Behavioral Design
A catalog of every page in this wiki, grouped by type. Browse below, or use the search (top of the left sidebar) to jump straight to a topic.
How this is organized
Pages are grouped by type — sources, entities, concepts, syntheses, comparisons. Within each section, alphabetical by title.
Sources
Summaries of raw documents in raw/. One per source.
- Copy These SaaS Growth Tricks (video) — Tim Gabe (July 2025): 8 A/B-tested SaaS conversion cases mapped to named prospect-theory biases — framing (Headspace “guest pass”), anchoring (14-day-on-annual), loss aversion (Mobbin “Pro” labels +35%), scarcity (Busuu second-language +83%), certainty (Uber single price)
- Edward Bernays and Group Psychology - Manipulating the Masses (video) — Academy of Ideas essay: Bernays’s adaptation of Freudian theory into mass-manipulation toolkit; group credulity, suppressed-desire appeals, divide-and-conquer
- How To Scientifically Design Addictive Apps (video) — Tim Gabe three-mechanism architecture: craving machine (variable ratio), infinite game (loss aversion + uncapped progression), invisible scoreboard (social comparison + parasocial); the stacking thesis
- I Made 4,000 App Paywalls and Learned This (video) — Superwall podcast: Jonathan Parra on 4,500+ paywalls — no perfect paywall, bullet-list baseline, Clear-30 gray-hat drawer cascade, Swift UI native styling beating custom (+111% strip case)
- I Studied 1,460 Onboarding Flows (video) — Mobbin survey: average 25 screens; the best flows sell outcomes, personalize, and earn long length with texture; aha moment as the real target
- I Studied 500+ Gamified Apps (video) — Tim Gabe pattern study: PBL is the most common and most failed move; seven patterns (Strava segments, S-curve, streak trap, variable reward magnitude, Apple Watch completion drive, competence vs badge theater)
- Mobile Game Monetization Psychology (video) — YouTube video on psychological techniques in mobile game monetization (commitment, decoupling, variable rewards, retention)
- Naval Ravikant - How to Get Ahead of 99% of People (video) — Picking Nuggets interview: follow your obsession, three things money can’t buy, consistency bias as a public-extraction machine
- Naval Ravikant - How to Get Rich Without Luck (video) — Picking Nuggets interview: wealth as a skill set, the four kinds of luck, reputation as deal-attractor, skill stacking
- Naval Ravikant - The 4 Biggest Traps in Life (video) — Picking Nuggets compilation w/ Charlie Munger cameo: lifestyle inflation, victim mentality, single-player happiness, mimetic competition; retirement reframed as today-complete-in-itself
- The 3-Stage Trick Behind Every Addictive App (video) — Tim Gabe deep-dive on gift-vs-receipt: anticipation → reveal → afterglow; Apple unboxing, Robinhood $7.5M confetti fine, Spotify Wrapped, Tinder, Snapchat 4000+ day streaks
- The Hidden App Growth Killer (video) — Tim Gabe (July 2025): five onboarding patterns vs the 77%-in-3-days dropoff — Breathwork (60-second eureka), Stomper (Zeigarnik chunking), Sudoku (trial-and-error), Speechify (familiarity), Marathon (peak-end + goal-gradient); TypeForm counter-pattern
- The neuroscience of rewards - how dopamine builds game addiction (video) — Sensimity webinar: reward prediction error, habit-vs-surprise, FOMO ≠ dopamine, facial-coding case studies, loot box regulation update
- The PSYCHOLOGICAL TRICKS To Persuade & Influence ANYONE - Robert Cialdini & Lewis Howes (video) — School of Greatness interview: Cialdini’s structured walkthrough of all seven principles plus pre-suasion, with concrete A/B-tested examples
- The Psychology of Idle Games (video) — Cardboard Mountain (Jake Frondorf) essay: parodic origins, intrusive omnipresence, prestige loops, the hardcore-gamer paradox
- The Swordless Samurai (book) — Kitami Masao / Tim Clark, 2008: deathbed-memoir leadership treatise in the voice of Toyotomi Hideyoshi; 35 named “Secrets” anchored in his peasant-to-imperial-regent biography
- Why Streaks Work (It’s Not Discipline) (video) — Mobbin’s second pattern study (May 2026): 859 streak designs across five engines (fear, optimism, collectibles, attachment, visual tension); Duolingo A/B data (streak freeze +0.38% DAU, soft goal +40% 7-day retention); engagement-vs-habit-formation skepticism
Entities
People, places, organizations, products.
