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~/skills/ai-fogg-gedragsmodel-coach[ok] loaded
INS.SKILL · FREE FOR CLAUDE, AND FOR CODEX AND CURSOR TOO

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.

Download the skill View all skills NL 5.1 KB · zip with SKILL.md · MIT licence · no account needed
$ installation, line by lineFIG.00
~/.claude/skills
theseo ~ %
  inflating: ai-fogg-gedragsmodel-coach/SKILL.md
theseo ~ %
  ---
  name: ai-fogg-gedragsmodel-coach
  description: Past het Fogg Gedragsmodel toe op elk gedrag, product,…
theseo ~ %
[ok] skill active · 1,946 words of instructions loaded

the rules above come from the zip on this page · SKILL.md is 11,840 bytes

~/skills/ai-fogg-gedragsmodel-coach/01-demonstration[run]
Section 01 · The demonstration

Behaviour question in, MAP diagnosis out

reg. F.001

This 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.

FIG.01: From behaviour question to Tiny Version[#----] sheet 1/5
~/behaviour · claude + ai-fogg-gedragsmodel-coach
you > my SaaS has a free trial but 70 per cent of signups never do the first import, how do I get them moving
claude · breaking down the behaviour using the seven steps...
[1/7]target behaviour · vague goal rejected, made concrete: a new user completes their first data import within 5 minutes of signing up
[2/7]MAP scored · each element separately, at the moment of the trigger
map-score.txtscale 1 to 10, per element
Motivation5/10
Ability3/10
Prompt4/10
# the lowest element wins the attention, not the loudest
[3/7]curve · this behaviour sits below the Action Line: motivation is moderate, ability is low, so the prompt fires without effect
[4/7]bottleneck · Ability is the lowest: a brand new user does not want to do an eight-step import
[5/7]interventions · three design choices, two on ability and one on motivation, each with the expected direction attached
[6/7]tiny · the behaviour shrunk to the smallest version that still counts
[7/7]celebration · a micro celebration right after the action, no points system and no reward later
answer.mdshortened, the full example is in the skill Behaviour: a new user completes their first data import within 5 minutes of signing up. Diagnosis: below the Action Line, a classic too-difficult problem. The prompt exists, but it lands on a behaviour that asks too much. Interventions: replace the import with a one-click demo dataset · make the first action a 30-second interactive tour · show a progress bar with the text one minute to your first insight. Tiny Version: click a button, show me how it works with sample data. Anchor: immediately after the welcome email is opened, the first in-app screen overlay with a clear call to action. Celebration: a short animation with the line you have done your first analysis.
[#######] 7/7 done · the file closes every answer with an expectation: what you should see if it works, and within what timeframe

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.

7F.01 · steps in the method
9F.02 · fixed blocks in every answer
5F.03 · things the skill refuses
0F.04 · euro, MIT licence, no account
F.01 to F.04 · properties of the skill file, not results or usage figures.
$ cat 01-wat-de-skill-is.md
DOC.01

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.

$ cat 02-waarom-gedragsplannen-stranden.md
DOC.02

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.

~/skills/ai-fogg-gedragsmodel-coach/02-action-curve[ok]
Section 02 · The action curve

Above the line it happens

reg. F.002

Step 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.

FIG.02: The action curve with the three examples[##---] sheet 2/5
motivation high low ability difficult easy Action Line above this, the behaviour happens below this, the prompt fires without effect onboarding-import M5 · A3 · P4 an hour of reading M7 · A2 · P2 reply to cold email M3 · A4 · P6 tiny version: read a sentence above the line
High motivation, low abilityThe behaviour you really want but do not do. An hour of reading scores M7 and A2 in the file: the will is there, the barrier is too high. Extra motivation does not help here any more.
Low motivation, high abilityThe behaviour you barely want but do anyway because it costs nothing. Two push-ups is the example in the file. Here the prompt is the deciding factor.
The move to the rightThe green arrow is what the Tiny Version does: the same behaviour, only smaller, which raises the ability and pushes the point over the line. Schematic example, built from the scores in the SKILL.md.
$ less ai-fogg-gedragsmodel-coach/SKILL.md # 1,827 words of instructions
DOC.03

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.

