refactor(skills): move marketing-psychology catalogs to references
Keep the decision steps in SKILL.md and move catalogs, examples, and checklists verbatim to references/ to reduce the context cost of loading the skill. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
569f55dd0d
commit
4c93437e59
7 files changed
+386
-391
No files matched your search
@@ -0,0 +1,53 @@
|
||||
# Design & Delivery Models
|
||||
|
||||
These models help you design effective marketing systems.
|
||||
|
||||
## Hick's Law
|
||||
Decision time increases with the number and complexity of choices. More options = slower decisions = more abandonment.
|
||||
|
||||
**Marketing application**: Simplify choices. One clear CTA beats three. Fewer form fields beat more.
|
||||
|
||||
## AIDA Funnel
|
||||
Attention → Interest → Desire → Action. The classic customer journey model.
|
||||
|
||||
**Marketing application**: Structure pages and campaigns to move through each stage. Capture attention before building desire.
|
||||
|
||||
## Rule of 7
|
||||
Prospects need roughly 7 touchpoints before converting. One ad rarely converts; sustained presence does.
|
||||
|
||||
**Marketing application**: Build multi-touch campaigns across channels. Retargeting, email sequences, and consistent presence compound.
|
||||
|
||||
## Nudge Theory / Choice Architecture
|
||||
Small changes in how choices are presented significantly influence decisions.
|
||||
|
||||
**Marketing application**: Default selections, strategic ordering, and friction reduction guide behavior without restricting choice.
|
||||
|
||||
## BJ Fogg Behavior Model
|
||||
Behavior = Motivation × Ability × Prompt. All three must be present for action.
|
||||
|
||||
**Marketing application**: High motivation but hard to do = won't happen. Easy to do but no prompt = won't happen. Design for all three.
|
||||
|
||||
## EAST Framework
|
||||
Make desired behaviors: Easy, Attractive, Social, Timely.
|
||||
|
||||
**Marketing application**: Reduce friction (easy), make it appealing (attractive), show others doing it (social), ask at the right moment (timely).
|
||||
|
||||
## COM-B Model
|
||||
Behavior requires: Capability, Opportunity, Motivation.
|
||||
|
||||
**Marketing application**: Can they do it (capability)? Is the path clear (opportunity)? Do they want to (motivation)? Address all three.
|
||||
|
||||
## Activation Energy
|
||||
The initial energy required to start something. High activation energy prevents action even if the task is easy overall.
|
||||
|
||||
**Marketing application**: Reduce starting friction. Pre-fill forms, offer templates, show quick wins. Make the first step trivially easy.
|
||||
|
||||
## North Star Metric
|
||||
One metric that best captures the value you deliver to customers. Focus creates alignment.
|
||||
|
||||
**Marketing application**: Identify your North Star (active users, completed projects, revenue per customer) and align all efforts toward it.
|
||||
|
||||
## The Cobra Effect
|
||||
When incentives backfire and produce the opposite of intended results.
|
||||
|
||||
**Marketing application**: Test incentive structures. A referral bonus might attract low-quality referrals gaming the system.
|
||||
Reference in new issue
Block a user