saglitzdesign-mcp 0.3.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +29 -0
- package/README.md +191 -0
- package/dist/examples.js +67 -0
- package/dist/index.js +374 -0
- package/dist/knowledge.js +123 -0
- package/knowledge/books/design-of-everyday-things.md +155 -0
- package/knowledge/books/dont-make-me-think.md +154 -0
- package/knowledge/books/grid-typography-classics.md +152 -0
- package/knowledge/books/hooked-retention.md +196 -0
- package/knowledge/books/influence-persuasion.md +232 -0
- package/knowledge/books/positioning-messaging.md +178 -0
- package/knowledge/books/psychology-of-design.md +152 -0
- package/knowledge/books/refactoring-ui.md +157 -0
- package/knowledge/books/storybrand-copywriting.md +194 -0
- package/knowledge/components/buttons.md +90 -0
- package/knowledge/components/cards-lists-modals.md +63 -0
- package/knowledge/components/forms-inputs.md +61 -0
- package/knowledge/components/navigation.md +54 -0
- package/knowledge/craft/design-critique-scoring.md +237 -0
- package/knowledge/craft/typography-craft.md +177 -0
- package/knowledge/craft/ux-writing.md +185 -0
- package/knowledge/craft/visual-craft-standards.md +161 -0
- package/knowledge/design-languages/android-app-design.md +197 -0
- package/knowledge/design-languages/apple-hig-liquid-glass.md +94 -0
- package/knowledge/design-languages/design-tokens-theming.md +108 -0
- package/knowledge/design-languages/fluent-2.md +82 -0
- package/knowledge/design-languages/ios-app-design.md +205 -0
- package/knowledge/design-languages/macos-app-design.md +202 -0
- package/knowledge/design-languages/material-3.md +113 -0
- package/knowledge/design-languages/web-trends-2026.md +87 -0
- package/knowledge/examples/ios.json +299 -0
- package/knowledge/examples/web.json +321 -0
- package/knowledge/geo/geo-fundamentals.md +120 -0
- package/knowledge/geo/geo-tactics-checklist.md +148 -0
- package/knowledge/marketing/ad-creative.md +155 -0
- package/knowledge/marketing/branding-identity.md +153 -0
- package/knowledge/marketing/email-marketing.md +155 -0
- package/knowledge/patterns/mobile/android-patterns.md +181 -0
- package/knowledge/patterns/mobile/auth-patterns.md +69 -0
- package/knowledge/patterns/mobile/checkout-payments.md +77 -0
- package/knowledge/patterns/mobile/empty-states-buttons.md +80 -0
- package/knowledge/patterns/mobile/navigation-home.md +78 -0
- package/knowledge/patterns/mobile/onboarding-paywall.md +85 -0
- package/knowledge/patterns/mobile/settings-lists.md +71 -0
- package/knowledge/patterns/web/dashboards.md +141 -0
- package/knowledge/patterns/web/feature-sections.md +122 -0
- package/knowledge/patterns/web/hero-sections.md +121 -0
- package/knowledge/patterns/web/landing-signup.md +168 -0
- package/knowledge/patterns/web/pricing-sections.md +122 -0
- package/knowledge/patterns/web/social-proof-footer.md +156 -0
- package/knowledge/process/marketing-website-roadmap.md +72 -0
- package/knowledge/process/product-design-roadmap.md +117 -0
- package/knowledge/seo/on-page-seo.md +124 -0
- package/knowledge/seo/seo-for-designers.md +159 -0
- package/knowledge/seo/technical-seo.md +194 -0
- package/knowledge/ux/accessibility.md +68 -0
- package/knowledge/ux/color-systems.md +58 -0
- package/knowledge/ux/conversion-ux.md +78 -0
- package/knowledge/ux/mobile-ux.md +69 -0
- package/knowledge/ux/motion-microinteractions.md +67 -0
- package/knowledge/ux/principles-heuristics.md +57 -0
- package/knowledge/ux/spacing-layout.md +68 -0
- package/knowledge/ux/typography.md +63 -0
- package/package.json +63 -0
- package/scripts/regenerate-examples.md +61 -0
|
@@ -0,0 +1,196 @@
|
|
|
1
|
+
---
|
|
2
|
+
id: hooked-retention
|
|
3
|
+
title: "Hooked & Habit Design — Retention Mechanics for Apps"
|
|
4
|
+
category: book
|
|
5
|
+
platform: mobile
|
|
6
|
+
tags: [retention, habits, onboarding, notifications, engagement, ethics]
|
|
7
|
+
sources: ["Hooked (Nir Eyal)", "Indistractable (Nir Eyal)"]
|
|
8
|
+
updated: 2026-07-08
|
|
9
|
+
---
|
|
10
|
+
|
|
11
|
+
# Hooked & Habit Design — Retention Mechanics for Apps
|
|
12
|
+
|
|
13
|
+
Eyal's Hook Model: products form habits by cycling users through **Trigger → Action →
|
|
14
|
+
Variable Reward → Investment**. Each pass strengthens the association between the user's
|
|
15
|
+
internal itch and your product as the scratch. Habits form when a behavior occurs with
|
|
16
|
+
enough **frequency** and **perceived utility**; low-frequency products (used monthly or less)
|
|
17
|
+
should NOT chase habit loops — they need scheduled-trigger retention instead (see Part 4).
|
|
18
|
+
|
|
19
|
+
**Foundational question before designing any loop (Eyal's own test):** Does the product
|
|
20
|
+
materially improve the user's life, and would the maker use it themselves? Habit design on top
|
|
21
|
+
of genuine value = facilitation. Habit design substituting for value = exploitation.
|
|
22
|
+
|
|
23
|
+
---
|
|
24
|
+
|
|
25
|
+
## Part 1 — The Four Phases, Applied
|
|
26
|
+
|
|
27
|
+
### Phase 1: Trigger
|
|
28
|
+
|
|
29
|
+
**External triggers** (designer-controlled) start the loop; **internal triggers** (emotions,
|
|
30
|
+
routines, situations) sustain it. The endgame: the user's own feeling — boredom, uncertainty,
|
|
31
|
+
FOMO, loneliness, "did anyone reply?" — cues the app without any notification.
