Our methods.
How we measure cognition, what we claim, what we don’t.
What we measure.
Seven daily drills across six cognitive domains. Each domain maps to a faculty the cognitive-science literature already names; we don’t invent new categories.
- Fast Math
- Numerical fluency
- N-back
- Working memory
- Digit Span
- Working memory
- Stroop
- Inhibition
- Reaction Time
- Processing speed
- Sudoku
- Fluid reasoning
- Mental Rotation
- Visuospatial
The six-domain map follows the Cattell-Horn-Carroll (CHC) framework - the standard taxonomy in modern cognitive assessment. Within domains that have multiple drills (Working memory: N-back + Digit Span), your domain skill is the higher of the two. Playing both gets you to the same domain ceiling without double-counting.
How Mind index is computed.
Mind Index is one number across the six domains. It’s unbounded - there’s no cap, just diminishing returns past three rated domains.
The formula
domain_skill[d] = max( active_skill_rating[g] ) for rated games g in domain d sorted = sort_descending( domain_skill[*] for rated domains ) weights = [ 1.0, 0.8, 0.7, 0.5, 0.3, 0.3 ] Mind Index = sum( sorted[i] × weights[i] ) for i = 0..5
Weights are applied by sort order, not by domain -
your strongest rated domain gets 1.0, your second
gets 0.8, and so on. Concave on purpose:
~70% of your Mind Index comes from your best three
domains, so a balanced player still beats a specialist, but a
specialist isn’t penalized for not playing every game.
A game becomes rated after five sessions on rated
configs; rated state, once earned, is permanent - only
the inactivity fade below modulates contribution.
Worked example
A balanced 6-domain player at ~700 in each domain has
Mind Index = 700 × (1.0 + 0.8 + 0.7 + 0.5 + 0.3 + 0.3) = 2520.
A 1-domain specialist at 800 lands at 800;
a 3-domain player at 700 / 600 / 500 lands at
700 + 480 + 350 = 1530.
Inactivity fade
If you stop playing a domain, its contribution fades gradually. 90-day grace, then a 1-year half-life. Returning even once snaps the fade factor back to 100%.
- 0 – 90 days idle
- 100% - full credit
- ~6 months
- 84%
- ~1 year past grace
- 59%
- ~2 years
- 30%
- ~5 years
- 4% - effectively gone, never strictly zero
What we don’t claim.
- We will NOT claim mindlsn raises IQ or fluid intelligence.
- We will NOT claim mindlsn delays Alzheimer’s, dementia, or age-related cognitive decline.
- We will NOT claim mindlsn improves school, work, or athletic performance.
- We will NOT claim mindlsn treats or reduces ADHD, PTSD, depression, or chemotherapy-related cognitive impairment.
- We will NOT publish testimonials sourced through paid contests or incentives without clear disclosure.
What we do claim: you’ll get better at the games we offer, and we’ll measure that improvement honestly. That’s it.
The 2016 FTC settlement against Lumos Labs (Lumosity) targeted exactly the claim categories above - cost the company $2M plus a $50M suspended judgment. We list the categories here because you should know what kind of product mindlsn is, and what it explicitly is not.
Our sources.
Each citation underwrites a specific design decision in the methodology above. Updated as we add games or change the formula.
- Cowan, N. (2001). The magical number 4 in short-term memory: A reconsideration of mental storage capacity. Behavioral and Brain Sciences, 24(1), 87–114. Working-memory capacity baseline; underwrites the N-back / Digit Span score interpretation.
- Hedge, C., Powell, G., & Sumner, P. (2018). The reliability paradox: Why robust cognitive tasks do not produce reliable individual differences. Behavior Research Methods, 50, 1166–1186. Why even well-validated cognitive tasks have noisy single-session reliability (r=0.4–0.6); we surface this as the session-to-session noise band on N-back and Stroop.
- Salthouse, T. A. (1996). The processing-speed theory of adult age differences in cognition. Psychological Review, 103(3), 403–428. Processing-speed framework; Stroop interference interpretation.
- Brooker, H., et al. (2019). An online investigation of the relationship between the frequency of word puzzle use and cognitive function in a large sample of older adults. International Journal of Geriatric Psychiatry, 34(7), 921–931. University of Exeter / King’s College London. n=19,000+ puzzle players. Strongest public research backing for inclusion of Sudoku in the battery.
Method version v0.1 - this page captures the methodology as of May 2026. The version number is bumped and dated whenever anything material changes: the formula, the domain weights, the fade table, the anti-claim list, or the source citations. Older method versions stay readable in the changelog.