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Advanced Cognitive Metrics — Requirements v3.1

Date: June 2026
Status: Post-alignment, ready for engineering scoping
Platform: Flutter (iOS + Android) + Web
SKU: Platinum-exclusive (with limited free-tier exposure)


1. Feature Summary

Five cognitive metrics surface deeper brain performance insights for Platinum subscribers inside the existing My Brain tab. Users discover their "Cognitive Fingerprint" — a personalized radar shape showing how they respond, stay consistent, focus, filter distractions, and adapt across training.

Primary goal: Drive Platinum conversion and retention.
User value: Users learn what kind of thinker they are — fast or deliberate, steady or burst, adaptable or anchored — through a personalized Cognitive Fingerprint that evolves with training.
Unlock condition: Cognitive Profile is visible once all 5 metrics are unlocked (minimum 6 plays per applicable game). Until then, users see a building state with per-game unlock progress.


2. The Five Metrics

2.1 Responding

2.2 Consistency

2.3 Focus

2.4 Filtering

2.5 Agility


3. Game Coverage Matrix

Three metrics (Responding, Focus, Consistency) are common across all 6 games. Filtering and Agility apply to subsets.

Game Responding Focus Consistency Filtering Agility
Speed Match
Color Match
Lost in Migration
Ebb & Flow
Brain Shift
Disillusion

4. Scoring & Aggregation

4.1 How the Score Works

At the game level (per metric):

  1. Compute the raw metric value for the user's nth play of that game on that platform
  2. Look up the percentile for that raw value against the cohort (same age ±5, same nth play, same game, same platform)
  3. Show the percentile as a 0–100 score (the user sees "78" — not "78th percentile")

At the Cognitive Profile level (per metric):

  1. Average the per-game scores across all applicable games for that metric (weighted by plays, capped at 20)
  2. Map the averaged score to a spectrum label (e.g., 78 → "Steady" for Filtering)
  3. Plot on the radar chart

4.2 Cross-Game Aggregation

Step 1: Per-play, play-count-matched percentile. User's nth play of Game X compared against everyone else's nth play within the same cohort.

Cohort definition:

Step 2: Smooth per-game percentiles via moving average (window size TBD by science, recommend 10+).

Step 3: Weighted average across games, weight capped at 20 plays per game.

Step 4: Map aggregate percentile to identity category (Spectrum label).

4.3 Percentile Lookup Keys

metric + nth_game_play (combined across platforms) + age (±5 years) + game + platform

4.4 Known Constraints


5. Unlock & Building States

5.1 Minimum Data Requirements

5.2 Building State (pre-unlock)

Profile page: Show locked/blurred Cognitive Fingerprint with progress indicator:

Game level: After each game play, show which metrics that game contributes to:

5.3 Partial Unlock

If some metrics are unlocked but not all, the radar chart shows unlocked axes normally and locked axes as dashed lines at center. Users can still tap unlocked metrics to see detail.


6. Page Structure

6.1 Profile Overview Page

Location: My Brain → Profile tab

Header:

Radar chart ("Your Cognitive Fingerprint"):

Interaction: Tapping a radar dimension opens the metric detail in a sidebar (web) or drawer (mobile).

Metric detail panel (per metric):

6.2 Share Fingerprint


7. Tier Gating & Conversion

Element Free / Premium Platinum
Radar chart 🔒 Blurred, or show 1–2 metrics ✅ Full
Metric detail 🔒 Not accessible ✅ Full
Post-game metric teaser ✅ Show for first few plays, then gate ✅ Full
Share 🔒 Not accessible ✅ Full

Conversion strategy: Show 1–2 metrics (e.g., Responding + one trainable metric) to free users, blur the rest. When they tap the Cognitive Profile tab, show unlock CTA. Post-game teasers shown a few times before requiring Platinum.

Upgrade CTA: "You're putting in the work — see what it's doing."