~/skills/ai-fogg-gedragsmodel-coach/03-anatomy[ok]
Section 03 · The anatomy

Nine blocks, fixed order

reg. F.003

Every 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.

FIG.03: The anatomy of the answer[###--] sheet 3/5
BLOCK 01BEHAVIOURThe target behaviour in the form who does what at what moment, concrete enough to see whether it happened.without a moment, Prompt cannot be judged
BLOCK 02MAP SCOREMotivation, Ability and Prompt each from 1 to 10, with a short explanation per element of why that score.three separate scores, never an average
BLOCK 03DIAGNOSISThe position on the Fogg curve and what that means: does this behaviour happen or not, and why exactly not.the curve shows whether it is a matter of wanting or of being able to
BLOCK 04BOTTLENECKThe lowest-scoring element, with the reason. Exactly one element gets named.improving all three at once produces no measurable change
BLOCK 05DESIGN INTERVENTIONSTwo to three concrete interventions on the weakest element, each with the direction in which the element shifts.interventions belong to the weakest score, not to the easiest idea
BLOCK 06TINY VERSIONThe smallest possible version of the behaviour that still counts. This block may never be missing.small behaviour has higher ability and therefore happens more often
BLOCK 07ANCHOR / TRIGGERThe point in an existing routine where the behaviour attaches, or the signal that calls up the behaviour.new behaviour hangs on old behaviour, not on an intention
BLOCK 08CELEBRATIONThe micro celebration that comes right after the behaviour, in the interface or within yourself.positive emotion right after it is what anchors the behaviour
BLOCK 09EXPECTATIONWhat you should see if it works, and within what timeframe you can check that.without an expectation, you cannot later establish whether the intervention helped
$ cat 04-bronnen-en-theorie.md # Fogg 2009, Tiny Habits 2019, Stanford Behavior Design Lab
DOC.04

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.

~/skills/ai-fogg-gedragsmodel-coach/04-refusals[ok]
Section 04 · The limits

What the skill refuses

reg. F.004

The 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.

FIG.04: refusals.log[####-] sheet 4/5
refusals.log5 fixed rules from the SKILL.md
just give me some tips to stay motivatedREFUSEDNo vague motivation tips without an ability check. Stay motivated is not a design choice. The skill first looks at how difficult the behaviour is at the moment it needs to happen, because if that is the bottleneck, encouragement changes nothing about it.
skip the scoring and just tell me what to doREFUSEDNo advice without scoring the three elements separately. Advice without scores is a guess in a tidy font. Motivation, Ability and Prompt each get their own score, even when the answer looks obvious.
they just need more discipline and perseveranceCORRECTEDWillpower is not put forward as a solution. The file explicitly states that is not how behaviour works according to Fogg. The skill translates the question back into the three elements and looks for the barrier you can remove.
skip the tiny version, we are going straight in bigREFUSEDNo output without a Tiny Version. Small is where behaviour starts, and the block is required in the output. You may make it bigger afterwards, but the smallest version that still counts is always included.
ability is 3 out of 10, but let us run a discount campaign firstREFUSEDNo intervention on Motivation while Ability is below 5. This is the sharpest rule in the file. As long as the behaviour is too difficult, a motivation spike only moves the problem to next week.
$ unzip ai-fogg-gedragsmodel-coach-skill-voor-claude.zip -d ~/.claude/skills/
DOC.05

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.

CLAUDE CODE
  1. Unzip it into ~/.claude/skills/ (or .claude/skills/ in your project).
  2. Claude then recognises the skill on its own as soon as you start talking about behaviour, habits or users dropping off.
  3. You can also call it directly, with /ai-fogg-gedragsmodel-coach.
CLAUDE.AI
  1. Go to Customize and then Skills.
  2. Upload the zip there as a skill.
  3. Or paste the contents of SKILL.md into the project instructions of a Project.
CODEX
  1. Open AGENTS.md in your repo.
  2. 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.
  3. 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.

