Behavioral State Model (BSM)

The Behavioral State Model is a comprehensive framework developed by Jason Hreha that explains and predicts human behavior through the interaction of eight key components. At any moment, individuals exist in a particular “Behavioral State” that makes certain behaviors more or less likely to occur.

Core Principle

The fundamental insight of the BSM is that behavior emerges from the interplay between an individual’s Identity (internal characteristics) and their Context (external environment). If any component is insufficient for a particular behavior, that behavior will not occur.

The Eight Components

Identity Components (6)

These internal psychological and behavioral characteristics describe the individual:

  1. Personality: Core traits, values, interests, and preferences that determine if a behavior aligns with who someone is
  2. Perception: Beliefs about behaviors, their feasibility, value, and outcomes - what someone thinks is possible or worthwhile
  3. Emotions: Current emotional state and its compatibility with potential behaviors
  4. Abilities: Skills, capabilities, and competencies to perform specific behaviors
  5. Social Status/Situation: Social position, role, and how behaviors might affect one’s standing
  6. Motivations: Drives, goals, rewards, and incentives that energize behavior

Context Components (2)

These external factors describe the environment in which the person exists:

  1. Social Environment: Social norms, peer influences, cultural expectations, and interpersonal dynamics
  2. Physical Environment: Practical constraints, resources, tools, and physical possibilities for behavior

Key Insights

Identity as Primary Driver

Unlike other behavior models that overemphasize context, the BSM recognizes that identity is the primary driver of behavior. People:

  • Actively select environments that match their internal characteristics
  • Modify environments to suit their needs rather than merely adapting
  • Shape their surroundings just as much as surroundings shape them

Minimum Component Rule

Critical: If ANY component scores too low for a particular behavior, that behavior becomes highly unlikely or impossible. All eight components must reach sufficient levels for behavior to occur reliably.

Dynamic Interaction

Behavioral States are dynamic - they change based on:

  • Internal fluctuations (mood, energy, learning)
  • External changes (environment, social context)
  • The interaction between identity and context over time

Calculating Behavioral State Scores

For any specific behavior, each component can be evaluated (typically 0-10 scale):

  • 0-3: Insufficient - behavior extremely unlikely
  • 4-6: Moderate - behavior possible but not reliable
  • 7-10: Strong - behavior highly likely

The overall Behavioral State Score considers both:

  1. Average across all components
  2. Minimum component score (limiting factor)

Applications

Behavior Prediction

By assessing all eight components, practitioners can accurately predict whether someone will perform a specific behavior in a given context.

Behavior Change Strategy

To change behavior effectively:

  1. Assess current Behavioral State across all components
  2. Identify limiting components (those scoring lowest)
  3. Design interventions targeting specific components:
    • Short-term: Modify context (Environment components)
    • Long-term: Work on Identity components
  4. Verify all components reach sufficient levels

Personalization at Scale

The BSM enables highly personalized interventions by recognizing that different individuals may need different component modifications to achieve the same behavior.

Relationship to Behavioral Strategy

The BSM enhances Behavioral Strategy by providing:

  • Granular assessment for Behavior Market Fit
  • Component mapping to identify intervention points
  • Prediction accuracy through comprehensive state evaluation
  • Personalization framework for scaling behavioral interventions

Example Application

Target Behavior: Daily exercise

Individual A’s Behavioral State:

  • Personality: 8 (values health)
  • Perception: 4 (unsure about benefits)
  • Emotions: 6 (moderate mood)
  • Abilities: 3 (low fitness)
  • Social Status: 7 (friends exercise)
  • Motivations: 8 (wants to be healthy)
  • Social Environment: 7 (gym culture)
  • Physical Environment: 9 (gym nearby)

Analysis: Despite high scores in most areas, low Abilities (3) serves as the limiting factor. Intervention should focus on building capabilities gradually before expecting consistent exercise behavior.

Heuristic: Always identify and address the lowest-scoring component first, as it serves as the behavioral bottleneck.

One‑page BSM assessment (copy this)

Behavior: __ Context: __ Window: __
Component 0‑10 Evidence
Personality    
Perception    
Emotions    
Abilities    
Social status/situation    
Motivations    
Social environment    
Physical environment    

Limiting factor: lowest score. Intervention: target the limiting factor first. Success criterion: all components ≥ 6/10 before expecting reliable behavior.


Learn More:

Licensing: The Behavioral State Model is proprietary intellectual property of Jason Hreha. Commercial use requires licensing. See licensing terms.

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