🧠 Knowledge Base

Behavioural Design: Habits, Hooks, and the Ethics of Attention

Explanation

What it is

Behavioural design applies insights from psychology and behavioural economics to influence how people interact with products and systems.

It focuses on shaping user habits and decision patterns by aligning design choices with predictable cognitive triggers. Nir Eyal’s Hook Model — Trigger → Action → Variable Reward → Investment — is one of its most cited formulations, illustrating how digital products can cultivate repeat engagement.

When to use it

  • When designing systems intended to support habit formation or sustained engagement.
  • When evaluating ethical boundaries between influence and manipulation.
  • When auditing how design decisions impact user autonomy and attention.

Why it matters

Behavioural design has transformed how digital products engage users, powering both beneficial experiences (e.g., health tracking, learning apps) and exploitative ones (e.g., endless scroll, attention traps).

Understanding its mechanics — and the debates surrounding Eyal’s interpretation — helps teams apply these techniques responsibly, balancing business objectives with user wellbeing.

Definitions

Behavioural Design

The practice of using insights from behavioural science, psychology, and design to influence decision-making and habit formation.

Hook Model

A four-step framework (Trigger → Action → Variable Reward → Investment) proposed by Nir Eyal to explain how products build user habits through feedback loops.

Habit-Forming Technology

Digital systems intentionally designed to encourage repeated engagement, often by leveraging variable rewards and psychological triggers.

Ethical Design

A design philosophy that considers the long-term well-being, autonomy, and informed consent of users alongside commercial objectives.

Notes & Caveats

  • Behavioural design is neutral in theory but value-laden in application.
  • Eyal advocates “ethical persuasion,” yet critics argue the same mechanics enable exploitation when tied to attention-based revenue models.
  • The field continues to evolve toward pro-social behavioural design, focusing on wellbeing, education, and sustainability rather than addiction or compulsion.

Objective

Design habit-forming experiences that create genuine user value while maintaining ethical integrity and transparency.

Steps

  1. Define the desired behaviour
    Specify the target habit in observable, measurable terms (e.g., “complete one mindfulness session daily”).
  2. Map the Hook sequence
    Identify triggers, actions, rewards, and investments using Eyal’s framework as a diagnostic lens, not a prescription.
  3. Apply ethical filters
    Evaluate whether each design element respects autonomy, consent, and wellbeing. Remove manipulative or deceptive triggers.
  4. Prototype and test for intent alignment
    Conduct usability tests focusing on user motivation and emotional response rather than mere engagement metrics.
  5. Measure impact holistically
    Balance engagement data with wellbeing indicators (e.g., satisfaction, retention without compulsive use).
  6. Iterate with transparency
    Make design intentions visible to users through onboarding, notifications, or opt-out controls.

Tips

  • Use choice architecture to support, not override, user goals.
  • Pair persuasive techniques with friction for reflection — small pauses that let users reconsider automatic behaviour.
  • Document design decisions and ethical trade-offs for future review.

Pitfalls

Over-optimising for time-on-platform

Redefine success metrics around outcomes, not minutes.

Treating ethics as an afterthought

Embed ethical reviews early in discovery, not post-launch.

Ignoring emotional side effects

Include psychological safety in user testing scripts.

Acceptance criteria

  • Documented Hook Model map with ethical commentary.
  • Evidence of user testing validating intent alignment.
  • Updated design artefacts reflecting transparent communication of persuasive elements.

Scenario

  • A product manager and UX designer at a wellbeing app are redesigning their daily meditation reminder feature.
  • They want to increase consistency without using manipulative “streak” mechanics or guilt-based triggers.
  • The team applies behavioural design principles inspired by Nir Eyal’s Hook Model but filtered through ethical design practices.

Walkthrough

Decision Point

How can we increase habitual engagement without fostering dependency or anxiety?

→ Decision: employ positive reinforcement rather than variable rewards.

Input/Output

Input
User research shows reminders help users but can feel intrusive.

Output
A redesigned notification flow with user-adjustable frequency and a tone that emphasises self-kindness.

Action

The designer maps the Hook Model:

  • Trigger: Optional daily reminder.
  • Action: User opens app and completes session.
  • Reward: Immediate feedback (“Nice work — you’ve given yourself a moment of calm”).
  • Investment: Progress log for personal reflection (not gamified).

Error Handling

Issue
Early tests reveal some users disable notifications entirely.

Response
Introduce an onboarding step explaining how reminders can be personalised or muted — reframing the feature as supportive, not coercive.

Closure

The updated feature launches with a transparent explainer: “Reminders are designed to help you, not pressure you.”

Post-launch data shows engagement improved modestly, but self-reported wellbeing scores rose significantly — indicating healthier engagement, not addiction.

Result

  • Before
    Users reported guilt or irritation from daily push notifications.
  • After
    Users engage voluntarily with more positive sentiment and longer retention over time.
  • Artefact Snapshot
    Ethical Behavioural Design Canvas — stored in Figma / Confluence for ongoing iteration.

Variations

  • If the product targets children or vulnerable groups → add stricter ethical review and guardian consent.
  • If business goals require retention metrics → include “ethical guardrail KPIs” (e.g., voluntary retention, positive sentiment delta).