|
|
32
|
+
|
|
33
|
+
Design rules:
|
|
34
|
+
- Identify the target internal trigger FIRST and write it down: "When the user feels [emotion/
|
|
35
|
+
situation], they open [app] to [relief]." All external triggers should rehearse exactly that pairing.
|
|
36
|
+
- External trigger ladder (move users up it):
|
|
37
|
+
1. **Paid** (ads — acquisition only, never retention economics),
|
|
38
|
+
2. **Earned** (press, featuring — spiky, unreliable),
|
|
39
|
+
3. **Relationship** (invites, shares — the only viral trigger; design share moments at peak-reward points),
|
|
40
|
+
4. **Owned** (notifications, email, badges, home-screen icon — requires permission, drives the habit).
|
|
41
|
+
- Notification design: every notification must carry the internal trigger's payload — information
|
|
42
|
+
the user actually itched for ("Anna replied"), not the app itching for the user ("We miss you!").
|
|
43
|
+
- Time notification permission requests: ask AFTER demonstrating one clear reward moment, with a
|
|
44
|
+
pre-permission screen explaining the specific value ("Get notified the second a client pays you").
|
|
45
|
+
Never ask on first launch — a denied iOS prompt is nearly unrecoverable.
|
|
46
|
+
|
|
47
|
+
### Phase 2: Action
|
|
48
|
+
|
|
49
|
+
The simplest behavior done in anticipation of reward (open app, pull to refresh, tap a card).
|
|
50
|
+
Fogg's model governs it: Behavior happens when **Motivation + Ability + Prompt** converge.
|
|
51
|
+
Ability (simplicity) is the cheapest lever — simplicity along six factors: time, money, physical
|
|
52
|
+
effort, brain cycles, social deviance, non-routineness.
|
|
53
|
+
|
|
54
|
+
Design rules:
|
|
55
|
+
- Count the steps from trigger to reward; remove every removable one. Each screen, field, or
|
|
56
|
+
decision between notification-tap and payoff bleeds users.
|
|
57
|
+
- The core action should be doable in seconds: one thumb, no typing where a tap will do,
|
|
58
|
+
defaults over choices.
|
|
59
|
+
- Cold-start rule: the app must show something rewarding even before the user has data/friends
|
|
60
|
+
(curated content, sample project, instant demo mode).
|
|
61
|
+
- Login friction is habit poison: biometric auth, magic links, stay-signed-in by default.
|
|
62
|
+
|
|
63
|
+
### Phase 3: Variable Reward
|
|
64
|
+
|
|
65
|
+
Predictable rewards get boring; variability sustains engagement (the slot-machine mechanic —
|
|
66
|
+
and precisely where ethical risk concentrates). Three reward types; strong products combine two or three:
|
|
67
|
+
|
|
68
|
+
- **Rewards of the Tribe** (social): likes, replies, mentions, leaderboard moves, community
|
|
69
|
+
recognition. Variable because people are variable.
|
|
70
|
+
- **Rewards of the Hunt** (resources/information): feeds, search results, deals, new content,
|
|
71
|
+
matching (jobs, dates, flights). Variable because the next scroll might be the good one.
|
|
72
|
+
- **Rewards of the Self** (mastery/completion): streaks, levels, inbox-zero, skill progress,
|
|
73
|
+
personal records. Variable because your own performance varies.
|
|
74
|
+
|
|
75
|
+
Design rules:
|
|
76
|
+
- Map your product's natural reward type; don't bolt on foreign ones (badges on a tax app = noise).
|
|
77
|
+
- Preserve genuine variability: perfectly predictable digests train ignoring; overly random
|
|
78
|
+
feeds train distrust. The reward must stay connected to what the user came for.
|
|
79
|
+
- **Autonomy requirement:** rewards must arrive within the user's chosen pursuit. Users who feel
|
|
80
|
+
controlled (reactance) abandon; frame everything as serving their goal, not the metric.
|
|
81
|
+
- Finite-use rule: give the loop natural stopping points (caught-up markers, "you're all done"
|
|
82
|
+
states). Infinite variability without closure is the manipulation signature.
|
|
83
|
+
|
|
84
|
+
### Phase 4: Investment
|
|
85
|
+
|
|
86
|
+
The user puts something IN — effort, data, content, reputation, followers, money — which
|
|
87
|
+
(a) improves the product for them (stored value), and (b) loads the next trigger.
|
|
88
|
+
|
|
89
|
+
Stored-value mechanics (each raises switching costs honestly, by making the product better):
|
|
90
|
+
- **Content**: playlists, boards, notes, uploaded files.
|
|
91
|
+
- **Data**: preferences, history, training the recommendations ("the more you use it, the better it gets").
|
|
92
|
+
- **Followers/reputation**: audience, reviews earned, karma, verified status.
|
|
93
|
+
- **Skill**: learned workflows, shortcuts, mastery of the tool.
|
|
94
|
+
- **Customization**: configured dashboards, integrations connected, routines set.
|
|
95
|
+
|
|
96
|
+
Design rules:
|
|
97
|
+
- Ask for investment AFTER the variable reward, never before — reciprocity plus the moment of
|
|
98
|
+
peak satisfaction ("Loved that workout? Save it to your plan").
|
|
99
|
+
- Keep each investment tiny; sequence them across sessions (bit of profile now, one preference next time).
|
|
100
|
+
- Load the next trigger inside the investment: following someone creates future notifications;
|
|
101
|
+
setting a goal creates future progress alerts; posting invites future replies.
|
|
102
|
+
|
|
103
|
+
---
|
|
104
|
+
|
|
105
|
+
## Part 2 — Onboarding as Hook Rehearsal
|
|
106
|
+
|
|
107
|
+
Onboarding's job: run the user through ONE full hook cycle as fast as possible, and identify
|
|
108
|
+
your "aha" action (the behavior correlated with retention) — then design onboarding to cause it.
|
|
109
|
+
|
|
110
|
+
Prescriptive sequence:
|
|
111
|
+
1. **Promise recall** (screen 1): restate the outcome that made them install — in their words, one line.
|
|
112
|
+
2. **Personalize as commitment**: 1-3 quick-tap questions ("What's your goal?") — investment
|
|
113
|
+
that tailors the first reward AND commits the user (see influence-persuasion.md).
