The Hook Model
Version 1.0.0 · Updated 2026-07-30
CORE DEFINITION
Proposed by Nir Eyal. Explains how to make products form user habits. It consists of four cyclical steps: Trigger (internal and external cues), Action (minimal action), Variable Reward (unpredictable rewards), and Investment (users invest time/data, increasing switching costs).
SCAFFOLDING EFFECT
Reduce cognitive load
- Product stickiness: reveals the underlying mechanism that makes products like TikTok and games irresistible (especially 'variable rewards'). - Self-defense: use the model in reverse to identify which apps have 'hooked' you, thereby interrupting the cycle and regaining attention freedom.
Anchor fast decisions
Habits are automatic responses formed after the 'trigger-action-reward-investment' loop is repeatedly reinforced. Variable rewards use 'intermittent reinforcement' to create the strongest dopamine drive (more addictive than fixed rewards); investment raises the exit barrier through 'sunk cost + endowment effect', making the next trigger easier to initiate, forming a self-reinforcing cycle.
MINIMUM ACTION
In progress 0/5Practice this model in one real situation:
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Source support: Explicit
- baike.baidu.comhttps://baike.baidu.com/item/上瘾/20823386verified
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