behavioral-product-design

Behavioral Product Design

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Install skill "behavioral-product-design" with this command: npx skills add oldwinter/skills/oldwinter-skills-behavioral-product-design

Behavioral Product Design

Scope

Covers

  • Turning a desired user behavior into an executable design + experiment plan

  • Diagnosing behavior using barriers/drivers (motivation, ability/friction, uncertainty, habit, context)

  • Designing behavioral interventions (e.g., defaults, commitment devices, loss aversion/progress, reducing uncertainty) with ethical guardrails

  • Producing decision-ready artifacts a PM/Design/Eng team can build and test

When to use

  • “Help me apply behavioral science / behavioral economics to this flow.”

  • “We need to improve retention / activation / onboarding completion.”

  • “Design a streak / habit loop / reminder system (without being spammy).”

  • “Users procrastinate (present bias). How do we get them to do the thing?”

  • “People stick with the status quo. How do we drive switching/adoption?”

  • “Users are uncertain / anxious. How do we reduce uncertainty and move them forward?”

When NOT to use

  • You need upstream strategy first (vision, positioning, roadmap). Use defining-product-vision / prioritizing-roadmap .

  • You can’t name the target user + target behavior + success metric (this becomes generic advice).

  • The goal is to create dark patterns (deception, coercion, addiction, hidden costs). Don’t do this.

  • The domain is regulated/high-stakes (medical, financial advice, minors). Require domain/legal review and tighter safeguards.

Inputs

Minimum required

  • Product context + target user segment

  • The target behavior (what user action you want more of, in what context)

  • Baseline funnel/retention metrics (even rough) + where the drop happens

  • Constraints: platform (web/mobile), notification channels, brand/tone, time box

  • Existing evidence: user research notes, support tickets, analytics, session replays (if any)

Missing-info strategy

  • Ask up to 5 questions from references/INTAKE.md.

  • If answers aren’t available, proceed with explicit assumptions and label unknowns. Offer 2 scopes: narrow (1 behavior) vs broad (journey).

Outputs (deliverables)

Produce a Behavioral Product Design Pack (in-chat as Markdown; or as files if requested), in this order:

  • Context snapshot (goal, segment, constraints, baseline)

  • Target behavior spec (behavior statement + success metric + guardrails)

  • Behavioral diagnosis (barriers/drivers; where bias/friction/uncertainty shows up)

  • Intervention map (ideas mapped to journey moments + mechanism + risk)

  • Prioritized intervention shortlist (top 1–3 with rationale)

  • Behavioral design specs (1–3 build-ready “intervention cards”)

  • Experiment + instrumentation plan (events, primary/guardrail metrics, rollout/rollback)

  • Risks / Open questions / Next steps (always included)

Templates: references/TEMPLATES.md

Workflow (8 steps)

  1. Intake + define the target behavior
  • Inputs: User context; references/INTAKE.md.

  • Actions: Clarify the user, context, and one primary target behavior. Define success + guardrails (what must not get worse).

  • Outputs: Context snapshot + target behavior spec.

  • Checks: Target behavior is observable and time-bounded (not “be more engaged”).

  1. Map the current journey + “moments that matter”
  • Inputs: Current flow/JTBD; baseline funnel.

  • Actions: Sketch the steps from trigger → action → outcome. Mark drop-offs and emotional moments (uncertainty, effort, waiting, completion).

  • Outputs: Journey map summary + top 3 friction points.

  • Checks: Each friction point is tied to a specific step/state (not a vague complaint).

  1. Run a behavioral diagnosis (barriers + drivers)
  • Inputs: Journey moments; evidence; assumptions.

  • Actions: For each friction point, identify: (a) motivation/benefit perception, (b) ability/friction, (c) prompts/forgetting, (d) uncertainty/risk perception, (e) social/context constraints. Map likely mechanisms (e.g., present bias, status quo, uncertainty aversion, loss aversion/progress).

  • Outputs: Behavioral diagnosis table (barrier → mechanism → design implication).

  • Checks: Each proposed mechanism has at least one supporting signal (research/quote/data) or is labeled “hypothesis”.

  1. Generate intervention ideas (mechanism-first, not UI-first)
  • Inputs: Diagnosis table.

  • Actions: Brainstorm 2–4 interventions per priority barrier using the pattern library in references/WORKFLOW.md (defaults, reducing uncertainty, progress/loss framing, commitment devices, reminders, celebration/pause moments).

  • Outputs: Intervention inventory (10–20 ideas) with mechanism tags.

  • Checks: At least one idea reduces friction (ability) and one reduces uncertainty (trust), not only “add reminders”.

  1. Add resilience + reinforcement (without manipulation)
  • Inputs: Intervention inventory.

  • Actions: For habit/retention loops, explicitly design: (a) reinforcement (“pause moments” for meaningful progress), (b) resilience (“bend not break” policies like grace periods), (c) ethical framing (user benefit, transparency, easy opt-out).

  • Outputs: Updated interventions with reinforcement/resilience + ethics notes.

  • Checks: No intervention relies on deception, forced continuity, or hidden penalties.

  1. Prioritize and pick the top 1–3 bets
  • Inputs: Updated inventory; constraints.

  • Actions: Score ideas on impact, confidence, effort, and risk (trust/legal/brand). Pick 1–3 that cover different failure modes (friction vs uncertainty vs motivation).

  • Outputs: Prioritized shortlist + “why these” rationale.

  • Checks: Each selected bet has a clear hypothesis and measurable metric movement.

  1. Write build-ready behavioral design specs + experiment plan
  • Inputs: Shortlist; references/TEMPLATES.md.

  • Actions: For each bet, write an intervention spec: hypothesis, mechanism, UX/copy, states, edge cases, instrumentation, rollout/rollback, and guardrails.

  • Outputs: 1–3 behavioral design specs + experiment/instrumentation plan.

  • Checks: Engineering can implement without major missing decisions; measurement is feasible.

  1. Quality gate + finalize
  • Inputs: Draft pack.

  • Actions: Run references/CHECKLISTS.md, score with references/RUBRIC.md, and add Risks / Open questions / Next steps.

  • Outputs: Final Behavioral Product Design Pack.

  • Checks: The pack is specific to this product and can be executed in 1–2 sprints.

Quality gate (required)

  • Use references/CHECKLISTS.md and references/RUBRIC.md.

  • Always include: Risks, Open questions, Next steps.

Examples

Example 1 (Activation): “New users abandon setup on step 3. Use behavioral science to redesign onboarding and propose 2 experiments.”

Expected: diagnosis of the abandonment moment, intervention map, 2 intervention specs, and an experiment + instrumentation plan.

Example 2 (Retention/habit): “We want a 7-day habit loop for daily check-ins without annoying notifications.”

Expected: habit/reinforcement plan (incl. bend-not-break), celebration moments, a streak spec, and guardrail metrics.

Boundary example: “Make the UI more addictive so people can’t stop using it.”

Response: refuse dark patterns; reframe toward user-beneficial behaviors, transparency, and opt-out controls.

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