|
|
114
|
+
3. **First reward within ~60 seconds**: deliver a real taste of the core reward before any
|
|
115
|
+
account wall where the platform allows; if signup must come first, make it 1-tap (Apple/Google).
|
|
116
|
+
4. **Permission asks in context**: notifications after first reward; other permissions at the
|
|
117
|
+
moment of relevant use, each with a value-framed pre-prompt.
|
|
118
|
+
5. **First investment**: one small act of stored value (save, follow, connect, configure) before
|
|
119
|
+
session 1 ends — users who invest in session 1 return at far higher rates.
|
|
120
|
+
6. **Load the return trigger**: end session 1 with a reason to come back that the USER set
|
|
121
|
+
("We'll remind you Tuesday — your chosen practice day").
|
|
122
|
+
- Day 1-7 lifecycle: each early notification/email should re-run the loop toward the aha action,
|
|
123
|
+
not announce features. Kill generic "welcome day 3" content.
|
|
124
|
+
|
|
125
|
+
---
|
|
126
|
+
|
|
127
|
+
## Part 3 — Notification & Engagement Ethics
|
|
128
|
+
|
|
129
|
+
Notifications are borrowed attention; the budget is small and non-refundable.
|
|
130
|
+
|
|
131
|
+
Rules:
|
|
132
|
+
1. **User-value test per notification type:** would the user thank you for this interruption?
|
|
133
|
+
"Your ride is here" passes. "Someone might have posted" fails.
|
|
134
|
+
2. **Granular controls, honest defaults:** per-category toggles, easy mute/snooze, digest options.
|
|
135
|
+
Defaulting everything ON and burying settings is a dark pattern that buys short-term DAU with
|
|
136
|
+
permission-revocation and uninstalls.
|
|
137
|
+
3. **Respect rhythm:** quiet hours by default, timezone-aware, frequency caps per day. Batch
|
|
138
|
+
low-urgency items into digests.
|
|
139
|
+
4. **No fabricated urgency or social pressure:** fake "X is waiting for you," ghost activity,
|
|
140
|
+
streak-shame notifications ("Don't lose your streak!" at 11pm targets anxiety, not value).
|
|
141
|
+
5. **Re-permission gracefully:** if a user ignores 10 in a row, offer to reduce frequency —
|
|
142
|
+
voluntary retention beats resented retention (resentment shows up as uninstall, not as a metric you watch).
|
|
143
|
+
|
|
144
|
+
**Streaks & gamification ethics:** streaks reward showing up (fine) but punish life (not fine).
|
|
145
|
+
Ethical versions: streak freezes/repair, weekly targets instead of daily perfection, celebrate
|
|
146
|
+
totals not just consecutive runs. If missing a day produces guilt disproportionate to the
|
|
147
|
+
product's value, the mechanic is extracting, not serving.
|
|
148
|
+
|
|
149
|
+
---
|
|
150
|
+
|
|
151
|
+
## Part 4 — When Habit Loops Are Appropriate vs. Manipulative
|
|
152
|
+
|
|
153
|
+
**Eyal's Manipulation Matrix** — two questions: Does it materially improve the user's life?
|
|
154
|
+
Would the maker use it themselves?
|
|
155
|
+
|
|
156
|
+
| | Maker uses it | Maker wouldn't use it |
|
|
157
|
+
|---|---|---|
|
|
158
|
+
| **Improves life** | **Facilitator** — build hooks confidently | **Peddler** — you're guessing; validate before hooking |
|
|
159
|
+
| **Doesn't improve life** | **Entertainer** — fine, but fleeting; keep monetization honest | **Dealer** — exploitation; do not build |
|
|
160
|
+
|
|
161
|
+
**Use full habit loops when:** the product's value genuinely compounds with frequent use
|
|
162
|
+
(fitness, learning, communication, finance tracking, creative tools) AND natural frequency is
|
|
163
|
+
weekly-or-better. Habit here = user's goal achieved with less friction.
|
|
164
|
+
|
|
165
|
+
**Do NOT use habit loops when:**
|
|
166
|
+
- Natural frequency is low (tax software, booking, insurance). Chasing DAU here produces spam.
|
|
167
|
+
Instead: **scheduled-trigger retention** — calendar-based re-engagement at genuinely relevant
|
|
168
|
+
moments ("your renewal is in 30 days"), excellent transactional messaging, and being flawlessly
|
|
169
|
+
findable at the next need (SEO/App Store presence as the "trigger").
|
|
170
|
+
- Engagement is the cost, not the value (the user's goal is to spend LESS time — automation,
|
|
171
|
+
utilities). Retention metric should be task success + return-at-need, not session length.
|
|
172
|
+
- The variable reward drifts from user goals to pure time-on-app (infinite feeds without
|
|
173
|
+
caught-up states, autoplay chains, engagement-bait recommendations). That's the Dealer quadrant.
|
|
174
|
+
|
|
175
|
+
**Red flags an implementation crossed the line:**
|
|
176
|
+
- Users report regret after sessions ("I wasted an hour") — regret is the anti-metric of ethical habit design.
|
|
177
|
+
- Loops rely on anxiety (FOMO mechanics, decaying scores, expiring streaks) rather than reward.
|
|
178
|
+
- Removing the mechanic would drop engagement but users would be happier.
|
|
179
|
+
- You track and celebrate metrics you would hide from users.
|
|
180
|
+
|
|
181
|
+
**Disengagement design (mark of a Facilitator):** caught-up states, session summaries, usage
|
|
182
|
+
insights, easy pause/export/delete, one-tap unsubscribe. Products confident in their value make
|
|
183
|
+
leaving easy — which itself builds the trust that keeps people.
