Back to design hub Cosmo · Glossary

Working glossary

A shared vocabulary for the Cosmo redesign — products, roles, entities, statuses, metrics. This is a working draft. If you spot a term that's used differently in your part of the org, flag it so we can unify before it ships.

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Open question — Idea vs Task vs Prompt. The product currently uses idea in the Cosmo UI ("Ideas pending", "Ideas ready"). In Polo (and in some Apollo conversations), the same artifact is called a task. Prompt is sometimes used too, especially when referring to what gets sent to Apollo.

We need to pick one and be consistent. Default proposal: keep idea as the conceptual seed (Atlas-side noun) and task as the unit of auditor work (Apollo / Polo noun). If you disagree, ping Ishai.

Products / squads

Cosmo
Pipeline orchestration tool. Single source of truth for the production pipeline. Ishai's redesign target.
Atlas
Ideation engine. Generates prompts for playables.
Apollo
AI copilot for playable production. Auditor + AI agent build the playable together.
Hermes
Operational squad (HTML5 devs, asset manager, auditors, ops manager). The production engine.
Helix
Zero-shot base playable creation. Research → productionizing in 2026.
Astra
Video ad production (declining, ~60% of revenue).
Prometheus
Customer-facing Slack bot. Sett's first client product.
McSett
Future client platform / portal. Cosmo nav has a placeholder.
Polo
The auditor's task-management surface (sister product to Cosmo). Where auditors actually work on tasks.

Roles

TL Team Leader
Auditor team lead. Owns weekly capacity allocation. E.g., Tatiana, Daria, Aleksa, Mykyta.
Auditor
The person doing the actual playable work — typically using Apollo (and now Polo). Reports into a TL.
PG Partnership Growth
Client-facing role. Creates prompts, sends them to clients, collects revisions. Sometimes "Partnership Growth Manager".
TPM Technical Project Manager
Ops side, e.g. Einat.
PM Product Manager
E.g., Sergey.
Squad lead
Leads one of Atlas / Apollo / Hermes / Cosmo.

Entities

Playable
An HTML5 ad unit. The fundamental work item the pipeline produces.
Game
A customer game (e.g. Solitaire Cash, Bubble Cash, Woodoku Blast). One game has many playables.
Concept
A creative thesis behind a playable. Lives in Atlas.
New Concept (NC)
A playable based on concepts borrowed from other games (with a concept tag).
Version (V)
A playable created from existing playable versions of the same game.
Revision (R)
A playable that came back from the client with feedback. The same playable on another pass.
Round
Each revision counts as a round (R2, R3, …). Repeat revisions are the killer quality signal.
Build
The compiled output of a playable. Can fail.
Core
The base/template a game's playables are built from. "Pre-core" games haven't completed their first core yet.
Base ≈ Core
Used interchangeably with Core in many conversations.
Idea also: Task, Prompt
The creative seed that gets attached to a playable slot. Each new V slot needs 3 ideas in the game's pool before an auditor can start. Terminology in flux — see the callout at the top.
Prompt
The instruction sent to Apollo (or generated by Atlas) for the auditor to work from. Often used interchangeably with "idea" when in the auditor-facing Apollo surface.
Quota commitment
A planned playable slot for a specific game on a specific week. Sits in the Quota Backlog until a TL drags it onto an auditor lane. Three states: Ideas ready, Ideas pending, Ideas pending — nudged.
Slot ≈ Quota commitment
Shorter form of "quota commitment" — the placeholder card you drag from the backlog to a lane.

Statuses

Canonical 13 (playable lifecycle, Cosmo board)

Assigned In Progress Pending TL Pending PG Waiting for fix Approved Stuck Build Queued Building Build Complete Build Failed Delivered Completed

Slot readiness (pre-work, before status applies)

Ideas ready Ideas pending Waiting on PG

Game-level health (Status / Scorecard pages)

On Track At Risk Behind Not Started

Metrics

Quota
Monthly playable target per game.
Pace
Daily delivery rate vs. required rate to hit monthly quota.
Revision Rate
% of versions that became revisions. Q1 target: 15%. Currently ~21%.
Repeat Revision Rate
% of revisions that needed multiple rounds. The killer quality signal.
Avg Resolution
Days from revision creation to resolution.
SOV Share of Voice
Share of voice in an ad channel. Winner = >20% SOV in top channel for 7 days.
NRR Net Revenue Retention
Target: 175% per logo / 6 months.
ARR Annual Recurring Revenue
2025: $9M. 2026 target: $40M.
Last mile
Time the auditor spends finalising a playable.

Playable complexity tiers

Level 1
Simplest. Current Apollo focus.
Level 2
Slightly more complex. Current Apollo focus.
Level 2.5
Intermediate 3D. Helix Q1 target.
Level 3
Klondike-like complexity. 2026 expansion bet.

Workflow concepts

Demand chain
Weekly → Ideation → Atlas. The chain that produces the ideas that fill quota slots.
Winner Search Loop
Ideation → Production → Deployment → Data → repeat.
Lightspeed
Project Lightspeed (Jan 2026). Apollo velocity push.
Popcorn Review
Atlas async batch generation overnight; PG reviews like a queue.
Project Lightspeed V1
Q1 2026 Apollo initiative.
Pulse
The TL observability strip at the top of the Weekly screen — risk / status / trend modes.

Cultural

Velocity Over Everything
Sett's cultural mandate.
Vibe-prototype
Build a "rough-but-real" version that demonstrates core value. Velocity-way alternative to PRDs.
No-Blocker Playbook
The cultural ritual: don't wait for process, act directly.