Tags: ux concept

Fogg Behaviour Model

Date: 2026-09-27


A behaviour happens when motivation, ability and a prompt are present at the same moment. Its use is diagnostic: when something isn’t happening, find which of the three is missing — and it’s usually ability, which is also the cheapest to fix.


The Fogg Behaviour Model states that a behaviour occurs when motivation, ability and a prompt converge at the same moment — written B = MAP.

Origin: BJ Fogg, Stanford Persuasive Technology Lab (now the Behavior Design Lab), first published at the Persuasive Technology conference in 2009; expanded in Tiny Habits (2019). Earlier versions called the prompt a “trigger”. It’s a design framework, not a tested causal model — no one measures motivation and ability on a common scale — so its value is as a checklist for diagnosis.

The shape

motivation
  high │ ·
       │  ·          ABOVE THE LINE
       │   ·         prompt → behaviour
       │    ·.
       │      ·.     ← action line
       │        ·.
       │ BELOW    ··.
       │ prompt fails ···.....
  low  │
       └──────────────────────────── ability
         hard to do            easy to do

The curve is the point. High motivation tolerates hard tasks; easy tasks need very little motivation. A prompt only works above the line — below it, the prompt is noise, or worse, an irritant.

The three parts, in interface terms

ElementOn a siteTypical failure
MotivationWanting the outcome; trust; urgency that’s realUnclear value, weak offer — The Offer
AbilityTime, money, effort, thought, fit with routineLong forms, account walls, hidden costs, slow pages
PromptThe button, the email, the notification, the reminderAbsent, mistimed, or arriving when ability is low (on mobile, mid-commute)

Fogg’s six ability factors — time, money, physical effort, mental effort (brain cycles), social deviance, and non-routine — are a useful friction checklist in their own right. [CHECK: the exact list and naming in current Behavior Design Lab material.]

Using it to diagnose

SYMPTOM                                     MISSING       FIX FIRST
visitors reach the form, don't finish       ability       fewer fields, guest checkout
                                                            — Form Design, Checkout Design
high intent traffic, nobody clicks          prompt        a visible, specific CTA
emails opened, nothing happens              ability       deep link to the thing, not the homepage
people start trials, don't activate         ability/prompt first step made trivial, timely nudge
nothing moves anyone                        motivation    the offer, not the page

Ability before motivation. Raising motivation is hard, expensive and decays; removing a step is cheap and permanent. That’s the model’s most practical claim, and it matches most CRO experience — the reliable wins are friction removals, not persuasion — Cognitive Load, Form Design.

Prompts at the wrong moment train people to ignore them. A push notification when the person can’t act is a prompt below the action line — it spends attention and earns nothing, and repeated enough it becomes an unsubscribe — Lifecycle Messaging.

Prompt types

Fogg distinguishes three, by which element they lean on:

  • Facilitator — for high motivation, low ability: makes it easier (“one tap to reorder”)
  • Spark — for high ability, low motivation: adds a reason (“your points expire Friday” — only if they do)
  • Signal — both are present; just a reminder (“your basket is saved”)

Mismatching the prompt to the gap is the usual failure — sending sparks (discounts) to people whose problem was ability (a broken checkout) teaches discount-dependence and doesn’t fix the checkout — Discounting Strategy.

Where it goes wrong

  • Treating it as a formula. There are no units; B = MAP is a mnemonic
  • Ignoring that it applies to single moments. It explains whether a tap happens now, not whether someone becomes a loyal customer
  • Using ability to remove deliberation that should exist. One-click purchase of a subscription with hidden renewal terms makes ability high by hiding cost — Deceptive Design
  • Motivation as a catch-all. “They weren’t motivated enough” explains everything and fixes nothing. Check ability and prompt first