Behavioral Design Models · start here

Behavioral design glossary

The words the method runs on, defined the way the two books use them. Each one has its own link, so you can point someone straight at it.

Behavior

“A specific, observable action that a person takes in response to a particular situation or stimulus.” Not a thought, a feeling or an intention: something you can see or measure.

Source: The Behavioral Startup, “Some basic definitions”

Rule 0

“People must obtain more value from your product than the effort the product demands from them.” The rule the whole method serves; the book calls it the foundation of user retention.

Source: The Behavioral Startup, the rules of a Behavioral Startup

Actor

Anyone your product asks effort from. Model A maps three roles (uses, pays, decides usage) that can land on one person or on several, like the kid who plays with a toy, the aunt who bought it and the parent who allows it.

Source: The Behavioral Startup, Model A: Actors and Roles

Value Evident

The moment an actor notices their effort paid off. If the product solves a need but the person never perceives it, then for their next decision it solved nothing.

Source: The Behavioral Startup, Model V: Making Value Evident; The Behavioral Handbook, chapter 10

Required behavior

A behavior the product requires from actors before it can produce value: a station they must pass through on the way, like buying a ticket before you can ride the subway.

Source: The Behavioral Startup, Model BF: Building a Funnel

Objective behavior

The behavior that, when performed, makes value explicit to an actor, closing the loop of effort. The book also calls it the target behavior; noticing your salary landed in your bank account is one.

Source: The Behavioral Startup, Model V: Making Value Evident

Behavioral funnel

The map of your product: how one behavior flows into the next on the path to solving a need, drawn like a subway map where each station is a behavior. It’s a funnel because at every step people can continue or drop out.

Source: The Behavioral Startup, Model BF: Building a Funnel

Trigger (and saliency)

Anything that gets the behavior considered: a notification, the toothbrush on the sink, hunger itself. Saliency is the first test a trigger has to pass, standing out enough from its background to get sensed, and it’s relational: a red light that vanishes in a fair is impossible to miss in a dark room.

Source: The Behavioral Handbook, Part 0 and chapter 1 (B.J. Fogg now calls the trigger a “prompt”)

Ability

How much effort a behavior feels like it takes: The Behavioral Startup treats it as a measurement of the perceived effort required. The Handbook splits it in three that fail separately: cognitive (knowing how), physical (the body doing it) and resource (the time, money or tools at hand).

Source: The Behavioral Startup, Fogg Behavior Model; The Behavioral Handbook, Part II

Motivation

The promise of value: not the value itself, the promise, weighed before the effort is spent. Motivation gets someone to start; Value Evident is what makes them come back.

Source: The Behavioral Handbook, Part III; The Behavioral Startup, Fogg Behavior Model

ERG theory (Clayton Alderfer)

Clayton Alderfer’s reworking of Maslow’s hierarchy into three kinds of need: Existence (staying safe, stable, provided for), Relatedness (belonging, being seen, mattering to others) and Growth (getting better, achieving, contributing). It’s the N in ANVERSO.

Source: The Behavioral Startup, Model N: Types of Needs (where the middle one is called Relationships); The Behavioral Handbook, Part III

Friction

Whatever makes a behavior harder: an extra step, a pause, a cost. Removing it is ability work; adding it on purpose makes a behavior less likely, like the dialog that asks you to type a project’s name before deleting it. The test: would the person thank you for it if they understood exactly why it’s there?

Source: The Behavioral Handbook, chapter 11: Friction & Deterrence

Want the terms in motion? Start with what behavioral design is, or go straight to why people don’t use your product.

Nacho Parietti

Nacho Parietti is a behavioral designer and programmer based in Montevideo, Uruguay. He also offers behavioral design consulting and talks.