$npx -y skills add simbajigege/book2skills --skill contagious-viral-content-bergerApply Jonah Berger''s STEPPS framework. Trigger on: "why is this not spreading?", "make this campaign contagious", "diagnose viral content".
| 1 | ## Overview |
| 2 | This skill encodes Jonah Berger's STEPPS framework from *Contagious: Why Things Catch On*. Based on years of scientific research at Wharton, it explains why certain content, products, and ideas spread — and provides actionable principles for engineering virality. |
| 3 | |
| 4 | **Core insight:** Virality isn't born, it's made. The message matters more than the messenger. Any product or idea — even a boring blender — can be engineered to spread. |
| 5 | |
| 6 | **Key fact:** 93% of word of mouth happens offline, not on social media. The platform is not the strategy; the psychology of sharing is. |
| 7 | |
| 8 | |
| 9 | ## When to Use This Skill |
| 10 | |
| 11 | Use this skill for queries that match the trigger phrases in the description and require applying the decision framework from *Contagious: Why Things Catch On* rather than summarizing the book. |
| 12 | |
| 13 | ## The STEPPS Framework |
| 14 | |
| 15 | ### S — Social Currency |
| 16 | **People share things that make them look good.** |
| 17 | |
| 18 | We share content that enhances our image: makes us seem smart, funny, interesting, or in-the-know. Content that provides social currency gives people something worth talking about — a status signal they can pass on. |
| 19 | |
| 20 | **Three mechanisms for social currency:** |
| 21 | 1. **Inner Remarkability** — Find the remarkable, surprising, or counterintuitive about your product/idea. Make it the conversation hook. |
| 22 | 2. **Game Mechanics** — Create achievements, milestones, or status levels that people want to display (frequent flier status, loyalty programs, leaderboards). |
| 23 | 3. **Make People Feel Like Insiders** — Exclusivity, secrets, and limited access make information feel more valuable to share. "Please Don't Tell" bar (hidden behind a phone booth) had zero advertising but constant full reservations because discovery itself was social currency. |
| 24 | |
| 25 | **Key question:** "If someone shares this, does it make them look good, interesting, or in-the-know?" |
| 26 | |
| 27 | ### T — Triggers |
| 28 | **Top of mind, tip of tongue.** |
| 29 | |
| 30 | People share what's on their mind. Triggers are environmental cues that prompt people to think about your product or idea. The more frequently your product is triggered, the more word of mouth it generates. |
| 31 | |
| 32 | **Key insight:** A remarkable product that's thought about rarely generates less word of mouth than a mediocre product that's thought about constantly. Cheerios gets more word of mouth than Disney because people eat cereal every day. |
| 33 | |
| 34 | **Creating triggers:** |
| 35 | 1. **Identify existing cues** — What does your audience encounter daily that you can link your product to? |
| 36 | 2. **Grow the habitat** — Kit Kat linked itself to coffee ("Kit Kat and coffee") — a habitual pairing that made Kit Kat top-of-mind every time someone had a coffee break. |
| 37 | 3. **Consider timing and frequency** — Triggers that fire frequently are more valuable than those that fire rarely. |
| 38 | |
| 39 | **Key question:** "What cues in the environment can we link our product to so people think of us regularly?" |
| 40 | |
| 41 | ### E — Emotion |
| 42 | **When we care, we share.** |
| 43 | |
| 44 | High-arousal emotions drive sharing. But not all emotions are equal: |
| 45 | - **Share-inducing emotions (high arousal):** Awe/amazement, excitement, anger, anxiety/fear, humor |
| 46 | - **Sharing-inhibiting emotions (low arousal):** Sadness, contentment, satisfaction |
| 47 | |
| 48 | **Critical insight:** Sadness actually decreases sharing despite being powerful. Anger and anxiety increase sharing just as much as positive emotions — because arousal, not valence, drives sharing behavior. |
| 49 | |
| 50 | **Practical application:** |
| 51 | - Focus on high-arousal emotional responses |
| 52 | - "Kindle the fire" — don't just mention emotions, create experiences that trigger them |
| 53 | - Awe is particularly powerful: content that expands someone's perspective of the world is highly shareable |
| 54 | |
| 55 | **Key question:** "Does this content make people feel something strongly enough to want to share it?" |
| 56 | |
| 57 | ### P — Public |
| 58 | **Built to show, built to grow.** |
| 59 | |
| 60 | If something is private, it can't be publicly observed and thus can't be imitated or spread. Making behavior observable creates social proof. |
| 61 | |
| 62 | **Three principles:** |
| 63 | 1. **Behavioral Residue** — Products or behaviors that leave visible traces (wearing a yellow Livestrong bracelet, posting a bumper sticker) keep advertising working after the initial action. |
| 64 | 2. **Make the Private Public** — Design products and behaviors that are visible. Apple's white earbuds made iPhone ownership publicly visible. The "Mac vs. PC" campaign made computer choice a public identity statement. |
| 65 | 3. **Anti-drug campaigns that backfire** — Messaging that highlights widespread bad behavior ("Everyone's doing drugs") can normalize it by making it seem public and common. |
| 66 | |
| 67 | **Key question:** "How can we make the behavior or product use more publicly observable?" |
| 68 | |
| 69 | ### P — Practical Value |
| 70 | **News you can use.** |
| 71 | |
| 72 | People s |