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Checkpoints

Partial results between questions - what each card can say, and what it costs to say it.

Contents

File Description
Axis closeness Where the taker stands on one axis
Double axis puzzle Guess which named position you are closest to
Event model What fires a checkpoint, and when
Halfway through Progress and time left, nothing personal
New trait A trait unlocked at full agreement
Nolan chart path The route travelled across the compass
Random copy Varying the wording so cards do not repeat
Single axis puzzle Guess which side of one axis you came out on
Stats chart How rare the taker's answer is

Context

A checkpoint is a card shown between two questions, telling the taker something true about themselves before the quiz is over. It is the payoff the gamification bet depends on: the reward has to feel closer with every question, and a progress bar cannot carry that alone.

What every card shares:

  • One card, one finding - a headline, one sentence, and a visual borrowed from the result modules.
  • Lead-in plus statement - a grey opener that sets the tone, then the finding in bold. "We already know this - your radicalism is high."
  • The result screen's visuals - checkpoints render the same charts as the result, so mid-quiz and final look like one product.
  • An opt-out on every card - turning checkpoints off is always one tap away, and the system has to degrade to showing nothing at all.
  • Fired, not scheduled - the event model decides which card wins and whether pacing allows it; a card that cannot be shown now is dropped, not queued.

Two constraints apply to all of them. Confidence - a card only fires when the number behind it is stable, because being wrong mid-quiz costs more than saying nothing. Zero configuration - types work without an author writing any copy, because community quizzes ship without touching the settings.