made-to-stick by wondelai/skills
npx skills add https://github.com/wondelai/skills --skill made-to-stick一个用于打造易于理解、便于记忆且具有持久影响力的创意和信息的框架。基于数十年对“为何有些创意能够流传而有些则消亡”的研究。
知识诅咒是有效沟通的最大障碍。 一旦我们知道了某件事,我们就无法想象自己不知道它。这导致我们不擅长向他人解释自己的想法。
基础: 持久的创意并非天生,而是后天造就的。SUCCESs 框架提供了六条原则,可以使任何创意更令人难忘、更具影响力。
目标:10/10。 在审查或创建信息(文案、演示文稿、活动、入职引导)时,根据 SUCCESs 原则进行 0-10 分评分。10/10 意味着信息简洁、出人意料、具体、可信、富有情感,并以故事形式呈现;较低的分数则表示沟通容易被遗忘。始终提供当前分数以及达到 10/10 的改进建议。
使创意持久留存的六条原则:
S - 简洁
U - 意外
C - 具体
C - 可信
E - 情感
S - 故事
这不是一份检查清单,而是一个工具箱。 并非每个持久的创意都使用全部六条原则。但最持久的创意往往会用到其中大部分。
核心理念: 找到创意的核心,并以紧凑的方式分享它。
简洁 ≠ 简化。 简洁意味着找到本质核心,并以紧凑的方式表达。它意味着无情的优先级排序。
指挥官意图:
倒金字塔结构:
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| 技巧 | 工作原理 | 示例 |
|---|---|---|
| 核心信息 | 剥离到本质 | 西南航空:"THE low-fare airline" |
| 类比 | 用已知解释未知 | "就像宠物遛狗的 Uber" |
| 生成性 | 能引发行为的核心想法 | "Names, names, names"(地方报纸的座右铭) |
| 优先级排序 | 强制排序重要事项 | "如果你说了三件事,就等于什么都没说" |
在产品信息传递中的应用:
| 之前(复杂) | 之后(简洁) |
|---|---|
| "具备全渠道能力的 AI 驱动、云原生客户互动平台" | "在一个地方与所有客户沟通" |
| "我们利用机器学习算法优化转化漏斗" | "我们找出访客不购买的原因并修复它" |
| "具备甘特图、资源分配功能的企业级项目管理..." | "管理项目最简单的方式" |
测试: 你能向一个聪明的 12 岁孩子解释清楚吗?如果不能,就简化。
警告: 不要过度简化到毫无意义的地步。"我们让世界更美好"很简洁,但空洞无物。
参见:references/simple.md 获取简化练习和模板。
核心理念: 通过打破模式来吸引注意力。通过制造好奇心缺口来保持注意力。
两项任务:
惊喜:
惊喜示例:
| 类别 | 预期 | 意外(持久) |
|---|---|---|
| 产品发布 | "介绍我们的新功能" | "我们移除了您最喜欢的功能。原因如下。" |
| 统计数据 | "肥胖率在增长" | "一袋电影爆米花含有的脂肪比一份培根鸡蛋早餐、巨无霸加薯条和牛排晚餐加起来还要多" |
| 价值主张 | "节省保险费用" | "15 分钟可能为您节省 15%"(具体、意外) |
好奇心缺口:
制造好奇心缺口:
| 技巧 | 工作原理 | 示例 |
|---|---|---|
| 提问 | 询问他们不知道的事情 | "初创公司失败的首要原因是什么?" |
| 预测 | 请他们预测 | "你认为有多少 X...?" |
| 悬疑 | 呈现一个谜题 | "Nordstrom 曾经为一套轮胎退款。他们不卖轮胎。" |
| 挑战 | 违背假设 | "关于 X 的一切认知都是错的" |
反面模式: 没有实质内容的噱头式惊喜。惊喜必须与核心信息相关联。
参见:references/unexpected.md 获取打破模式的技巧。
核心理念: 使用感官语言和具体细节,而不是抽象概念。
抽象会扼杀记忆性。 你的想法越具体、越详细,就越容易持久留存。
抽象 vs. 具体:
| 抽象 | 具体 |
|---|---|
| "改善客户体验" | "客户在 30 分钟内收到订单,仍然热乎" |
| "提高参与度" | "用户每天打开应用 8 次" |
| "优化效率" | "将报告生成时间从 4 小时减少到 10 分钟" |
| "世界级支持" | "致电我们,60 秒内有人接听" |
| "可扩展的解决方案" | "第一天即可处理 10,000 用户,无需更改代码" |
记忆的维可牢理论:
实现具体性的技巧:
| 技巧 | 工作原理 | 示例 |
