The AI Fogg Behaviour Model Coach skill for Claude
You describe a behaviour that just will not get going, and you get back a diagnosis, not a pep talk. Every behaviour runs through the formula B = MAP: Motivation, Ability and Prompt are each scored on a scale from 1 to 10, the lowest element is named the bottleneck, and that is where the design choices go. The answer always ends with a Tiny Version, an anchor in a routine that already exists, and a celebration right after the behaviour. Willpower is not in the file, and that is not an omission but a rule.
the rules above come from the zip on this page · SKILL.md is 11,840 bytes
Behaviour question in, MAP diagnosis out
reg. F.001This is the first worked example from the SKILL.md itself, shown here in a shortened form. Notice the order: nothing gets advised until all three elements have their own score. And notice where the solution lands. The question was about motivation, the answer is about barriers.
The numbers in this example are exactly as they appear in the SKILL.md and are there to show the format. They do not come from any measurement of ours and are therefore not a prediction of what your own numbers will do. What does carry over is the order: score first, only then design.
What the AI Fogg Behaviour Model Coach is
The AI Fogg Behaviour Model Coach is a free skill from our own skill library. A skill is an instruction file, SKILL.md, that gives an AI assistant a fixed method for a task. No software to install, no subscription, no connection to your systems: a 1,827-word text file that tells Claude how to break down a behaviour question, in what order that happens, which scores get given, and what may never be advised under any circumstances. You download the zip at the top of this page, put it in your Claude environment, and from that moment Claude answers behaviour questions using this logic. What a skill actually is, and why that is different from a prompt, is explained in full in what Claude skills are NL.
The model behind it comes from BJ Fogg, founder of the Behavior Design Lab at Stanford University. The core is a three-letter formula: B = MAP. Behaviour only happens when Motivation, Ability and Prompt come together at the same moment. If someone wants to but it is too difficult, it does not happen. If it is easy and someone wants to, but a signal never arrives at the right moment, it does not happen either. If one of the three is missing, the behaviour stays away, however good the idea behind it is.
Two sources are named in the file: the 2009 paper A Behavior Model for Persuasive Design, presented at the Persuasive conference in Claremont, California, and the 2019 book Tiny Habits.
Why is that useful for an AI assistant? Because a behaviour question without a model almost always gets the same answer. Ask any random chatbot why nobody uses your new feature, and you get a list of suggestions: communicate more clearly, show the value, send a reminder, make it more attractive. That is not a diagnosis, that is a grab from the drawer. This skill forces a different route. First the behaviour is made so concrete that you can see it happening, in the form who does what at what moment. Then all three elements each get their own score. Only then may an intervention follow, and that intervention belongs to the lowest score.
Anyone who works with other people's behaviour, or struggles with their own, gets something out of it: product people who see a feature not being picked up, marketers who cannot get a conversion rate up, founders who watch their onboarding leak, coaches and team leaders who want a new way of working to land, and people trying to build a habit of their own. Three worked examples in the file show exactly that spread: a product onboarding, a personal reading habit and a sequence of cold sales emails. It is part of the library of 100 free skills NL we make available through the AI and automation service, with no account and no sales email afterwards.
One thing you should know beforehand: the skill analyses and designs, it does not carry anything out. The scores come from what you describe, and the file does not prescribe a measurement method. The sharper you describe the moment at which the behaviour should happen, the more usable the diagnosis. A vague question produces a vague score, and that is exactly why step 1 exists in the file.
Why most behaviour plans stall
Anyone who cannot get a behaviour going almost always looks for the cause in willpower. They are not motivated, they do not see the value, they lack discipline. The Fogg model says something different: motivation is the element you can steer the least, and that is exactly where most of the money gets spent. The rules in the SKILL.md read, as a result, like a list of what goes wrong in practice.
The behaviour is not concrete enough to score. More engaged users is not a behaviour, that is a wish. Opening the app every morning is a behaviour, because you can see whether it happened. Hence the requirement: who does what at what moment. Without that, the skill does not go a single step further. That looks like a formality, but it is the whole analysis: without a moment you cannot judge Prompt, and without a concrete action you cannot judge Ability.
The three elements get lumped together. A user who drops out at an import screen and a user who never opened the email have both failed to do the behaviour, but their problem is the opposite. The first has an ability problem, the second a prompt problem. Anyone who puts them together into one score then picks a solution that does nothing for half the group. That is why the skill always scores all three separately, even when the answer looks obvious.
