Sheeran, Listrom & Gollwitzer, 2024
Meta-analysis of 642 independent tests. If-then plans were effective across cognitive, emotional and behavioural outcomes, with larger effects when plans clearly linked a cue to a response.
View research ↗Pick what you do first. See the knock-on effects. Change one thing and compare how the rest of the night can move.
One choice doesn't define you. But it can change what becomes easy next.
V1 starts where a lot of useful plans go to die, the five minutes after you walk through the front door.
It’s 6pm. You’re home from work. You planned to train, eat and get to bed at a decent time. Pick the first thing that actually happens.
Tap one. The chain opens straight away.
Clear effects, not destiny. This is one realistic path, not a guarantee.
But it changed the conditions for the next decision. That's the point.
Pick one small move you could realistically do instead.
You might still have a shit day. You just made the next decision easier.
Same person. Same night. One different first move.
Repeated decisions can leave you with more or fewer jobs to solve later.
A skipped workout, takeaway meal or night on Netflix is not catastrophic. This is an educational behavioural simulator, not a prediction engine.
Keep one clear action for the moment you get home. No extra decision required.
Don't build a system that requires you to become a different person at 6pm. Build a rule that gets you through the first five minutes.
It links a specific cue to a specific response. Research on implementation intentions finds this kind of if-then planning can improve follow-through, especially when the cue and action are clearly connected. Research ↗
Coach Tazz McAlister
The Momentum Standard
Your rule is saved in this browser so you can come back to it. Nothing is sent anywhere.
The Domino Effect illustrates plausible behavioural chains. Research supports the underlying ideas that habits are shaped by recurring contexts, specific cue-response plans can improve follow-through, planning can support physical activity, and sleep can be affected by screen use, alcohol and sleep restriction. It does not mean one choice will cause the exact next outcome shown here.
The simulator uses cautious language such as “can”, “may”, “more likely” and “changes the conditions for”. The paths are examples of changed friction and context, not forecasts of what will definitely happen to an individual.
The dollar and screen-time defaults are editable examples, not research-backed population averages. The outputs are simple arithmetic based on the values you enter.
Meta-analysis of 642 independent tests. If-then plans were effective across cognitive, emotional and behavioural outcomes, with larger effects when plans clearly linked a cue to a response.
View research ↗Major review of habit psychology describing how repeated responses in recurring contexts can become efficient default patterns of behaviour.
View research ↗Two longitudinal studies found that more stable habit contexts predicted greater automaticity and higher habit-repetition goal attainment.
View research ↗Systematic review of 41 randomised trials, with 35 included in meta-analysis, found planning interventions produced a small-to-moderate improvement in physical activity.
View research ↗Systematic review and meta-analysis of 21 cohort studies found greater screen time was associated with shorter sleep, delayed bedtime and higher risk of several adverse sleep outcomes. Association does not prove that screen time caused every outcome.
View research ↗Systematic review and meta-analysis of 27 studies found alcohol altered sleep architecture, including delayed REM onset and reduced REM sleep, with greater disruption as dose increased.
View research ↗Meta-analysis of 44 studies found one night of restricted sleep increased subjective sleepiness and impaired sustained attention, while several other cognitive outcomes were not significantly affected.
View research ↗The research above supports the mechanisms behind the simulator. It does not validate the exact sequence, timing, dollar amount or outcome shown for every person. Those parts are illustrative and deliberately editable where numbers are used.
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