|---|---|---|
| 具体数字 | 用确切数字替换"很多" | "2,347 位客户",而不是"数千位" |
| 感官语言 | 调动感官 | "Crispy, not crunchy" |
| 具体例子 | 用实例替换类别 | "就像 John,一位丹佛的 35 岁教师" |
| 演示 | 展示,而不是讲述 | 产品演示 > 功能列表 |
| 前后对比 | 可感知的转变 | "之前:4 小时。之后:10 分钟。" |
在产品信息传递中的应用:
参见:references/concrete.md 获取具体性练习。
核心理念: 利用内部和外部可信度帮助人们相信你的想法。
外部可信度:
| 来源 | 工作原理 | 示例 |
|---|---|---|
| 权威 | 专家背书 | "哈佛商业评论推荐" |
| 反权威 | 有经验的真实人物 | "这是一位遇到同样问题的客户的发现" |
| 资质 | 可验证的成就 | "10 年经验,SOC 2 认证" |
内部可信度(更强大):
| 技巧 | 工作原理 | 示例 |
|---|---|---|
| 生动的细节 | 具体性暗示真实性 | "周二下午 3 点,在 4 楼的会议室..." |
| 统计数据 | 但要使其符合人类尺度 | 不是"$1B 市场"而是"每 4 家企业中有 1 家" |
| 辛纳屈测试 | 一个足够好的例子可以证明一切 | "如果我能在这里成功,我就能在任何地方成功" |
| 可测试的凭证 | 让他们验证 | "免费试用 14 天" |
| 人类尺度的统计数据 | 将数字与经验联系起来 | 不是"10TB 数据"而是"所有已出版的书籍,100 倍" |
辛纳屈测试:
使统计数据持久留存:
参见:references/credible.md 获取建立可信度的技巧。
核心理念: 让人们有所感受。人们基于情感而非分析采取行动。
特蕾莎修女原则: "如果我看着大众,我将永远不会行动。如果我看着一个人,我就会行动。"
关键洞察: 统计数据使人麻木。关于个体的故事激发行动。
情感诉求:
| 方法 | 工作原理 | 示例 |
|---|---|---|
| 聚焦个体 | 一个人的故事 > 统计数据 | "认识 Sarah,她..." > "10,000 人受影响" |
| 自身利益 | "这对我有什么好处?" | WIIFM(功能 → 个人利益) |
| 身份认同 | "像我这样的人会怎么做?" | "德州人不乱扔垃圾"(Don't Mess with Texas) |
| 马斯洛需求层次 | 诉诸正确的层次 | 安全、归属、尊重、自我实现 |
身份认同方法:
示例:
| 身份框架 | 产品 | 信息 |
|---|---|---|
| "我是创新领导者" | SaaS 工具 | "适合快速行动的团队" |
| "我关心健康" | 食品产品 | "使用你能读懂的成分制成" |
| "我是认真的专业人士" | B2B 服务 | "财富 500 强 CTO 信赖的工具" |
避免"语义拉伸":
参见:references/emotional.md 获取情感诉求框架。
核心理念: 故事是大脑的飞行模拟器。它们教会人们如何行动。
故事为何有效:
三种有效的情节:
| 情节 | 结构 | 何时使用 | 示例 |
|---|---|---|---|
| 挑战 | 主角克服障碍 | 激发勇气、毅力 | "我们从车库起步..." |
| 连接 | 人们弥合差距 | 激发包容、团队合作 | "一位客户帮助了另一位客户..." |
| 创意 | 问题的新颖解决方案 | 激发创新、思考 | "我们尝试了 X, Y, Z...然后发现了..." |
产品信息传递的故事结构:
示例:
"Sarah 经营着一家 10 人的设计公司。她的团队每周五要花 4 小时从 5 个不同的工具中整理客户报告。她尝试过雇佣实习生、制作电子表格,甚至定制工具。都没用。然后她发现了 [产品]。现在报告在 10 分钟内就能生成。上周五,她的团队多年来第一次在下午 3 点就下班了。"
在现实中寻找故事:
参见:references/stories.md 获取故事模板和收集方法。
持久创意的最大敌人。
定义: 一旦你知道了某件事,你就无法想象自己不知道它。
表现形式:
解决方案:
根据每条原则为你的信息评分:
| 原则 | 问题 | 分数 (1-10) |
|---|---|---|
| 简洁 | 是否有一个清晰的核心信息? | |
| 意外 | 它是否打破了模式或制造了好奇心? | |
| 具体 | 你能想象出来吗?是否有具体细节? | |
| 可信 | 为什么有人应该相信这个? | |
| 情感 | 它是否让你有所感受? | |
| 故事 | 是否有叙事或角色? |