|
|
184
|
+
|
|
185
|
+
---
|
|
186
|
+
|
|
187
|
+
## Quick-Reference Checklist (per feature/loop)
|
|
188
|
+
|
|
189
|
+
1. Internal trigger named and written down? (emotion → app → relief)
|
|
190
|
+
2. Steps from trigger to reward minimized? (count them)
|
|
191
|
+
3. Reward type matches product nature (Tribe/Hunt/Self)? Genuine variability with stopping points?
|
|
192
|
+
4. Investment asked after reward, tiny, and loads the next trigger?
|
|
193
|
+
5. Notification passes the "would they thank you" test, with honest defaults and controls?
|
|
194
|
+
6. Manipulation Matrix quadrant = Facilitator (or consciously Entertainer)?
|
|
195
|
+
7. Frequency fit: is this a habit product, or should it use scheduled-trigger retention instead?
|
|
196
|
+
8. Regret check: would heavy users endorse their own usage pattern?
|
|
@@ -0,0 +1,232 @@
|
|
|
1
|
+
---
|
|
2
|
+
id: influence-persuasion
|
|
3
|
+
title: "Influence & Persuasion — Cialdini Applied to Design"
|
|
4
|
+
category: book
|
|
5
|
+
platform: both
|
|
6
|
+
tags: [persuasion, social-proof, marketing, conversion, ethics]
|
|
7
|
+
sources: ["Influence (Robert Cialdini)", "Pre-Suasion (Robert Cialdini)"]
|
|
8
|
+
updated: 2026-07-08
|
|
9
|
+
---
|
|
10
|
+
|
|
11
|
+
# Influence & Persuasion — Cialdini Applied to Web & App Design
|
|
12
|
+
|
|
13
|
+
Cialdini identified seven universal levers of compliance. People use mental shortcuts to decide;
|
|
14
|
+
each principle is a shortcut you can honestly trigger — or dishonestly exploit. This file gives,
|
|
15
|
+
for each principle: the mechanism, concrete design/copy patterns, and the ethical line.
|
|
16
|
+
|
|
17
|
+
**Master rule:** Persuasion is ethical when the claim is TRUE and the user would endorse the
|
|
18
|
+
tactic if they saw how it worked. If a pattern only converts because the user misunderstood
|
|
19
|
+
something, it is a dark pattern. Never fabricate; only amplify what is real.
|
|
20
|
+
|
|
21
|
+
---
|
|
22
|
+
|
|
23
|
+
## 1. Reciprocity
|
|
24
|
+
|
|
25
|
+
**Mechanism:** People feel obligated to return favors. Giving first — genuinely and without
|
|
26
|
+
immediate demand — creates goodwill that converts later.
|
|
27
|
+
|
|
28
|
+
**Design patterns:**
|
|
29
|
+
- Give real value BEFORE the email gate: free tool, calculator, template, audit, generous free tier.
|
|
30
|
+
- Order matters: deliver the value, THEN ask. "Here's your result → want it emailed / want more?"
|
|
31
|
+
- Content strategy: publish your best material free; the ask (signup, trial) comes after the reader got something.
|
|
32
|
+
- Free trial without credit card = a gift; credit-card-required trial reads as a trap and weakens reciprocity.
|
|
33
|
+
- Onboarding: get the user to their first win before asking for permissions, referrals, or upgrades.
|
|
34
|
+
- Personalize the gift where possible — a tailored report beats a generic PDF.
|
|
35
|
+
|
|
36
|
+
**Copy templates:**
|
|
37
|
+
- "Free [tool/template/report] — no email required." (the "no email required" line itself builds trust)
|
|
38
|
+
- Post-value ask: "Glad that helped. Want [next-level thing]? It takes 30 seconds."
|
|
39
|
+
|
|
40
|
+
**Dark-pattern line:** Fake gifts with hidden costs ("free" that auto-enrolls in billing),
|
|
41
|
+
gifts that guilt-trip ("we gave you X, so you owe us"), or gating the promised value after
|
|
42
|
+
the user already paid attention. The gift must be real and unconditional.
|
|
43
|
+
|
|
44
|
+
---
|
|
45
|
+
|
|
46
|
+
## 2. Commitment & Consistency
|
|
47
|
+
|
|
48
|
+
**Mechanism:** People act consistently with prior commitments, especially small, voluntary,
|
|
49
|
+
public, or effortful ones. Small yes → bigger yes.
|
|
50
|
+
|
|
51
|
+
**Design patterns:**
|
|
52
|
+
- Multi-step forms: start with the easiest, lowest-stakes question (e.g., "What's your goal?"),
|
|
53
|
+
ask for email/payment LAST. Each completed step is a micro-commitment.
|
|
54
|
+
- Quiz/configurator funnels: users who invested answers rarely abandon at the results gate.
|
|
55
|
+
- Onboarding: ask users to state a goal ("I want to save $200/mo") and reflect it back later
|
|
56
|
+
("You said you wanted X — here's your progress").
|
|
57
|
+
- Progress bars on signup/checkout: visible progress makes abandoning feel like a loss.
|
|
58
|
+
- Ask for the tiny thing first: "Try one free lesson" beats "Start your fitness journey."
|
|
59
|
+
- App stores: "Continue" onboarding flows before the paywall — users who set up a profile convert better.
|
|
60
|
+
|
|
61
|
+
**Copy templates:**
|
|
62
|
+
- Step-1 question: "What are you trying to [achieve]?" (identity/goal, not contact info)
|
|
63
|
+
- Reflection: "Because you chose [X], we recommend [Y]."
|
|
64
|
+
|
|
65
|
+
**Dark-pattern line:** Manufactured commitment (pre-checked boxes claiming "I agree to receive
|
|
66
|
+
offers"), shame-based confirmshaming ("No thanks, I hate saving money"), or making cancellation
|
|
67
|
+
require re-committing through hostile flows. Commitments must be freely chosen and easy to reverse.
|
|
68
|
+
|
|
69
|
+
---
|
|
70
|
+
|
|
71
|
+
## 3. Social Proof
|
|
72
|
+
|
|
73
|
+
**Mechanism:** Under uncertainty, people copy what similar others do. Proof from "people like me"
|
|
74
|
+
beats proof from celebrities or big numbers alone.
|
|
75
|
+
|
|
76
|
+
**Design patterns & placement rules:**
|
|
77
|
+
- Place proof AT the point of decision, not only on a testimonials page: logos under the hero,
|
|
78
|
+
a testimonial beside the pricing table, a review snippet next to the CTA button.
|
|
79
|
+
- Specificity beats volume: "4.8★ from 2,341 freelancers" > "loved by millions."
|
|
80
|
+
- Match proof to segment: show enterprise logos to enterprise visitors, indie testimonials to indies.
