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.
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)
Slot readiness (pre-work, before status applies)
Game-level health (Status / Scorecard pages)
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.