评分:
| 错误 | 失败原因 | 修复方法 |
|---|---|---|
| 埋没重点 | 核心信息淹没在细节中 | 指挥官意图:那一件事是什么? |
| 过于抽象 | 没有可记忆的内容 | 用具体例子替换每个抽象概念 |
| 罗列功能 | 没有情感连接 | 讲述客户故事,展示转变 |
| 行话 | 知识诅咒 | 与外部人员测试 |
| 没有语境的统计数据 | 数字不易留存 | 使统计数据符合人类尺度且易于理解 |
审计任何信息:
| 问题 | 如果答案为否 | 行动 |
|---|---|---|
| 我能用一句话陈述核心吗? | 太复杂 | 寻找指挥官意图 |
| 这会让人感到意外吗? | 可预测 = 易忘 | 寻找反直觉的角度 |
| 我能想象它发生吗? | 太抽象 | 添加具体、感官细节 |
| 为什么有人应该相信这个? | 没有可信度 | 添加证据、例子、辛纳屈测试 |
| 它让我有所感受吗? | 纯粹逻辑 | 聚焦于一个人,而非统计数据 |
| 有故事吗? | 事实列表 | 包装成角色 + 问题 + 解决方案 |
此技能基于奇普·希思和丹·希思关于持久创意的研究。获取完整框架:
奇普·希思 是斯坦福大学商学院教授,丹·希思 是杜克大学 CASE 中心的高级研究员。他们共同撰写了四本《纽约时报》畅销书。《让创意更有黏性》在畅销书榜单上停留了超过 2 年。他们的研究涵盖组织行为、决策制定以及如何让创意产生持久影响。SUCCESs 框架被全球的教育工作者、营销人员、非营利组织和产品团队使用。
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A framework for crafting ideas and messages that are understood, remembered, and have lasting impact. Based on decades of research into why some ideas survive and others die.
The Curse of Knowledge is the single greatest barrier to effective communication. Once we know something, we can't imagine not knowing it. This makes us bad at explaining our ideas to others.
The foundation: Sticky ideas aren't born — they're made. The SUCCESs framework provides six principles that make any idea more memorable and impactful.
Goal: 10/10. When reviewing or creating messaging (copy, presentations, campaigns, onboarding), rate 0-10 based on SUCCESs principles. A 10/10 means the message is simple, surprising, concrete, credible, emotional, and wrapped in a story; lower scores indicate forgettable communication. Always provide current score and improvements to reach 10/10.
Six principles that make ideas stick:
S - Simple
U - Unexpected
C - Concrete
C - Credible
E - Emotional
S - Stories
Not a checklist — a toolkit. Not every sticky idea uses all six. But the stickiest ideas tend to use most of them.
Core concept: Find the core of the idea and share it compactly.
Simple ≠ dumbed down. Simple means finding the essential core and expressing it in a compact way. It means ruthless prioritization.