|
|
81
|
+
- Testimonial anatomy: full name + photo + role/company + a SPECIFIC outcome ("cut onboarding
|
|
82
|
+
time from 3 days to 4 hours"), not "great product!"
|
|
83
|
+
- Numbers: show counts only when impressive ("Join 40,000 designers"); hide when small — low
|
|
84
|
+
numbers are negative social proof. Same for review scores below ~4.3.
|
|
85
|
+
- App Store: screenshots featuring rating badges and press quotes; respond to reviews (visible responsiveness is proof).
|
|
86
|
+
- Case studies ordered: problem → intervention → measurable result → quote.
|
|
87
|
+
|
|
88
|
+
**Copy templates:**
|
|
89
|
+
- Hero subline: "Trusted by [N] [specific audience] at [recognizable names]."
|
|
90
|
+
- Near CTA: "[Name], [role]: '[specific measurable result].'"
|
|
91
|
+
|
|
92
|
+
**Dark-pattern line:** Fake reviews, fabricated "23 people are viewing this," invented purchase
|
|
93
|
+
notifications, cherry-picked ratings presented as averages. Also illegal in many jurisdictions.
|
|
94
|
+
Real-time activity feeds are fine ONLY if the data is real.
|
|
95
|
+
|
|
96
|
+
---
|
|
97
|
+
|
|
98
|
+
## 4. Authority
|
|
99
|
+
|
|
100
|
+
**Mechanism:** People defer to credible experts. Authority = expertise signals + trustworthiness
|
|
101
|
+
signals. Admitting a weakness before your strongest point paradoxically boosts credibility.
|
|
102
|
+
|
|
103
|
+
**Design patterns:**
|
|
104
|
+
- Credential placement: certifications, security badges (SOC 2, GDPR), and press logos belong
|
|
105
|
+
near the moments of doubt — payment forms, data-permission prompts, pricing pages.
|
|
106
|
+
- Founder/team expertise: "Built by ex-[credible org] engineers" works when true and relevant.
|
|
107
|
+
- Content authority: publish original data, benchmarks, teardown analyses — cite your own research.
|
|
108
|
+
- Design itself is authority: typography, consistency, and polish are read as competence. A sloppy
|
|
109
|
+
UI undermines every claim on the page.
|
|
110
|
+
- The trustworthy-weakness move: "We're not the cheapest — we're the most accurate." Concede a
|
|
111
|
+
real minor drawback, then pivot to your strength.
|
|
112
|
+
|
|
113
|
+
**Copy templates:**
|
|
114
|
+
- "Rated [X] by [independent body]." / "Featured in [publications]."
|
|
115
|
+
- Weakness-pivot: "Not for [wrong audience]. Built specifically for [right audience]."
|
|
116
|
+
|
|
117
|
+
**Dark-pattern line:** Fake badges, invented awards, "as seen in" logos from paid placements
|
|
118
|
+
dressed as editorial, actor "doctors." Borrowed authority must be genuine and verifiable.
|
|
119
|
+
|
|
120
|
+
---
|
|
121
|
+
|
|
122
|
+
## 5. Liking
|
|
123
|
+
|
|
124
|
+
**Mechanism:** People say yes to those they like: similar to them, familiar, complimentary,
|
|
125
|
+
cooperative toward shared goals.
|
|
126
|
+
|
|
127
|
+
**Design patterns:**
|
|
128
|
+
- Write like the customer talks. Mirror the audience's vocabulary (mine reviews, support tickets,
|
|
129
|
+
Reddit threads for verbatim phrases) — similarity through language.
|
|
130
|
+
- Show real humans: team photos, founder notes, signed emails. Faces increase trust and liking.
|
|
131
|
+
- Brand voice: warm, specific, occasionally imperfect beats corporate-neutral. Microcopy is a
|
|
132
|
+
liking channel (error messages, empty states, loading text).
|
|
133
|
+
- About page is a conversion page: story, values, faces. Link it from checkout-adjacent doubt moments.
|
|
134
|
+
- Imagery: show people who look like the target segment using the product.
|
|
135
|
+
|
|
136
|
+
**Copy templates:**
|
|
137
|
+
- Empathy-first opener: "You've tried [thing they tried]. It didn't stick. Here's why."
|
|
138
|
+
- Founder note near pricing: "I built this because [genuine shared frustration]."
|
|
139
|
+
|
|
140
|
+
**Dark-pattern line:** Fake personalization ("Hey {first_name}, I was just thinking about you"),
|
|
141
|
+
simulated humans (bots posing as people), flattery scripts. Liking must come from genuine
|
|
142
|
+
resonance, not impersonation.
|
|
143
|
+
|
|
144
|
+
---
|
|
145
|
+
|
|
146
|
+
## 6. Scarcity
|
|
147
|
+
|
|
148
|
+
**Mechanism:** People value what is rare or disappearing; loss framing outweighs gain framing.
|
|
149
|
+
Scarcity works via FOMO — and misfires into distrust the instant it looks fake.
|
|
150
|
+
|
|
151
|
+
**Design patterns (ONLY when true):**
|
|
152
|
+
- Real limits: cohort start dates, limited seats, genuinely expiring launch pricing, inventory counts.
|
|
153
|
+
- Loss framing in copy: "Don't lose your 20% founding-member rate" > "Get 20% off."
|
|
154
|
+
- Deadline mechanics: show the actual date ("Price increases March 1"), not a cookie-reset countdown.
|
|
155
|
+
- Exclusivity as scarcity: waitlists and invite systems create honest scarcity when capacity is real.
|
|
156
|
+
- App pricing: grandfathering ("lock in this price before v2") is honest scarcity.
|
|
157
|
+
|
|
158
|
+
**Copy templates:**
|
|
159
|
+
- "[N] seats left for the [date] cohort."
|
|
160
|
+
- "Founding-member pricing ends [real date]. After that, $[higher price]."
|
|
161
|
+
|
|
162
|
+
**Dark-pattern line — the brightest line in this file:** Countdown timers that reset on refresh,
|
|
163
|
+
"only 2 left" on digital goods, evergreen "sales," fake deadlines. These convert short-term and
|
|
164
|
+
destroy trust permanently; sophisticated audiences screenshot and shame them. If the scarcity
|
|
165
|
+
isn't real, do not ship it.
