s4h-psychology-behavior-change

s4h-psychology-behavior-change is a skill for Claude Code from human-avatar/skills-for-humanity. It costs 104 tokens per session (2,196 once invoked), scanned A, original, MIT.

A method for finding what keeps a habit or routine in place, such as cues, surroundings, effort, identity, or social expectations. It then uses that diagnosis to design a change.

In plain words
What is it for?
Use it to stop, start, or adjust habits and routines, such as exercising regularly or checking a phone less often.
Why use it?
It addresses the gap between intending to change and actually changing. This avoids relying on motivation alone when the surrounding system keeps producing the old behavior.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: names the AskUserQuestion tool.

Part of the skills-for-humanity plugin — 197 skills, 1 hook shipped together

Good fit Use it to stop, start, or adjust habits and routines, such as exercising regularly or checking a phone less often.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/human-avatar/skills-for-humanity/s4h-psychology-behavior-change
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add human-avatar/skills-for-humanity --skill s4h-psychology-behavior-change
Clone the repo
git clone --depth 1 https://github.com/human-avatar/skills-for-humanity

Made for: Claude Code.

Or install skills-for-humanity, the plugin that ships this one along with the rest of its 197 skills, 1 hook.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for s4h-psychology-behavior-change

README.md
[![agentmods](https://agentmods.dev/badge/skills/human-avatar/skills-for-humanity/s4h-psychology-behavior-change/github.svg)](https://agentmods.dev/skills/human-avatar/skills-for-humanity/s4h-psychology-behavior-change)
Your own site
<a href="https://agentmods.dev/skills/human-avatar/skills-for-humanity/s4h-psychology-behavior-change"><img src="https://agentmods.dev/badge/skills/human-avatar/skills-for-humanity/s4h-psychology-behavior-change/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for s4h-psychology-behavior-change

Your own site · 80×15
<a href="https://agentmods.dev/skills/human-avatar/skills-for-humanity/s4h-psychology-behavior-change"><img src="https://agentmods.dev/badge/skills/human-avatar/skills-for-humanity/s4h-psychology-behavior-change.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 104 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,196 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00104 $0.02196
Opus 5 $0.00052 $0.01098
Sonnet 5 $0.00021 $0.00439
Haiku 4.5 $0.00010 $0.00220

Measured 9d ago against content hash 4e58d327ddd4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

s4h-psychology-behavior-change scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/s4h-psychology-behavior-change/SKILL.md · 144 lines

How it starts

The opening of the file, as written. The whole thing — 144 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Psychology: Behavior Change

Behavior is not driven primarily by intention. A person can fully intend to exercise, stop checking their phone, or give direct feedback — and consistently fail to do so. The intention-behavior gap is real and large. It exists because behavior is maintained by systems: habit loops, environmental cues, identity commitments, friction levels, and social norms. Changing behavior requires diagnosing which of these systems is doing the work, then intervening at the right level. Motivational exhortation without system change produces guilt, not results.


Your Process

Step 1: Specify the Behavior Be precise. Not "be healthier" but "go for a 30-minute walk after work on weekdays." Not "be a better communicator" but "give direct negative feedback in the weekly 1:1 rather than softening it into ambiguity." Vague behavior targets produce vague interventions.

Also specify: are you trying to stop a behavior, start a behavior, or modify (frequency, intensity, consistency) a behavior? These have different intervention profiles.

Framing check: Confirm the specific behavior before continuing. State what you've identified — the exact behavior and whether the goal is to start, stop, or modify it — in one sentence, then use AskUserQuestion:

  • Question: "I'm reading this as: [your one-sentence framing of the specific behavior and direction]. Is that right?"
  • Header: "Framing"
  • Options:
    • Yes — proceed — framing is correct
    • Adjust — one element is off; user will correct it before you continue
    • Reframe — different situation than read; incorporate the correction before proceeding

Step 2: Diagnose What's Maintaining the Current Behavior Most behavioral persistence has a cause. Identify which mechanism is doing the work:

Habit loop (Cue → Routine → Reward): Is the behavior automatic — triggered by a cue without deliberate decision? If yes, the habit loop is the primary mechanism. The cue activates the routine; the routine delivers a reward (often neurological, often faster than the negative consequence). To change it: identify the cue, design a competing routine that delivers the same (or better) reward, and repeat until the new loop is automatic.

Read the full file on GitHub · 144 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 144 lines · 104 tokens per session scan A 4e58d327ddd4

Subscribe to this mod's changes

s4h-psychology-behavior-change is a skill published in the GitHub repository human-avatar/skills-for-humanity (223 stars, last pushed 1mo ago), licensed MIT. It adds 104 tokens to every session and 2,196 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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