Behavior Design
English
Behavior Design
English
English

Behavior Change Wheel

You pick up your phone, and boom – you're already on Instagram. How? Why? There wasn't even a goal. It was just a habit. This happens because a trigger went off somewhere: boredom, a vibration, an app icon. Your brain already knows something "tasty" (dopamine, that feel-good chemical) is coming. That's how the Habit Loop kicks in – it's one of the most powerful behavioral models out there.

B.F. Skinner first described the Habit Loop in his work back in the 1940s. Later, it was popularized in books about habits. The model is simple, but it works.

James Clear popularized the Habit Loop even further in his book "Atomic Habits," identifying 5 types of triggers: time, place, preceding event, emotion, and other people.

Real-Life Habit Loop Examples
  • Boredom → Scrolling TikTok feed → Dopamine spike

  • Duolingo notification → Doing a lesson → Getting a badge and seeing progress

  • Stress and the smell of coffee → Drinking coffee → Feeling of control and relief

That smell of coffee isn't just a smell; for us, it's our personal Pavlov's bell.

Example

The green squares on your GitHub commit graph → this visual progress motivates you to commit code every workday. They might just seem like squares, but you don’t want to break that perfect streak, do you?

Virtual medals for hitting 10,000 steps → you’re less likely to skip your walk so you can ‘earn’ that new reward.

Note

Key Takeaway

For a behavior to occur, three elements are essential: Capability, Opportunity, and Motivation.

COM-B helps you understand precisely what's blocking an action. Why isn't the user acting? Apply it as a checklist: what's wrong, not with the UI, but with the underlying behavior itself.

Note

Key Takeaway

For a behavior to occur, three elements are essential: Capability, Opportunity, and Motivation.

COM-B helps you understand precisely what's blocking an action. Why isn't the user acting? Apply it as a checklist: what's wrong, not with the UI, but with the underlying behavior itself.

Note

Key Takeaway

For a behavior to occur, three elements are essential: Capability, Opportunity, and Motivation.

COM-B helps you understand precisely what's blocking an action. Why isn't the user acting? Apply it as a checklist: what's wrong, not with the UI, but with the underlying behavior itself.

СОМ-В shows you where behavior is falling short. And the next framework will tell you how to change it.

What do you want next?

Classical Conditioning

Operant Conditioning

Habit Loop

The Trigger Map

Soon

BJ Fogg Behavior Model

Soon

COM-B Behavior Model

Soon

Behavior Change Wheel

Soon

Behavior Change Technique Taxonomy v1

Soon

EAST 2.0

Soon

When and Which Model to Apply

What do you want next?

Classical Conditioning

Operant Conditioning

Habit Loop

The Trigger Map

Soon

BJ Fogg Behavior Model

Soon

COM-B Behavior Model

Soon

Behavior Change Wheel

Soon

Behavior Change Technique Taxonomy v1

Soon

EAST 2.0

Soon

When and Which Model to Apply

What do you want next?

Classical Conditioning

Operant Conditioning

Habit Loop

The map

The Trigger Map

Mountain

Soon

BJ Fogg Behavior Model

Gear

Soon

COM-B Behavior Model

Flower

Soon

Behavior Change Wheel

Shelf of book

Soon

Behavior Change Technique Taxonomy v1

Shelf of book

Soon

EAST 2.0

Dropped domino

Soon

When and Which Model to Apply

Interface
Stop user bleed. Talk to me.

I show teams, products, and founders exactly:

  • where and why users get stuck;

  • how to enhance onboarding and retention;

  • how to build gamification that matters.

Brain
Design mentorship

Middle-level and senior designers: one-on-one mentorship. No lectures. Your tasks, your cases, growth through action.

All rights reserved, Igor Tomko ©2025

English
Interface
Stop user bleed. Talk to me.

I show teams, products, and founders exactly:

  • where and why users get stuck;

  • how to enhance onboarding and retention;

  • how to build gamification that matters.

Brain
Design mentorship

Middle-level and senior designers: one-on-one mentorship. No lectures. Your tasks, your cases, growth through action.

All rights reserved, Igor Tomko ©2025

English
Interface
Stop user bleed. Talk to me.

I show teams, products, and founders exactly:

  • where and why users get stuck;

  • how to enhance onboarding and retention;

  • how to build gamification that matters.

Brain
Design mentorship

Middle-level and senior designers: one-on-one mentorship. No lectures. Your tasks, your cases, growth through action.

All rights reserved, Igor Tomko ©2025

English