The Commander's Intent:
The inverted pyramid:
Techniques for simplicity:
| Technique | How It Works | Example |
|---|---|---|
| Core message | Strip to the essential | Southwest: "THE low-fare airline" |
| Analogy | Explain new via known | "It's like Uber for dog walking" |
| Generative | Core idea that generates behavior | "Names, names, names" (local newspaper motto) |
| Prioritize | Force-rank what matters | "If you say 3 things, you say nothing" |
Application to product messaging:
| Before (Complex) | After (Simple) |
|---|---|
| "AI-powered, cloud-native customer engagement platform with omnichannel capabilities" | "Talk to all your customers in one place" |
| "We leverage machine learning algorithms to optimize conversion funnels" | "We find why visitors don't buy and fix it" |
| "Enterprise-grade project management with Gantt charts, resource allocation..." | "The simplest way to manage projects" |
The test: Can you explain it to a smart 12-year-old? If not, simplify.
Warning: Don't oversimplify to the point of meaninglessness. "We make the world better" is simple but empty.
See: references/simple.md for simplification exercises and templates.
Core concept: Get attention by breaking patterns. Hold attention by creating curiosity gaps.
Two tasks:
Surprise:
Example surprises:
| Category | Expected | Unexpected (Sticky) |
|---|---|---|
| Product launch | "Introducing our new feature" | "We removed your favorite feature. Here's why." |
| Statistics | "Obesity is growing" | "A bag of movie popcorn has more fat than a bacon-and-eggs breakfast, Big Mac and fries, and steak dinner — combined" |
| Value prop | "Save money on insurance" | "15 minutes could save you 15%" (specific, unexpected) |
Curiosity gaps:
Creating curiosity gaps:
| Technique | How It Works | Example |
|---|---|---|
| Question | Ask what they don't know | "What's the #1 reason startups fail?" |
| Prediction | Ask them to predict | "How many X do you think...?" |
| Mystery | Present a puzzle | "Nordstrom once refunded a set of tires. They don't sell tires." |
| Challenge | Violate assumptions | "Everything you know about X is wrong" |
Anti-pattern: Gimmicky surprise without substance. The surprise must connect to the core message.
See: references/unexpected.md for pattern-breaking techniques.
Core concept: Use sensory language and specific details instead of abstract concepts.
Abstract kills memorability. The more concrete and specific your idea, the stickier it becomes.
Abstract vs. Concrete:
| Abstract | Concrete |
|---|---|
| "Improve customer experience" | "Customers get their order in 30 minutes, still hot" |
| "Increase engagement" | "Users open the app 8 times a day" |
| "Optimize efficiency" | "Reduce report generation from 4 hours to 10 minutes" |
| "World-class support" | "Call us and a human answers in under 60 seconds" |
| "Scalable solution" | "Handle 10,000 users on day one without code changes" |
The Velcro theory of memory:
Techniques for concreteness:
| Technique | How It Works | Example |
|---|---|---|
| Specific numbers | Replace "a lot" with exact figures | "2,347 customers" not "thousands" |
| Sensory language | Engage senses | "Crispy, not crunchy" |
| Concrete example | Replace category with instance | "Like John, a 35-year-old teacher in Denver" |
| Demonstration | Show, don't tell | Product demo > feature list |
| Before/after | Tangible transformation | "Before: 4 hours. After: 10 minutes." |
Application to product messaging:
See: references/concrete.md for concreteness exercises.
Core concept: Help people believe your idea using internal and external credibility.
External credibility:
| Source | How It Works | Example |
|---|---|---|
| Authorities | Expert endorsement | "Recommended by Harvard Business Review" |
| Anti-authorities | Real people with experience | "Here's what a customer with the same problem found" |
| Credentials | Verifiable achievements | "10 years experience, SOC 2 certified" |
Internal credibility (more powerful):
| Technique | How It Works | Example |
|---|---|---|
| Vivid details | Specificity implies truth | "On Tuesday at 3pm, in the conference room on the 4th floor..." |
| Statistics | But make them human-scale | Not "$1B market" but "1 in 4 businesses" |
| The Sinatra Test | One example so good it proves everything | "If I can make it there, I can make it anywhere" |
| Testable credential | Let them verify | "Try it free for 14 days" |
| Human-scale statistics | Relate numbers to experience | Not "10TB of data" but "every book ever written, 100 times" |
The Sinatra Test:
Making statistics sticky:
See: references/credible.md for credibility-building techniques.
