Effort as a Measure — Background & Scoping
Lumosity has a strong performance metric (LPI) but no good measure of effort — of how much training someone has actually put in. Our efficacy story is fundamentally about doing enough training, so a simple, cumulative measure of effort gives us three things: a way to create a sense of accomplishment and progress, a shared language for "how much is enough," and a milestone to work toward that's separate from squeezing out more LPI. That's the feature — an effort measure, running in parallel to LPI, that a user can watch grow and aim at a goal.
Goals — what we're trying to achieve
- Give users a parallel measure of training effort (distinct from LPI) that builds a sense of accomplishment, attachment to the product, and a reason to keep coming back.
- Create a shared language and milestones for "you've done enough / here's your progress" — something we can't say consistently today because we don't measure effort this way.
- Serve two kinds of subscribers: those on the LPI-maximization track who want fresh milestones once their score plateaus, and those who never came to chase LPI at all (the need our old courses / 30-day programs used to meet).
- Move more subscribers to the efficacy-linked amount of training — the point at which our research says Lumosity works.
- Lay down a foundational currency we can build on later (program structure, richer rewards, marketing) without having to walk anything back.
Who v1 is for
Primary audience: new subscribers. They have full product access, their engagement pattern isn't set yet, and a goal plus a bit of narrative genuinely shapes how they experience the product early. This is where getting the milestones and the "journey" right actually matters.
v1 scope — the thing to design and prototype
Keep it atomic:
- A visible, cumulative effort measure that ticks up as the user trains.
- Simple milestones along the way (e.g., 100 / 200 / 500 …) with a little delight at each.
- The measure is ~90%+ training. In v1 it's earned by training itself; later we can add a small slice from efficacy-supporting actions (completing an assessment, connecting health data, reading about sleep/stress). It never rewards growth actions (referrals, upgrades) or arbitrary engagement.
Explicitly out of scope for v1
- A full program / journey / branching path (no Duolingo-style pathing). We get most of the "program" benefit just by setting a clear goal and milestones — without building, or even calling it, a program.
- The free → paid conversion / marketing-funnel test (separate, later project).
- Leading with a marketing claim. The claim comes later, as an outcome — "people who reached the goal saw better outcomes" — once we have the data, and only within the Claims Guide.
- The post-goal maintenance system (maintenance dose, "brain grade," zones, rolling windows). Genuinely interesting; explicitly later.
- Any complex, multi-source points economy.
- A headline goal that represents "you've done enough," anchored to the amount of training tied to our efficacy evidence (≈ the Bright Mind dose).
The biggest open question: what's the unit?
This is the central thing we want prototyping to help resolve. Three candidates, each with real tradeoffs:
- Minutes — most intuitive, feels like a "real number," and matches how our papers and health positioning talk ("minutes of training"). Downsides: gameable (idling on screen), needs ceilings, and per our science it isn't a clean efficacy unit — a long game isn't necessarily more effective than a short one.
- Game plays — our current scientific default; all our dose analyses use cumulative game plays. Downsides: a less intuitive user-facing number, and long vs. short games differ.
- Abstract currency (lightbulbs) — most flexible for rewarding varied actions later. Downsides: risks feeling gimmicky and less credible than a "real" number.
Guiding principle: start concrete. We can always convert a concrete unit (minutes or game plays) into an abstract currency later; we can't easily walk back from abstract to concrete. Science may run an analysis on whether minutes or game plays better predicts improvement, which will inform the choice — but design should prototype all three so we can feel how each one reads and behaves.
Calibration to explore alongside the unit:
- Points per game — flat 1/game vs. 2/game; extra credit for longer games; a small bonus for a top-five or high score (pure effort vs. a little performance reward). The current prototype uses 2/game; historically it was 1 for a play, 2 for a top-five, 3 for a high score. Both are reference points, not decisions.
- Anti-gaming ceilings.
- Milestone values and the headline goal number (which shifts with the unit).
- How the measure lives next to LPI without competing with or confusing it.
Principles / guardrails
- Efficacy-tied. If we can't defend a reward as linked to our point of view on what drives improvement, it doesn't earn credit. This is the line that keeps us out of gimmick territory.
- Foundational and convertible. Pick something we can build on, not walk back.
- Simple first. Introduce the currency and milestones; resist the pull toward a complex system.
- Credible over clever. It should feel like a real measure of training, not arcade points.
- Marketing is downstream. The GTM claim is an outcome we earn later, not the v1 lead — and it must clear the Claims Guide when we get there.
How we'll know it's working
The success signal is moving more subscribers to the efficacy-linked thresholds we already believe matter, earlier in their journey — e.g., the training amount tied to efficacy (~900 minutes / game-play equivalent), 30 workouts, 50th-percentile LPI. Illustrative target: if ~50% of subscribers reach the training threshold today, can this push it toward ~65%? Secondary signals: milestone completion rates, engagement, and a sense of attachment to the product and the journey.
The prompt for design exploration
What would help most right now:
- Prototype the counter + milestones across all three units (minutes / game plays / lightbulbs) so we can compare how each feels and reads side by side.
- Design the moment a new subscriber first meets the measure — the "here's your goal, here's the journey" framing — without tipping into a full program.
- Show the earning moment (finish a game → the measure goes up) and the milestone delight beats.
- Explore how the effort measure coexists with LPI in the core product.
- Play with calibration, milestone spacing, and the goal number.
Open provocations to hold while exploring: How much should this feel like a "program" versus just a number that grows? What makes the number feel credible rather than made-up? What's the single milestone that would make someone feel they've genuinely accomplished something?
Grounding facts (reference)
- Efficacy anchor (Bright Mind): the studied program was ~15–25 min/day, ≥5 days a week over 12 weeks — roughly 20 hours / ~588 game plays — and improved an overall measure of cognitive performance. This is our anchor for "how much is enough."
- Science note on units: our dose models treat cumulative game plays as the unit; minutes is useful shorthand but not a validated efficacy unit. Bob's analysis will sharpen this.
- Claims guardrail (for the later marketing stage): consumer claims are limited to approved improvement / dose-response language; the study's aging, brain-structure, and brain-age findings are off-limits for marketing copy.