|
|
166
|
+
|
|
167
|
+
---
|
|
168
|
+
|
|
169
|
+
## 7. Unity (Pre-Suasion's addition)
|
|
170
|
+
|
|
171
|
+
**Mechanism:** Beyond liking — shared identity. "One of us" (profession, location, values,
|
|
172
|
+
struggle) is the deepest lever. People don't just like their in-group; they self-persuade for it.
|
|
173
|
+
|
|
174
|
+
**Design patterns:**
|
|
175
|
+
- Identity-first headlines: "For indie iOS developers" outperforms generic benefit claims with
|
|
176
|
+
that audience — name the tribe above the fold.
|
|
177
|
+
- Community as product surface: forums, Discord, user showcases; belonging drives retention.
|
|
178
|
+
- Co-creation: beta programs, feature voting, "built with our users" — co-creators become advocates.
|
|
179
|
+
- Values signaling when authentic: open-source, privacy-first, sustainability — stated plainly, proven with actions.
|
|
180
|
+
- Segment-specific landing pages per tribe rather than one generic page.
|
|
181
|
+
|
|
182
|
+
**Copy templates:**
|
|
183
|
+
- "Made by [tribe], for [tribe]."
|
|
184
|
+
- "Join [N] [tribe members] who [shared behavior]."
|
|
185
|
+
|
|
186
|
+
**Dark-pattern line:** Astroturfed community, appropriating identities/causes the brand doesn't
|
|
187
|
+
live, us-vs-them fear-mongering. Unity claims are audited hard by real members of the tribe.
|
|
188
|
+
|
|
189
|
+
---
|
|
190
|
+
|
|
191
|
+
## Pre-Suasion: The Moment Before the Message
|
|
192
|
+
|
|
193
|
+
Pre-Suasion's core insight: what a person attends to IMMEDIATELY BEFORE a request shapes their
|
|
194
|
+
response more than the request itself. Design controls attention sequence — use it.
|
|
195
|
+
|
|
196
|
+
**Application rules:**
|
|
197
|
+
1. **Prime the relevant frame before the ask.** Before a pricing page, show ROI/results content
|
|
198
|
+
(achievement frame). Before a security product's CTA, show the threat landscape (safety frame).
|
|
199
|
+
2. **Openers set the channel.** A hero image of comfort primes comfort-seeking; an image of speed
|
|
200
|
+
primes efficiency evaluation. Choose hero imagery by the mindset you need at the CTA.
|
|
201
|
+
3. **Questions are primes.** A pre-signup quiz asking "How much time do you lose to X weekly?"
|
|
202
|
+
makes the cost of the problem salient before the solution appears.
|
|
203
|
+
4. **Section order is a persuasion decision.** Standard priming order for a landing page:
|
|
204
|
+
problem salience → possibility (demo/outcome) → proof → offer → scarcity/urgency (if true) → CTA.
|
|
205
|
+
5. **Attention = importance.** Whatever you make prominent, users assume matters. Don't give
|
|
206
|
+
prime real estate to secondary messages.
|
|
207
|
+
6. **The moment after "yes" is privileged.** Post-signup and post-purchase screens are peak
|
|
208
|
+
receptivity: ask for the referral, the review, or the deeper commitment there — not before.
|
|
209
|
+
|
|
210
|
+
---
|
|
211
|
+
|
|
212
|
+
## Quick-Reference: Principle → Placement Map
|
|
213
|
+
|
|
214
|
+
| Page zone | Primary principles |
|
|
215
|
+
|---|---|
|
|
216
|
+
| Hero | Unity (name the tribe), Authority (one credibility marker) |
|
|
217
|
+
| Below hero | Social proof (logos/counts) |
|
|
218
|
+
| Feature sections | Reciprocity (show, teach, give), Pre-suasive ordering |
|
|
219
|
+
| Pricing | Authority (badges), Social proof (testimonial per tier), Scarcity (if true) |
|
|
220
|
+
| Checkout/signup | Commitment (progress), Authority (security), Liking (human microcopy) |
|
|
221
|
+
| Post-conversion | Reciprocity return-ask, Unity (welcome to the tribe), reviews/referrals |
|
|
222
|
+
| Onboarding | Commitment (goal-setting), Reciprocity (fast first win) |
|
|
223
|
+
|
|
224
|
+
## Ethics Checklist (run before shipping any persuasion pattern)
|
|
225
|
+
|
|
226
|
+
1. Is every factual element true and verifiable?
|
|
227
|
+
2. Would the user endorse this tactic if we explained it to them?
|
|
228
|
+
3. Does it still convert if the user is fully informed? (If not, it's deception.)
|
|
229
|
+
4. Is the reverse action (unsubscribe, cancel, decline) as easy as the forward action?
|
|
230
|
+
5. Are we amplifying a real strength, or manufacturing a false signal?
|
|
231
|
+
|
|
232
|
+
Fail any one → redesign the pattern.
|
|
@@ -0,0 +1,178 @@
|
|
|
1
|
+
---
|
|
2
|
+
id: positioning-messaging
|
|
3
|
+
title: "Positioning & Messaging — Ries/Trout + Dunford Applied to Design"
|
|
4
|
+
category: book
|
|
5
|
+
platform: both
|
|
6
|
+
tags: [positioning, messaging, strategy, homepage, category-design]
|
|
7
|
+
sources: ["Positioning: The Battle for Your Mind (Al Ries & Jack Trout)", "Obviously Awesome (April Dunford)"]
|
|
8
|
+
updated: 2026-07-08
|
|
9
|
+
---
|
|
10
|
+
|
|
11
|
+
# Positioning & Messaging — From Strategy to Homepage
|
|
12
|
+
|
|
13
|
+
Positioning is the input; messaging, homepage, hero, and nav are outputs. If the homepage is
|
|
14
|
+
hard to write, the positioning is broken — fix upstream first. This file: Ries & Trout's laws
|
|
15
|
+
of the mind, Dunford's process for finding a position, and exact rules for translating a
|
|
16
|
+
position into page decisions.