Motivation gets pulled on while the barrier is the actual problem. This is the most expensive mistake, and the file turns it into a hard rule: no intervention on Motivation while Ability is below 5. Fogg's reasoning is that motivation swings by the hour, by the day and by mood, while ability becomes stable as soon as you genuinely make the behaviour easier. A campaign that temporarily pumps up motivation just moves the problem to next week. A form that goes from eight fields to two stays shorter. Dull work, and it does hold up.
The behaviour is too big to start with. Thirty minutes of meditation, adding a lead every day, an hour of reading: all goals where ability is low at the moment it needs to happen. That is why the file shrinks every behaviour down to the smallest version that still counts, with three breaths and reading a sentence as examples. Small behaviour has much higher ability and is therefore carried out far more often, and it grows by itself once it succeeds.
The reward comes too late. Points, badges and a discount next month do little for habit formation, according to Fogg. The brain anchors behaviour through positive emotion right after the action, something he calls shine. In a product that is a micro celebration in the interface, for a personal habit a spoken yes or a smile. That celebration is a required block in the output, not a suggestion, and that is a deliberate choice.
In diff form, with lines from the examples in the file: what goes out and what comes back in its place.
Above the line it happens
reg. F.002Step 3 of the skill plots the behaviour on Fogg's action curve. The rule behind it is short: the lower the ability, the more motivation you need to trigger the behaviour, and the other way round. If something is very easy, a prompt works even with low motivation. Below are the three examples from the SKILL.md, placed with their own scores, plus what happens once a behaviour is shrunk down to its Tiny Version.
What is really in the SKILL.md
A skill is only as good as its instructions, so we simply describe them here. The file opens with a frontmatter that states when Claude should pick up the skill. That is a broad list: questions about why people do not do something, how you design a habit, how you increase conversion, why users drop off, plus terms like Tiny Habits, behavior design, nudge, designing a trigger, onboarding behaviour and funnel drop-off. Anyone who says something like that to Claude while the skill is loaded gets it automatically. The version is 1.0.0 and the licence is MIT.
Then comes the core in seven steps. Step 1 pins down the target behaviour in the form who does what at what moment, and explicitly rejects vague goals. Step 2 scores each element of MAP from 1 to 10, with an explanation per element of what the bands mean.
For Motivation, 1 to 3 stands for seeing little value, 4 to 6 for doubt, and 7 to 10 for genuinely wanting it. For Ability, 1 to 3 stands for many barriers, 4 to 6 for moderately difficult, and 7 to 10 for practically no barrier. For Prompt, 1 to 3 stands for no trigger or bad timing, 4 to 6 for a trigger that regularly misses, and 7 to 10 for the right signal at the right moment.
Under Ability, the file names Fogg's six elements of simplicity, and these turn the score into something usable rather than a feeling: time, money, physical effort, mental effort, social deviance and routine. If the behaviour costs little time and money but asks someone to deviate from what the group does, that is an ability problem, not a motivation problem. That distinction is exactly where analyses without a model fall apart.
Step 3 plots the behaviour on the action curve and forces a call on the balance: is this high motivation with low ability, like quitting smoking, is it low motivation with high ability, like doing two push-ups, or does it sit balanced above the Action Line. Step 4 names the lowest-scoring element as the bottleneck and forbids improving all three at once. That comes with Fogg's rule that colours the rest of the answer: tackling ability is almost always more effective than tackling motivation, because motivation fluctuates and ability is stable as soon as the behaviour is genuinely easier.
Step 5 designs two to three concrete interventions per element, and the file provides a repertoire list for each element. To raise ability: cut steps or fields, shorten the time, lower the cognitive load with defaults and pre-filling, make the behaviour socially normal, and attach it to an existing routine, which is called habit stacking.
To raise motivation, explicitly named as a last resort: make the short-term benefit visible, use social proof or norms, scarcity or loss framing, and identity framing along the lines of people like me do this. To design a prompt, the file distinguishes three kinds: an action prompt such as a button or an explicit question, a context prompt such as a notification or email at the right moment, and a person prompt where another human reminds you. The Tiny Habits method works mainly with anchor moments: attach new behaviour to something that already happens, with the example after I make coffee, I do two push-ups.
Step 6 shrinks the behaviour down to the smallest version that still counts. Not thirty minutes of meditation but three breaths. Not adding a lead every day but opening the lead tool once. Step 7 adds the celebration, based on the research that habits anchor mainly through positive emotion right after the behaviour. No reward later, no points system, but an immediate internal celebration that Fogg calls shine, or in a product a micro celebration in the interface at the moment of success.
