Study/UIUX

The Fogg Behavior Model and Grid

Haayany 2026. 1. 14. 09:03

Fogg Behavior Model

 

Fogg's Behavior Grid

The Fogg Behavior Model

 

Behavior = Motivation, Ability, Prompt

  • The more motivated you are to do a behavior, the more likely you are to do the behavior.
  • The harder a behavior is to do, the less likely you are to do it.
  • Motivation and ability work together, like teammates.
  • No behavior happens without a prompt.

 

Checklist

  • Check if there is a prompt to engage in the behavior
  • Determine if the user has the ability to engage in the behavior
  • Assess if the individual is motivated to engage in the behavior

*Check prompt and ability first before checking the motivation.

 

Motivations

  • a person already wants to do the action.
  • An external benefit or punishment for doing the action.
  • Context. Motivation caused by a person’s context.

 

Ability

Make behavior easy to perform

  • Enhance the skills.
  • Provide the necessary tools and resources.
  • Break down the behavior into tiny and manageable stpes.

Ability Chain Questions (To find out what cost the most)

  • Do you have enough time to do the behavior?
  • Do you have enough money to do the behavior?
  • Are you physically capable of doing the behavior?
  • Does the behavior require a lot of creative or mental energy?
  • Does the behavior fit into your current routine or does it require you to make adjustments?

 

Prompt Types and Examples

*also called “Trigger”

Facilitator

When users have High motivation but Low ability

  • A "Skip the line" option at checkout for users eager to purchase.
  • Auto-filled forms for a user ready to submit a sign-up or application.
  • A one-click "Buy Now" button for an interested shopper.

 

Spark

When users have Low motivation but High ability

  • “Complete your profile to unlock a $5 reward.”
  • A motivational email about the benefits of exercising, sent to encourage signing up for a fitness class.
  • “Limited time offer: 20% off if you purchase today.”

 

Signal

When users have High motivation and High ability. (Reminder, Cue, Notice)

  • A nudge notification reminding a user to complete a task they started (e.g., “Don’t forget to finish your purchase!”).
  • A calendar alert for a meeting or an event the user wants to attend.
  • A blinking “Pay Now” button for someone with an unpaid invoice.