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Playbook · Idea / prototype to Searching (pre-PMF)

Idea and Searching × Return

Mostly out of season. Before any trigger cascade or game mechanic, make sure the core reward relieves the user's itch every single time, and learn what the few returning users get from it.

M0-M1 ×Return1 lead move
M0 Idea / prototype
Is there a real itch, felt often enough?
M1 Searching (pre-PMF)
Who, if anyone, is it a must-have for?
Return
What makes the core action repeat until nobody has to prompt it?

M0-M1 × Return

The playbook

Goal. A reliable core reward first. HK-RWD26 (Hooked Ch.4) Variety, triggers and mechanics amplify a loop that already works; they can't create one.

What to do instead. Map which rewards (people, resources, mastery) the few returning users get HK-T09 (Hooked Ch.4), list what they put in HK-T12 (Hooked Ch.5), and feed it back into Value and Start.

Lead with these moves

  • TechniqueEvidence grade C. Limited evidence: few or small studies.

    First make the product deliver its promised result every time. Only then add variety, and end each payoff with a reason to come back, such as a preview of what's next, without holding back the answer.

Not now

  • Streaks with freeze and repairStreaks reward coming back to something people don't value yet.
  • Points and badges layerPoints bolted onto a weak loop don't hold people.
  • Near-peer leagues (leaderboards)Leaderboards need a dense community to feel fair.
  • More sends to lapsed usersMore sends rent engagement without forming a habit.
  • Surprise rewards and reward varietyVariety on top of an unreliable core reward hides the real problem.
  • Small copy or button A/B testsAt your volume a small tweak would take months to read.

Limits

What we don’t claim

Sources

  • Hooked · Nir Eyal

    Ch.4 · Ch.5 · Ch.8

Source IDs: HK-RWD26HK-T09HK-T12HK-MEA03

Book content is paraphrased, never quoted at length. Last verified October 24, 2026.

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