- B.F. Skinner — behaviorist; discovered variable ratio reinforcement
- Charlie Munger — Berkshire Vice Chairman; brief appearance on victim-mentality-as-political-weapon (stub, single source)
- Daniel Kahneman — psychologist; prospect theory, loss aversion, 2002 Nobel
- David Deutsch — physicist/philosopher; The Beginning of Infinity, The Fabric of Reality — “all life is problem-solving”
- Duolingo — language-learning app; canonical streak deployment; Duo mascot; agency-mode streak design (freeze, soft goal); recurring A/B-test reference
- Edward Bernays — Freud’s nephew; founder of modern public relations / 20th-century propaganda; Propaganda (1928)
- Headspace — meditation app; three A/B-tested conversion wins across two sources (multi-intent goals, “guest pass” rename, longer trial on annual)
- Ishida Mitsunari — 16th-c. Japanese administrator; the tea-pouring monk Hideyoshi recruited; led Toyotomi loyalists at Sekigahara (1600)
- Jonathan Parra — lead designer at Superwall; 4,500+ paywalls hand-built; “no perfect paywall” thesis; bullet-list baseline + gray-hat drawer cascade
- Joseph Choy — founder of Consumer Club; host of the Superwall podcast as of 2026
- Kent Berridge — neuroscientist; 1989 “wanting vs liking” finding; dopamine as anticipation chemical (parallel to Schultz)
- Marc Andreessen — Netscape co-founder, a16z; popularized the Four kinds of luck taxonomy via the “Pmarca” blog
- Mobbin — mobile/web design-pattern library; both publisher (1,460-flows survey) and subject (“Pro” labels A/B test, +35% free-to-paid)
- Naval Ravikant — investor/aphorist; AngelList, The Almanack of Naval Ravikant
- Oda Nobunaga — 1534–1582; first of Three Great Unifiers of Japan; Hideyoshi’s lord and mentor; assassinated at Honnō-ji
- Richard Thaler — behavioral economist; mental accounting (2017 Nobel)
- Robert Cialdini — social psychologist; seven principles of influence + pre-suasion
- Sensimity — neuroscience-informed player-research company (facial coding + emotional intensity for mobile-game studios)
- Sigmund Freud — founder of psychoanalysis; the suppressed-desire and group-credulity theses Bernays operationalized
- Superwall — mobile-paywall infrastructure + A/B testing platform; data substrate behind much of the wiki’s paywall craft; publishes the Superwall podcast
- Takenaka Hanbei — 16th-c. Japanese strategist; recruited by Hideyoshi after twelve visits; author of seek rather than solicit, task rather than train
- Tim Gabe — product/UX designer; ex-Spotify; founder of Zipsnap; pattern-study author on consumer gamification
- Tokugawa Ieyasu — 1543–1616; third unifier; founded Tokugawa shogunate (stub — appears at margin in Swordless Samurai)
- Toyotomi Hidenaga — 1540–1591; Hideyoshi’s half-brother and chief adviser; the disagreement function; his death the book’s hinge
- Toyotomi Hideyoshi — 1536–1598; peasant-born unifier of Japan; middle of Three Great Unifiers of Japan; subject of The Swordless Samurai
- Wolfram Schultz — neuroscientist; dopamine and reward anticipation
- Yu-kai Chou — gamification author; PBL is the scoreboard of a game, not the game itself
Concepts
Ideas, frameworks, theories, techniques.
- Age of Warring Clans — sengoku jidai; ~1467–early 1600s; the period the Three Great Unifiers of Japan closed
- Aha moment — the first time a new user actually feels the product’s value; the destination an onboarding flow exists to deliver
- Amor fati — Nietzsche: love what is necessary; the philosophical antithesis of victim mentality
- Anchoring bias — the first piece of information disproportionately shapes the rest; trial-length-as-anchor (Headspace 14-day-on-annual) and price anchoring
- Anthropomorphism — assigning human emotions to non-human things; the cognitive substrate mascot strategies run on
- Authority — Cialdini’s 5th: people defer to credentialed expertise (an authority, not in authority)
- Ben Franklin effect — getting someone to do you a favor makes them like you (consistency bias, benign direction)
- Certainty effect — certain outcomes over-weighted vs probabilistic equivalents; Uber range→single price (double-digit lift)
- Cognitive load — mental effort budget; friction at the wrong moment is fatal; Slopes one-tap trial (+25% activation)
- Commitment and consistency — small commitments shape identity; public proclamations rewrite belief
- Completion drive — Gestalt-closure-based engagement; Apple Watch rings as the canonical case; “anticipation toward closure”
- Decoy effect — a clearly inferior third option shifts choices toward a target
- Divide and conquer — fracturing a population into hostile groups makes it easier to rule (Machiavelli, Bernays)
- Endowment effect — owning something raises its perceived value; the “endowed value” mechanism behind piggy banks and idle-game retention
- Familiarity principle — engineered familiarity via personalization (Zajonc mere-exposure roots); Speechify reading-environment setup; the new-car-mirrors level of tweak is enough
- Fear of missing out — anxiety about loss; distinct from but often stacked with dopamine-driven motivation
- Fit body, calm mind, house full of love — Naval’s three things money can’t buy
- Four kinds of luck — blind / hustle / spotting / character — the higher kinds are deliberately cultivable
- Framing effect — equivalent options elicit different choices via wording; “trial” → “guest pass” (Headspace +7%)
- Gamification S-curve — feature richness has diminishing then negative returns; Habitica as the right-tail case