After that, the file fixes the output into nine blocks with set names, from BEHAVIOUR to EXPECTATION, so that every answer looks the same and you can lay two analyses side by side. The file closes with three fully worked examples, a list of five things the skill never does, and three sources. If you want to learn to build a file like this yourself, writing a SKILL.md NL explains the structure step by step.
Nine blocks, fixed order
reg. F.003Every answer the skill produces has the same nine blocks, in the same order. That order is the analysis: you may only design once you have scored, and you may only celebrate once the behaviour is small enough to succeed. The mono lines below explain why each block sits where it does.
The theory the skill rests on
The SKILL.md names three sources, and no more. Deliberately kept that short, so you can read them yourself and judge whether you agree. The first is the paper A Behavior Model for Persuasive Design by BJ Fogg from 2009, presented at Persuasive 09 in Claremont, California. That is where the model appears in its academic form: the three factors, the action curve, and the claim that a prompt only works when motivation and ability together come out above the line.
The second is Tiny Habits, the book from December 2019 published by Houghton Mifflin Harcourt, which translates the model into a method: shrink the behaviour, hang it on an anchor and celebrate it straight away. The third is the Stanford Behavior Design Lab, the lab Fogg founded and where the research continues.
Why ability comes before motivation. This is the point where the model clashes most with how work actually gets done in practice. Motivation is visible, easy to discuss and easy to budget for: a campaign, a mailing, an incentive. Ability is dull work: cutting fields, merging steps, setting defaults, making a choice binary. Yet according to Fogg that is where the return sits, because a lowered barrier stays in place while a motivation spike fades away. Translated into a rule the skill never breaks: no intervention on motivation while ability is below 5. That feels strict, and it is.
Why the prompt is a factor of its own. Many behaviour models treat the trigger as a detail of execution. Fogg makes it one of the three factors, and the skill follows that. A prompt can exist and still be worthless because it arrives at the wrong moment. In the third example in the file, about cold sales emails, the prompt actually scores relatively high, because the email gets opened. The behaviour still does not happen, because the action being asked for takes too much thinking. You never arrive at that kind of analysis without separate scores.
Where the model reaches its limit. The Fogg model describes the moment at which behaviour does or does not take place. It does not describe how a habit wears in over months, how an organisation moves along, or how you sell a change to a team. There are other frameworks for that, and they have their own skill in the same library.
For habits over a longer time there is the Atomic Habits Coach skill, which works with the same building blocks but places the emphasis on repetition and identity. For behaviour change at scale, where it is about an audience rather than one user, there is the EAST Framework Behaviour Coach skill. And for the hooks a product itself builds in to get people coming back, there is the Hook Model Builder skill, which pulls the trigger from this model through into a whole loop.
Even without installing the skill, you can use these principles to frame your own question better: make the behaviour concrete, give the three elements a separate score, and start with the lowest one.
What the skill refuses
reg. F.004The SKILL.md contains a list of five things the skill never does, and that list is at least as decisive as the seven steps. In conversation those rules play out like this: each one is a request you might make, with the response the skill gives according to its own instructions.
Installing in Claude Code, Claude.ai or Codex
The zip contains a folder with the SKILL.md inside it. Installing is a matter of putting the file in the right place, and that place differs per environment. SKILL.md has been an open standard since December 2025, so the same skill also works in Codex, Cursor and Gemini CLI. So you are not downloading a Claude file but a working instruction that any modern AI assistant can read.
- Unzip it into
~/.claude/skills/(or.claude/skills/in your project). - Claude then recognises the skill on its own as soon as you start talking about behaviour, habits or users dropping off.
- You can also call it directly, with
/ai-fogg-gedragsmodel-coach.
- Go to Customize and then Skills.
- Upload the zip there as a skill.
- Or paste the contents of SKILL.md into the project instructions of a Project.
- Open
AGENTS.mdin your repo. - Paste the contents of SKILL.md into it, or put SKILL.md next to it as a separate file and refer to it from
AGENTS.md. - Codex reads that along at every session.
If the installation gets stuck anywhere, or you want the steps with screenshots, the full explanation is at installing Claude skills NL. After that, using it is simple: describe the behaviour you want to see, what you have already tried, and where people drop off. The more concretely you describe the moment, the sharper the scores. If you are new to this kind of work and want the broader context first, you will find the explanation of working with AI in the knowledge base.