$ cat 06-wanneer-wel-en-niet.md
DOC.06

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.

~/skills/ai-fogg-gedragsmodel-coach/05-upgrade-path[ok]
Section 05 · From skill to employee

Run it yourself, or have it run for you

reg. F.005

This 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.

$ cat from-skill-to-employee.mdthree steps, same work
upgrade-path.shfree · employee · brain
STEP 1 · FREE
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. $ claude --skill ai-fogg-gedragsmodel-coach · €0 · you prompt, you check
STEP 2 · SERVICE
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). from €950 per month · a human approves, always
STEP 3 · BRAIN
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. entry plan Brain Start: €9 per month incl. VAT · pay for your brain, not per AI question
# not a sales trick: step 1 stays free and complete. The next steps are for anyone who wants to hand this work off.
~/skills/ai-fogg-gedragsmodel-coach/06-jarvis[ok]
Section 06 · The brain

What Jarvis delivers in practice

reg. F.006

Step 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.

FIG.05: What a session gets back from the brain[#####] sheet 5/5
jarvis · organisation brain● sync
$jarvis recall "behaviour-onboarding" # schematic example
[core]target behaviour recorded: first import within five minutes of signing up · measured moment: end of the welcome screen
[core]house rule from earlier sessions: Ability first, only then Motivation · no points system as celebration
[task]tiny version for the import screen · design proposal ready · waiting for human approval
[decision]anchor chosen: immediately after opening the welcome email · recorded after review, approved by a human
[log]previous session: claude scored MAP as 5 3 4, human corrected the prompt score downward, result saved
[ok]context loaded · this session does not start empty
this is how every assignment runs through the brain: recordedcontext setdelegatedhuman approvalstored · the full trail is at jarvis/how-it-works NL
context.retained Your next session does not start over Today you explain which behaviour you want to see and which scores you gave, and tomorrow a stand-alone chat knows none of it. With Jarvis, every session starts with the same projects, core knowledge and earlier decisions, as in FIG.05: recall first, only then work.
ai.connected ChatGPT, Claude and Codex, one source Every connected AI works from the same core knowledge and agreements. The MAP score you record and approve in one tool, the other uses too. You do not explain your target behaviour three times, and no three versions of the truth spring up side by side.
tasks.tracked Tasks scheduled, tracked, marked done An intervention is recorded with a goal and a date, picked up by the right agent and marked done with the result attached. Exactly what block nine of the skill asks for: you can check later whether the expectation came true.
everything.logged Everything logged and reviewable Every step leaves a verifiable trail: who asked what, which sources were used, which agent worked on it and who gave approval. In behaviour work that is the difference between a well-founded choice and an opinion from last month.
human.approval Nothing goes out without approval AI prepares, a human decides. Output stays a draft until someone approves it, and only approved knowledge goes back into the brain. That boundary holds everywhere in the system, even for work an agent prepared entirely by itself.
brain.isolated Client brain isolated If you work for multiple clients, their knowledge stays strictly separated per client. What you learn about one audience's behaviour does not leak into the work for another.
# THE HONEST PROOF · NOT A DEMO

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.

$ cat pricing.mdpay for your brain, not per AI question
Brain Start €9 /month incl. VAT 1 organisation brain · 1 user · 1 AI employee
Brain Solo €29 /month incl. VAT 1 organisation brain · 1 user · 3 AI employees
Brain Team €99 /month incl. VAT 1 organisation brain · 5 users · 10 AI employees
Brain Business €249 /month incl. VAT 3 organisation brains · 20 users · 50 AI employees

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.

~/skills/ai-fogg-gedragsmodel-coach/07-behaviour-chain[ok]
Section 07 · The behaviour chain

The skills around it

reg. F.007

A 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.

$ claude --interactief # seven questions, seven answers
DOC.07 · FAQ

Frequently 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.

$ cat 08-en-nu.md
DOC.08

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.

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Gianluca, founder
Written by GianlucaFounder. Has been building visibility for Dutch businesses since 2017, in Google and in AI answers. More about the institute.