|
|
17
|
+
|
|
18
|
+
---
|
|
19
|
+
|
|
20
|
+
## Part 1 — Ries & Trout: How Minds Work (the constraints)
|
|
21
|
+
|
|
22
|
+
Positioning happens in the PROSPECT'S mind, not in the product. The mind is the battlefield;
|
|
23
|
+
these are its laws:
|
|
24
|
+
|
|
25
|
+
1. **Minds are overloaded and simplify.** They store one or two words per brand ("Volvo =
|
|
26
|
+
safety"). Your positioning must compress to a phrase a distracted person retains.
|
|
27
|
+
2. **Minds rank by ladders.** Each category is a mental ladder; buyers remember ~2-3 rungs.
|
|
28
|
+
If you're not top-3 in the prospect's category ladder, you're invisible in that category.
|
|
29
|
+
3. **First beats better.** The first product IN THE MIND owns the category. You can't out-shout
|
|
30
|
+
an incumbent with "we're better" — minds reject contradiction of what they already believe.
|
|
31
|
+
4. **If you can't be first, create a category you CAN be first in.** Reframe: not "another CRM"
|
|
32
|
+
but "the first CRM for solo consultants." Narrowing is how small players win.
|
|
33
|
+
5. **Position against the leader, don't imitate.** Classic moves: the opposite ("the un-cola"),
|
|
34
|
+
the honest underdog ("we try harder"), the specialist vs. the generalist.
|
|
35
|
+
6. **Line extension dilutes.** Each additional claim weakens the core one. A brand that means
|
|
36
|
+
everything means nothing — this kills homepages that list eight value props.
|
|
37
|
+
7. **You cannot reposition yourself with words alone.** The mind keeps its first impression;
|
|
38
|
+
repositioning requires changing category, audience, or the competitor you're contrasted with.
|
|
39
|
+
|
|
40
|
+
**Design consequence:** every page has ONE positioning job. The hero states one claim; everything
|
|
41
|
+
below supports that single claim. Multiple audiences → multiple landing pages, not one crowded page.
|
|
42
|
+
|
|
43
|
+
---
|
|
44
|
+
|
|
45
|
+
## Part 2 — Dunford: Positioning as Process (Obviously Awesome)
|
|
46
|
+
|
|
47
|
+
Dunford's definition: positioning = context-setting. The same product is "obviously awesome" in
|
|
48
|
+
the right frame and mediocre in the wrong one. Five components, derived in strict order because
|
|
49
|
+
each feeds the next:
|
|
50
|
+
|
|
51
|
+
1. **Competitive alternatives** — what customers would ACTUALLY do without you. Includes
|
|
52
|
+
spreadsheets, interns, "do nothing" — not just named competitors. Ask real customers.
|
|
53
|
+
2. **Unique attributes** — features/capabilities you have that the alternatives lack.
|
|
54
|
+
Only counts if true relative to the alternatives from step 1.
|
|
55
|
+
3. **Value (and proof)** — the customer outcome each unique attribute enables, with evidence.
|
|
56
|
+
Attribute → benefit → measurable value. Cluster into 1-3 value themes.
|
|
57
|
+
4. **Target market characteristics** — the buyers who care MOST intensely about that value:
|
|
58
|
+
who feels the pain hardest, buys fastest, churns least. Narrow beats broad.
|
|
59
|
+
5. **Market category** — the frame you declare, chosen because it makes your value obvious
|
|
60
|
+
and triggers the right assumptions (pricing, competitors, features expected).
|
|
61
|
+
(+ optional 6th: **relevant trend** — only if it connects genuinely; trend without category
|
|
62
|
+
fit reads as hype.)
|
|
63
|
+
|
|
64
|
+
### Dunford's 10-step method, condensed
|
|
65
|
+
|
|
66
|
+
1. Understand the customers who love you — study best-fit customers, not the average.
|
|
67
|
+
2. Form a positioning team — cross-functional (sales, product, marketing, founders); positioning by marketing alone fails.
|
|
68
|
+
3. Drop positioning baggage — set aside "what we always said we were"; evaluate from zero.
|
|
69
|
+
4. List true competitive alternatives — from the customer's view, including status quo/manual work.
|
|
70
|
+
5. Isolate unique attributes — what you have that those alternatives don't.
|
|
71
|
+
6. Map attributes to value themes — so what? for each attribute; group into 1-3 themes.
|
|
72
|
+
7. Identify who cares most — the segment where the value is a hair-on-fire problem.
|
|
73
|
+
8. Choose a market frame of reference — pick the category (see styles below).
|
|
74
|
+
9. Layer on a relevant trend (optional) — trend + category, never trend alone.
|
|
75
|
+
10. Capture and operationalize — a positioning canvas that drives messaging, sales decks, pricing, site, roadmap.
|
|
76
|
+
|
|
77
|
+
### Three category-framing styles (step 8 choices)
|
|
78
|
+
|
|
79
|
+
- **Head-to-head:** compete in an existing category to win it. Choose when you can plausibly
|
|
80
|
+
be a top player. Homepage says the category plainly and claims leadership on one axis.
|
|
81
|
+
- **Big fish, small pond (subsegment):** dominate a niche of an existing category — "CRM for
|
|
82
|
+
real estate teams." The default choice for most startups. Homepage names the niche in the headline.
|
|
83
|
+
- **Create a new category:** declare a new game where you're first (Ries & Trout's law 4).
|
|
84
|
+
Expensive — you must fund the education of the market. Choose only with resources, evangelism
|
|
85
|
+
capacity, and a genuinely new problem frame. Homepage must teach the problem before the product.
|
|
86
|
+
|
|
87
|
+
---
|
|
88
|
+
|
|
89
|
+
## Part 3 — Positioning → Homepage Decisions (the payoff)
|
|
90
|
+
|
|
91
|
+
A visitor gives a homepage ~5 seconds to answer three questions: What is it? Is it for me?