- Gift vs receipt — Tim Gabe’s reward-delivery framework: anticipation → reveal → afterglow; ceremony triggers dopamine, flat receipts bypass it
- Goal-gradient effect — motivation rises with proximity to a goal (Hull 1932); Marathon progress bar; counter-pattern — progress cues backfire on uncommitted users (TypeForm)
- Group psychology — the grouped individual loses critical faculty; the substrate Bernays-style propaganda exploits
- Habit loop — cue / craving / response / reward; the four-stage descriptive frame for habits (Clear, building on Duhigg, Skinner, Schultz)
- Habit-vs-surprise dilemma — reward systems need predictable cues + variable rewards
- Hook, habit, hobby framework — three-stage mobile game monetization model
- Idle games — the genre with the highest retention; mechanically minimal play, maximally compulsive
- Infinite progression — design pattern of refusing terminal achievement states; uncapped metrics + non-destructive resets; the architecture above loss aversion
- Intrusive omnipresence — a game property that runs continuously, generating constant low-grade pressure to return
- Lifestyle inflation — rising income consumed by rising standards of living; “the biggest trap” per Naval
- Liking — Cialdini’s 4th: people say yes to those they like; driven by similarities + praise
- Loot boxes — randomized reward mechanic; stacks variable ratio + dopamine + near-miss
- Loss aversion — losses feel ~2× as strong as equivalent gains
- Mental accounting — people sort money into mental buckets and treat each differently
- Mimetic desire — humans copy desires from others (Girard via Thiel); the engine of wrong-game competition
- Onboarding flow — the screen sequence between first launch and becoming a real user; length isn’t the variable, texture and pacing are
- PBL fallacy — Points/Badges/Leaderboards as the default failure mode of consumer gamification; the scoreboard is not the game
- Paywall design — the discipline of architecting and A/B testing subscription paywalls; no universal best, but a stable bullet-list baseline + a small set of moves (annual default, cancel anytime, generic Continue, hidden picker, native styling) that travel
- Payment decoupling — abstracting cash into chips/tokens/currencies to dull the pain of paying
- Peak-end rule — Kahneman’s remembering-self heuristic; experience memory ≈ (peak + end) / 2; the framing for why onboarding shape matters more than length
- Personal monopoly — David Perell: the state where the market for what you make can’t find it elsewhere
- Pre-suasion — what you say or do before a message biases how it’s received (Cialdini’s 2016 thesis)
- Prestige mechanic — voluntary reset for a permanent multiplier; re-injects dopamine surprise after a plateau
- Progressive disclosure — reveal complexity gradually; people don’t fear commitment, they fear the unknown; Blinkist 7-day itinerary (+23% trial signups)
- Propaganda — Bernays’s discipline: bypass conscious rationality, target unconscious symbolic substitution at the group scale
- Recast bad fortune as good — Hideyoshi’s Secret of Survival; the operational cousin of Amor fati
- Reciprocation — Cialdini’s 1st: gift first → felt obligation to return; reframed from the giver side in Hideyoshi’s Secret of Reciprocation
- Retirement — Naval’s reframe: when today is complete in and of itself, not an age or a pension event
- Reward prediction error — dopamine encodes the delta between predicted and actual reward (Schultz)
- Scarcity principle — limited / vanishing things feel more valuable
- Self-Determination Theory — Deci & Ryan’s three needs (autonomy/competence/relatedness); gamification meta-analysis shows the field over-delivers on the first two
- Servant leadership — the leader’s job is to serve, multiply, and remove obstacles; the doctrine The Swordless Samurai argues for
- Skill stacking — combine several above-average skills into a unique stack with little competition
- Social comparison theory — Festinger 1954; ranked comparison against similar others; Tim Gabe’s “invisible scoreboard” lock-in layer; Strava’s 3.9M deleted activities case
- Social proof — Cialdini’s 3rd: under uncertainty, people copy comparable others
- Streak — daily-counter retention mechanic; motivational→obligational drift; under regulatory scrutiny
- Tamagotchi effect — the attachment that forms when a digital thing appears to need you back (Bandai 1996 → modern mascots); raises switching cost
- The 35 Secrets of the Swordless Samurai — the maxim catalog from Hideyoshi’s deathbed-memoir leadership treatise
- Three Great Unifiers of Japan — Nobunaga → Hideyoshi → Ieyasu; the trio who closed the sengoku jidai
- Unity — Cialdini’s 7th (added 2021): inside a “we” group, persuasion compounds
- Variable ratio reinforcement — unpredictable rewards drive the most compulsive behavior
- Victim mentality — self-disabling external attribution; Naval’s “easy for you to say”; Munger on its political weaponization
- Zeigarnik effect — incomplete tasks stay active in memory more strongly than complete ones (Zeigarnik 1927); the open-loop mechanism behind streaks, multi-step welcome flows, and resumable progress
Syntheses
Topic overviews pulling from multiple sources.
(none yet — will emerge once 2+ sources cover overlapping ground)
Comparisons
Side-by-side analyses.
(none yet)
About
A personal knowledge base on behavioral design, persuasion, and product psychology — talks, books, and essays read closely, then summarized and cross-linked into concept and entity pages. New sources are folded in over time.