃
┃ ★ Behavior happens
┃ (above the Action Line)
┃
Motivation ┃━━━━━━━━━━━━━━━━━━━━━━━ ← Action Line
┃
┃ ✗ Behavior fails
┃ (below the Action Line)
LOW ┃
┗━━━━━━━━━━━━━━━━━━━━━━━━━
HARD EASY
Ability
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.