When you do and do not use it
This skill is at its strongest with a well-defined behaviour that has a clear moment. A user who needs to do something after registering, a colleague who has to fill in a new form, a recipient who needs to respond to an email, you yourself wanting to do something every morning. Anywhere you can point to when the behaviour should happen, the skill can separate the three elements and name the weakest one. Three examples in the file show that spread: product onboarding, a personal habit and a sales email.
There are also situations where you are better off leaving it alone. The first is a question without a moment. More customer focus in the team is not a behaviour, so there is nothing to score, and the skill will point that out to you before going any further. Anyone who first wants to work out which behaviour actually matters at all is better off starting at the stage before this one: for a product or service that is the AARRR Pirate Metrics Coach skill, which works through the funnel and points to the stage where growth is leaking. Only once you know which step costs the most does it make sense to break that step down behaviourally.
The second limit is scale. The Fogg model looks at one person's behaviour at one moment. If your question is about an organisation that needs to get from A to B, with interests, resistance and a timeline, this is not the right instrument. That is where the change frameworks belong: the Kotter Change Coach skill for the process, and the Switch Framework Change Coach skill for the tension between reason, feeling and environment. If the resistance sits mainly in the sphere of status and certainty within a team, the SCARF Model Coach skill NL is a better way in.
The third limit is a matter of substance, and we want to say it out loud: the file contains no rule whatsoever on healthcare, addiction or clinical behavioural problems. The model is used in the smoking-cessation example only to explain the curve, not to design a treatment. If it concerns behaviour with a health risk or mental health issues, that calls for a professional and not a 1,827-word instruction file.
One more honest limit: the skill makes your analysis better, not your product. If the behaviour you want to see has no value at all for the user, a lower barrier will not change that much. What it does do is stop you pulling on the wrong element for months.
Run it yourself, or have it run for you
reg. F.005This skill is the free do-it-yourself version of work we also deliver as a service. You get it complete and with no catches, but be aware of what a skill is: it teaches your AI how to do something, while every new session starts empty. A skill is not the engine and not the memory. You prompt, you supply the context again every time, you check. Anyone who wants it differently has two follow-on steps: hand off the engine, or sort out the memory.
where you are now The skill: you are the engine You run the Fogg Behaviour Model Coach yourself in Claude, Codex or Cursor. Costs nothing, works today, and you keep it entirely in your own hands: no trial period, no locked-off parts. The limit is your own time: scoring only happens when you ask for it.
have it prepared for you The AI employee: it is ready without you having to prompt Exactly this work, but as a service: an AI employee prepares the analyses and the proposals without you having to sit behind Claude for it. Control stays with you, because the output stays a draft until a human gives approval. We deliver this through Mansotti, the company that TheSEO trades under, which builds the Quote Assistant, the Sales Assistant (prospect research) and the Reporting Assistant (weekly and monthly reports).
everything from one source Jarvis: all your AIs work from the same company knowledge The skill teaches the AI, the brain is where the memory lives. If you want all your AIs to work from the same company knowledge: that is Jarvis, the organisation brain. It connects ChatGPT, Claude, Codex and your people to the same projects, core knowledge and decisions, so your next AI session does not start from zero. Jarvis selects context, delegates work and keeps only what has been approved: client knowledge stays isolated and every step leaves a verifiable trail. This skill benefits from that too, because you no longer have to supply your target behaviour, your earlier scores and the interventions you already tried again in every conversation. What that delivers in practice, from the plans to your first week, is set out at Jarvis itself.
What Jarvis delivers in practice
reg. F.006Step 3 deserves more than a paragraph, because this is the difference between a clever chat and a system you can build on. Jarvis is the organisation brain: it remembers what your AIs need to know, divides up the work and keeps track of what happened. In behaviour design that counts double, because a MAP score is only useful once you can lay it next to the next one a few weeks later. You notice it first at the start of a new session.
We have been running on this system ourselves for months. Every agent session, every task and every decision gets logged in it and can be read back. So a new session does not start blank: it first retrieves the logged decisions, the running projects and the latest changes, and carries on from where the previous one stopped. So we are not describing a promise but the way of working we ourselves work in every day.
See the four plans at jarvis/pricing NL. Through the waiting list NL you only pass on your preferred plan, without obligation. That does not create an account, an order or a duty to pay. We discuss business terms separately first.
The skills around it
reg. F.007A behaviour question rarely stands on its own: a choice comes before it about which behaviour actually matters, and a change comes after it that people have to go through. These skills from the same library each take on a different part of that chain.