8. Post-Game Flow

8.1 "Analyse My Play" (v1)

After a game play, users can tap "Analyse my play" to see:

  1. LPI graph — existing game LPI trajectory (already built)
  2. 3 advanced metrics for that game — each showing identity label, score (0–100), and spectrum bar:
    • 2 from the common metrics (Responding, Focus, Consistency — present in all 6 games)
    • 1 game-specific metric (Filtering or Agility, depending on the game)
  3. Training tip — game-specific advice

Which 3 metrics per game:

Game Common metrics shown (pick 2) Game-specific metric
Speed Match Responding, Consistency — (no game-specific metric; show Focus as 3rd)
Color Match Responding, Consistency Filtering
Lost in Migration Responding, Focus Filtering
Ebb & Flow Responding, Focus Agility
Brain Shift Responding, Consistency Filtering
Disillusion Responding, Focus Agility

⚠️ NEEDS ALIGNMENT: Games with both Filtering and Agility (E&F, BS, Disillusion) — which one is the "game-specific" metric shown? And which 2 of the 3 common metrics are picked? The table above is a starting proposal — needs validation with science/design on which metrics are most relevant per game.

8.2 Score-over-plays graph at game level

Open question: Do we show a score-over-plays graph (game play count on X-axis, 0–100 score on Y-axis) for each metric within the post-game "Analyse my play" view? This would be per-game, not aggregated across games.

8.3 P2 (after v1 ships)


9. Data Pipeline Requirements

9.1 Per-Play Computation

9.2 Percentile Pipeline (monthly batch)

9.3 Aggregation Pipeline (per user, on next game play)

9.4 Cross-Platform Play History


10. Smoothing Requirements

Surface Smoothing
Score (0–100) Moving average on percentile-derived score (window TBD, recommend 10+)
Identity label Hysteresis: label only changes after sustained shift
Radar chart axes Uses current smoothed aggregate

11. Identity Label Thresholds

Percentile Range Label Position
0–33rd Below Average (left spectrum label)
33rd–66th Average (middle spectrum label)
66th–100th Above Average (right spectrum label)

Default: Equal thirds. Science team (Bob/Sricharan) to validate whether equal thirds produce meaningful, stable categories or whether custom boundaries are needed per metric.

Hysteresis: Labels require sustained percentile shift before changing. Prevents daily oscillation on noisy data.


12. Open Questions

Question Owner Priority
Extreme play counts (1000th play) — how does percentile lookup work when very few users reach that level? Science High
Game changes / score versioning — if a game's scoring changes, do we need a version construct? How to notify users? Engineering / Product Medium
Label boundaries — 1/3 splits or custom per metric? Science (Bob/Sricharan) High
Show metrics for games beyond the core 6? — Could show advanced stats inside any game, even if not part of the Cognitive Profile Product / Design Medium
Score-over-time graph? — No graph exists currently. Do we show a score-over-plays chart at game level (Section 8.2), profile level, or both? Product / Design Medium
Which 3 metrics per game in post-game? — Games with both Filtering and Agility need a rule for which to show. See Section 8.1. Product / Science High
Smoothing window size — exact value TBD Science High
Hysteresis band width — how much sustained shift before label changes Science Medium

13. Dependencies

Dependency Owner Status
Percentile pipeline (monthly batch) Data Eng Not started
Cross-platform play numbering API Backend Eng Confirm availability
Identity threshold validation (1/3 vs custom) Science Not started
Smoothing window size Science Not started
Game metadata spec (full stat availability per game) Science / Data Not received

14. Design Reference

Figma: Cognitron V3
Copy doc: Product Copy Spreadsheet


15. Revision History

Version Date Changes
1.0–1.5 Mar 2026 Initial spec through game list corrections
2.0 Jun 2026 Consolidated requirements doc
3.0 Jun 2026 Reconciled with Figma V3 + Kacey's copy doc
3.1 Jun 2026 Post-alignment call. Confirmed formulas, game list, min plays, percentile execution, gating.
3.1.1 Jun 2026 Removed Layer 2 per-game raw value charts — "Trends over time" now shows score (percentile-derived 0–100) over game plays. Removed snapshot comparison and change indicators. Removed Brain Grade references.