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The library · free

Everything three classic books teach about making products people love.

28 true stories, 194 lessons and 46 real company cases from Actionable Gamification, Influence and Hooked. Open any card to see what it is, why it works and how to build it in your app.

How to read it

Every product is a journey. Each book helps at a different step.

The 8 Core Drives explain why people do anything at all. The principles of Influence shape the moments people decide. The Hook turns repeated use into a habit. Gamify It finds the step where your product can grow most and picks the lessons that fit it.

  1. 01ValuePeople really need it.
  2. 02DiscoverThe right people find it and try it.
  3. 03StartNew users get a first win, fast.
  4. 04ReturnThey come back on their own.
  5. 05StayRegulars stay for months.
  6. 06PayHappy users choose to pay.
  7. 07SpreadFans bring their friends.
Journey

28 stories, 194 lessons and 46 real company cases.

Start with the stories28

True stories from the books, each with the lesson behind it.

Actionable Gamification · Yu-kai Chou

The 8 Core Drives

The eight reasons people do anything, from feeling part of something bigger to not wanting to lose what they have.

Epic meaning5

People do more, and forgive more, when they feel part of something bigger.

Accomplishment15

People love to see themselves get better, and they hate leaving progress unfinished.

Creativity and feedback9

People stay when they can make things their own way and see the result right away.

Ownership7

Once something feels like ours, we value it more and want to keep making it better.

Social influence13

We care what others do and think, and we measure ourselves against people like us.

Scarcity and impatience10

We want most what we can’t have yet, or can only have for a short while.

Curiosity5

Not knowing what comes next pulls us in. A small surprise beats a sure thing.

Loss and avoidance12

We work hard to avoid losing what we have, but only when we can see how.

More from Actionable Gamification4

Techniques that mix several drives, or set the stage for all of them.

Influence · Robert Cialdini

The 6 principles of influence

The mental shortcuts that make people say yes, and how to use them honestly at the moments people decide.

Reciprocity7

When someone gives us something first, we want to give something back.

Commitment and consistency11

Once we say yes to something small, we want our next steps to match it.

Social proof8

When people aren’t sure what to do, they do what they see others doing.

Liking7

We say yes more easily to people we know and like.

Authority5

We follow people who clearly know their stuff, even more when they’re honest with us.

Scarcity6

Things seem more valuable when they are rare or about to run out.

Contrast and honest cues8

What we see first changes how we judge what comes next, and every cue has to be true to keep working.

Hooked · Nir Eyal

The Hook

How a product becomes a habit: a trigger, an easy action, a reward that varies, and a small investment that brings people back.

Trigger16

A reminder brings people back at first. Later, a feeling they already have does it.

Action18

People act when it’s easy, they want to, and something prompts them, all at once.

Variable reward11

People come back for rewards that change every time: likes, new finds, small wins.

Investment11

The more people put into your app, the more it’s worth to them, and the more they return.

More from Hooked6

How to tell if your product can become a habit, and how to test it.

Real company cases46

What happened when real products used these ideas, with the numbers they reported.