Behaviour over a longer time
the habitFogg looks at the moment. These two look at what happens when the moment keeps repeating.
Atomic Habits CoachBuilds the habit loop around the same small behaviour, with emphasis on repetition and identity.SKILL Hook Model BuilderPulls the trigger from this model through into a whole loop in your product, from prompt to investment.SKILLChange in a group
the scaleIf it is not about one person at one moment but about an organisation or an audience, reach for these.
EAST Framework Behaviour CoachBehaviour change at scale: easy, attractive, social and timely.SKILL Kotter Change CoachFor the change process around it, with urgency, coalition and anchoring.SKILL Switch Framework Change CoachReason, feeling and environment as three levers, close to the idea of ability.SKILLPeople and conversations
the human sideIf the barrier is not in the screen but in the atmosphere, one of these four helps.
SCARF Model CoachStatus, certainty and autonomy as hidden barriers to new behaviour in a team.SKILL NL Tuckman Team Stages CoachWhich stage your team is in determines how much new behaviour it can take.SKILL Nonviolent Communication CoachFor the conversation where you discuss behaviour without it turning into blame.SKILL Radical Candor CoachDirect feedback as a prompt: a person reminding you often works better than a notification.SKILL NLLooking further
the contextWhere this skill comes from, what else is out there, and how you build a file like this yourself.
Cialdini PersuasionThe motivation side explored in depth, including social proof and loss framing.SKILL The whole skill libraryAll 100 free skills in one place, sorted by topic.HUB NL AI and automationThe service behind it: from stand-alone skills to working automation in your business.SRV AI trainingIf your team wants to learn to set this kind of work up itself.SRV NLFrequently asked questions
What does the AI Fogg Behaviour Model Coach skill cost?
Nothing. The skill is free, falls under the MIT licence, and you do not need to create an account or leave an email address behind. You download a 5.1 KB zip containing a folder and a single file, SKILL.md, and that is the complete skill. There is no paid version and no sales email follows afterwards.
Does this skill also work in Codex, Cursor or Gemini CLI?
Yes. SKILL.md has been an open standard since December 2025, so the same file also works in Codex, Cursor, Gemini CLI and other tools that follow the standard. In Codex you unzip it into .agents/skills/ in your project, or into ~/.agents/skills/ for all your projects; Codex has supported SKILL.md directly since the open standard of December 2025. Putting the contents of SKILL.md into your AGENTS.md still works too. The instructions themselves are just readable text, so any AI assistant that accepts instruction files can work with it.
Why does the skill start with Ability and not with motivation?
Because that is an explicit rule in the file, taken from Fogg: tackling ability is almost always more effective than tackling motivation, because motivation fluctuates by the hour, by the day and by mood, while ability becomes stable as soon as you genuinely make the behaviour easier. The skill even goes a step further and refuses an intervention on Motivation while Ability is below 5 out of 10.
What exactly is a Tiny Version?
The smallest possible version of the behaviour that still counts. The file gives examples: not thirty minutes of meditation but three breaths, not adding a lead every day but opening the lead tool once, not an hour of reading but reading a sentence. The reason is that small behaviour has much higher ability and is therefore carried out far more often, and that it grows by itself once it succeeds. This block may never be missing from the output.
Do I need data to be able to give the MAP scores?
No, and the file does not prescribe a measurement method either. The scores are a joint judgement based on what you describe about the moment, the barriers and the trigger. That does mean the quality of the diagnosis stands or falls on how concretely you write down the behaviour: who does what at what moment. If you do have figures on drop-off or conversion, include them, and the score will be better founded.
Can I also use it for my own habits?
Yes. The second worked example in the file is about exactly this: someone who wants to read for an hour every day and cannot keep it up. The skill scores high motivation and very low ability there, points to the missing trigger, shrinks the behaviour down to reading a sentence and hangs it on brushing your teeth as the anchor. Same seven steps, except the user is now also the subject.
Which questions is the skill not suited to?
For questions without a concrete moment, such as more engagement in the team, because then there is nothing to score. For change processes across a whole organisation, where the Kotter or Switch skills fit better. And for anything to do with health, addiction or mental health issues: the file contains no rule at all on that, and that calls for a professional rather than an instruction file.
Get found first, then design behaviour
A lower barrier only helps if someone is standing in front of it. If too few people come in, the real work sits before this model: getting found by the people you are looking for. The free SEO scan shows in a few seconds where your site stands. And if you want to talk through what else AI can do for your business, from stand-alone skills to full automation, we simply do that in a conversation.