Core concept: Make people feel something. People act on emotion, not analysis.
Mother Teresa principle: "If I look at the mass, I will never act. If I look at the one, I will."
Key insight: Statistics numb. Stories about individuals inspire action.
Emotional appeals:
| Approach | How It Works | Example |
|---|---|---|
| Individual focus | One person's story > statistics | "Meet Sarah, who..." > "10,000 people affected" |
| Self-interest | "What's in it for me?" | WIIFM (features → personal benefits) |
| Identity | "What would someone like me do?" | "Texans don't litter" (Don't Mess with Texas) |
| Maslow's hierarchy | Appeal to the right level | Security, belonging, esteem, self-actualization |
The identity approach:
Examples:
| Identity Frame | Product | Message |
|---|---|---|
| "I'm an innovative leader" | SaaS tool | "For teams that move fast" |
| "I care about my health" | Food product | "Made with ingredients you can pronounce" |
| "I'm a serious professional" | B2B service | "The tool Fortune 500 CTOs rely on" |
Avoiding the "semantic stretch":
See: references/emotional.md for emotional appeal frameworks.
Core concept: Stories are flight simulators for the brain. They teach people how to act.
Why stories work:
Three story plots that work:
| Plot | Structure | When to Use | Example |
|---|---|---|---|
| Challenge | Protagonist overcomes obstacle | Inspire courage, perseverance | "We started in a garage..." |
| Connection | People bridging a gap | Inspire tolerance, teamwork | "A customer helped another customer..." |
| Creativity | Novel solution to problem | Inspire innovation, thinking | "We tried X, Y, Z... then discovered..." |
Story structure for product messaging:
Example:
"Sarah ran a 10-person design agency. Her team spent 4 hours every Friday compiling client reports from 5 different tools. She'd tried hiring an intern, building spreadsheets, even a custom tool. Nothing worked. Then she found [Product]. Now reports generate in 10 minutes. Last Friday, her team left at 3pm for the first time in years."
Spotting stories in the wild:
See: references/stories.md for story templates and collection methods.
The biggest enemy of sticky ideas.
Definition: Once you know something, you can't imagine not knowing it.
How it manifests:
Solutions:
Rate your message on each principle:
| Principle | Question | Score (1-10) |
|---|---|---|
| Simple | Is there ONE clear core message? | |
| Unexpected | Does it break a pattern or create curiosity? | |
| Concrete | Can you picture it? Are there specific details? | |
| Credible | Why should someone believe this? | |
| Emotional | Does it make you feel something? | |
| Stories | Is there a narrative or character? |
Scoring:
| Mistake | Why It Fails | Fix |
|---|---|---|
| Burying the lead | Core message lost in details | Commander's Intent: what's the ONE thing? |
| Too abstract | Nothing to remember | Replace every abstraction with a concrete example |
| Feature listing | No emotional connection | Tell customer stories, show transformations |
| Jargon | Curse of Knowledge | Test with outsiders |
| Statistics without context | Numbers don't stick | Make stats human-scale and relatable |
Audit any message:
| Question | If No | Action |
|---|---|---|
| Can I state the core in one sentence? | Too complex | Find Commander's Intent |
| Would this surprise someone? | Predictable = forgettable | Find the counterintuitive angle |
| Can I picture it happening? | Too abstract | Add specific, sensory details |
| Why should someone believe this? | No credibility | Add proof, examples, Sinatra Test |
| Does it make me feel something? | Purely logical | Focus on one person, not statistics |
| Is there a story? | List of facts | Wrap in character + problem + resolution |
This skill is based on Chip and Dan Heath's research on sticky ideas. For the complete framework:
Chip Heath is a professor at Stanford Graduate School of Business, and Dan Heath is a senior fellow at Duke University's CASE center. Together they have written four New York Times bestsellers. Made to Stick spent over 2 years on the bestseller list. Their research spans organizational behavior, decision-making, and how to make ideas have lasting impact. The SUCCESs framework is used by educators, marketers, nonprofits, and product teams worldwide.
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