OUR APPROACH

We do not begin with content. We begin with the behavior that needs to exist afterward.

Audacious Labs uses two connected systems to design learning for real-world behavior change. Behavioral Architecture determines what the program must contain. Hook to Habit determines how learners move through the experience.

Together, they connect the business goal, program design, learner journey, workplace environment, and evidence of change.

Developed by Erin Green, Founder and CEO of Audacious Labs. Meet Erin Green

Program design

Behavioral Architecture

→ What the program must contain

Learner journey

Hook to Habit

→ How learners move through the experience

THE DIFFERENCE THAT MATTERS

Why can someone know what to do and still fail to do it?

Knowledge and behavior are not the same outcome. A person may understand the correct action—and even demonstrate it during training—but still return to an old habit when the real moment arrives.

A learning program may help someone:

  • Explain the correct approach
  • Select the right answer
  • Demonstrate a skill with support
  • Complete the program successfully

And still fail at the point of performance because of:

  • An existing habit
  • Missing skill or realistic practice
  • A tool that is unavailable
  • A weak cue
  • A conflicting mindset
  • A manager, process, incentive, or workplace barrier

Completion tells you that the learning event happened. It does not tell you what happened afterward.

ONE APPROACH, TWO SYSTEMS

One system designs the program. One designs the learner journey.

PROGRAM DESIGN

Behavioral Architecture

Determines what the program must contain

A seven-layer system for identifying the behavior, capabilities, tools, conditions, and barriers the program must address.

Primary question:
What must be present for the target behavior to occur?
Structure:
Seven layers

LEARNER JOURNEY

Hook to Habit

Determines how learners move through the experience

A five-phase journey that moves learners from a reason to engage through first action, capability, workplace application, and sustained performance.

Primary question:
What does the learner need at each moment of change?
Structure:
Five phases

Behavioral Architecture determines what the program must contain. Hook to Habit determines how learners experience it over time.

The systems work together, but they are not interchangeable.

THE PROGRAM-DESIGN SYSTEM

What must be present for the behavior to occur?

Behavioral Architecture begins with the observable workplace behavior and works backward through the complete set of conditions required to make it possible.

  1. 1

    Observable Habits and Behaviors

    The observable action

  2. 2

    Habits to Replace

    What happens today instead

  3. 3

    Tools and Environment

    What must be available at the moment of action

  4. 4

    Skills Required

    What learners must be able to perform

  5. 5

    Foundational Knowledge

    What those skills depend on

  6. 6

    Beliefs and Identity

    Beliefs or identity conditions affecting action

  7. 7

    Failure Points

    What could still prevent performance

The first six layers define the architecture. The seventh stress-tests whether the behavior can survive real conditions.

THE LEARNER JOURNEY

What does the learner need at each moment of change?

The reason someone first engages is not the same support they need to begin, build skill, perform in the workplace, or continue after disruption.

  1. 1

    Hook

    Create a felt reason to engage

  2. 2

    Start

    Make the first meaningful action achievable

  3. 3

    Build

    Develop capability through practice and feedback

  4. 4

    Flow

    Connect the behavior to real work, tools, and cues

  5. 5

    Habit

    Support reliable and sustained performance

Hook to Habit helps the design team ask what the learner needs at each moment—not only what content should appear next.

FROM DESIGN TO EXPERIENCE

Why are both systems necessary?

Behavioral Architecture defines the program requirements. Hook to Habit organizes those requirements into an experience the learner can engage with, practice, apply, and sustain.

  1. Behavioral Architecture identifies

    The target behavior

    Hook to Habit determines

    Where the journey must lead

  2. Behavioral Architecture identifies

    The habit being replaced

    Hook to Habit determines

    What must become relevant during Hook

  3. Behavioral Architecture identifies

    Required skills and knowledge

    Hook to Habit determines

    What must be practiced during Build

  4. Behavioral Architecture identifies

    Tools, cues, and workplace conditions

    Hook to Habit determines

    How the behavior enters Flow

  5. Behavioral Architecture identifies

    Reinforcement and barriers

    Hook to Habit determines

    What supports Habit and recovery

A strong architecture without a usable learner journey remains a strategy document. An engaging journey without a sound architecture may feel effective while failing to produce the required behavior.

EVIDENCE-INFORMED METHODOLOGY

Behavioral Architecture and Hook to Habit were developed by Erin Green as practical syntheses for learning-program design. The underlying principles are informed by established research and applied frameworks across behavior change, motivation, learning, memory, environmental design, experience design, and related fields.

ASSESS YOUR CURRENT PROGRAM

Does your program contain what the behavior requires?

Review one current learning program across the seven layers of Behavioral Architecture. Receive an immediate high-level view of its strengths, possible gaps, and the questions that deserve attention next.

No email required. Immediate result. A high-level self-assessment—not a formal audit.