improve-retention
把增长问题拆解为可测试的行为因素,便于优化。
用行为设计(B=MAP)诊断并修复用户留存与激活问题。
用行为设计(B=MAP)的思路把留存问题拆开来看,判断是动机不够、操作太难,还是缺乏触发导致用户没留下。适合在大量用户注册但没人回流、激活率低或新手引导流失时用。特别强调 Fogg 行为模型、Ability Chain 和那些小行为的逐步优化,能给出具体可测的改动建议,不是空谈。
▸ 展开 SKILL.md 英文原文
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.
帮我安装这个 skill:https://raw.githubusercontent.com/wondelai/skills/main/improve-retention/SKILL.mdcurl -fsSL "https://raw.githubusercontent.com/wondelai/skills/main/improve-retention/SKILL.md"# 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 ┃
┗━━━━━━━━━━━━━━━━━━━━━━━━━
H