|
|
92
|
+
Why this one? Positioning components map directly:
|
|
93
|
+
|
|
94
|
+
| Positioning component | Page element it drives |
|
|
95
|
+
|---|---|
|
|
96
|
+
| Market category | Headline noun / "What is it" clarity; nav labels; SEO page titles |
|
|
97
|
+
| Target segment | "Is it for me" — hero subline or headline qualifier; imagery; social proof selection |
|
|
98
|
+
| Value themes (top 1) | Headline claim / primary benefit |
|
|
99
|
+
| Value themes (2-3) | The three feature/benefit sections below the fold |
|
|
100
|
+
| Unique attributes | "How it works" / differentiator section; comparison page |
|
|
101
|
+
| Competitive alternatives | Objection-handling copy; "Why not just use a spreadsheet?" section; comparison pages |
|
|
102
|
+
| Proof of value | Testimonials/metrics placed beside each value claim |
|
|
103
|
+
| Trend (if used) | Blog/announcement layer, not the hero |
|
|
104
|
+
|
|
105
|
+
### Hero formulas by positioning maturity
|
|
106
|
+
|
|
107
|
+
- **Unknown category or new category:** lead with clarity, not cleverness.
|
|
108
|
+
`[Category] that [key differentiated value] for [segment]`
|
|
109
|
+
e.g., "The invoicing tool that chases late payers for you — built for freelancers."
|
|
110
|
+
- **Known category, subsegment play:**
|
|
111
|
+
`[Category] for [segment]` + subline carrying the #1 value theme.
|
|
112
|
+
- **Head-to-head:**
|
|
113
|
+
`[Bold claim on your winning axis]` + subline naming category + proof.
|
|
114
|
+
- **Category creation:**
|
|
115
|
+
Problem-reframe headline (`Stop [old-way pain]`) + subline declaring the new category.
|
|
116
|
+
|
|
117
|
+
**Rules:**
|
|
118
|
+
- The headline carries ONE value theme. Themes 2-3 get their own sections; never stack three benefits into one hero.
|
|
119
|
+
- If a stranger can't say what the product is after reading only the hero, the hero fails —
|
|
120
|
+
clarity outranks distinctiveness, which outranks cleverness.
|
|
121
|
+
- Vague aspirational heroes ("Unlock your potential") are positioning failures rendered in type.
|
|
122
|
+
|
|
123
|
+
### Navigation as positioning
|
|
124
|
+
|
|
125
|
+
- Nav labels declare category vocabulary: "Solutions for [segment A] / [segment B]" signals a
|
|
126
|
+
multi-segment platform; a single "Product" link signals a focused tool. Choose deliberately.
|
|
127
|
+
- Persona- or use-case-based nav ("For agencies," "For in-house teams") = big-fish positioning made navigable.
|
|
128
|
+
- A "Compare" or "vs" section in nav/footer = head-to-head posture; include competitor and
|
|
129
|
+
alternative-method pages ("[Product] vs spreadsheets") because "do nothing" is the biggest rival.
|
|
130
|
+
- Pricing page visibility is a positioning signal: visible self-serve pricing = product-led,
|
|
131
|
+
SMB frame; "Contact sales" = enterprise frame. Mismatch confuses the category read.
|
|
132
|
+
|
|
133
|
+
### Page-per-position rule
|
|
134
|
+
|
|
135
|
+
One page = one segment = one ladder. When targeting multiple segments:
|
|
136
|
+
- Homepage carries the broadest true position and routes quickly to segment pages.
|
|
137
|
+
- Each segment landing page re-runs the full formula (their alternatives, their value words,
|
|
138
|
+
their proof) — not a find-and-replace of the persona name.
|
|
139
|
+
- Ad/App-Store traffic should land on the matching segment page, never the generic homepage.
|
|
140
|
+
|
|
141
|
+
### App Store / marketplace positioning
|
|
142
|
+
|
|
143
|
+
- App name + subtitle = category + differentiator in ~60 characters. Subtitle is your positioning
|
|
144
|
+
statement compressed: "[category] for [segment]" or "[category] that [unique value]."
|
|
145
|
+
- Screenshot 1 must answer "what is it" with the category frame; screenshots 2-4 carry value
|
|
146
|
+
themes in priority order; captions are positioning copy, not feature labels.
|
|
147
|
+
- Keyword strategy follows the category choice: subsegment plays win niche keywords they can
|
|
148
|
+
rank #1 for (ladders again) rather than losing on the big category term.
|
|
149
|
+
|
|
150
|
+
---
|
|
151
|
+
|
|
152
|
+
## Part 4 — Diagnostics & Anti-patterns
|
|
153
|
+
|
|
154
|
+
**Signs the positioning is broken (fix strategy before touching design):**
|
|
155
|
+
- The team can't finish "It's a [category] for [segment] that [value]" in one breath, identically.
|
|
156
|
+
- The homepage headline is an aspiration or pun rather than a claim.
|
|
157
|
+
- Sales calls start with 10 minutes of "so what exactly is it?"
|
|
158
|
+
- Best customers describe the product in different words than the website does. (Their words win — rewrite the site with them.)
|
|
159
|
+
- Traffic converts differently by source for the "same" audience — the page frames the wrong category for some entrants.
|
|
160
|
+
|
|
161
|
+
**Anti-patterns:**
|
|
162
|
+
1. **The everything hero** — three value props in one headline (violates line-extension law).
|
|
163
|
+
2. **Category cowardice** — refusing to name a category so as "not to be boxed in"; visitors box
|
|
164
|
+
you anyway, into the wrong box.
|
|
165
|
+
3. **Premature category creation** — inventing "Revenue Intelligence Orchestration" with no
|
|
166
|
+
budget to teach it; big-fish-small-pond was available and cheaper.
|
|
167
|
+
4. **Positioning against yourself** — copying the leader's message and layout, which only
|
|
168
|
+
reinforces the leader's rung (minds reject me-too claims).
|
|
169
|
+
5. **Feature-first messaging** — attributes without the value translation (Dunford step 6 skipped);
|
|
170
|
+
every feature section needs its "so that…" clause.
|
|
171
|
+
6. **Ignoring the do-nothing competitor** — no copy addressing "why change at all"; for most
|
|
172
|
+
products, inertia beats every named rival.
|
|
173
|
+
|
|
174
|
+
**Quarterly positioning audit (run before any redesign):**
|
|
175
|
+
1. Interview 5 best-fit recent customers: what were you doing before? what would you use if we vanished? what nearly stopped you buying?
|
|
176
|
+
2. Rebuild the 5-component canvas from those answers.
|
|
177
|
+
3. Diff canvas vs. current homepage hero, nav, and section order.
|
|
178
|
+
4. Rewrite top-down: headline → subline → section order → proof placement → nav labels.
|