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InnovationAlbert Cheng (Duolingo, Grammarly, Chess.com)

The Cold-Pattern Positivity Flip

Find the moments where users feel bad, and flip the product to reinforce progress instead of failure.

Difficulty
Easy
Time to result
~weeks to results
Steps
3
Confidence
92%

A product-design pattern for engagement and retention: locate the 'cold' moments where users experience failure or negativity, then redesign those moments to reframe the outcome positively. Especially powerful in learning/skill products where early failure drives churn.

Origin

Emerged from Chess.com's game-review feature. The team assumed users would review games after losses to fix mistakes, but data showed 80% reviewed after wins. They flipped the loss experience to emphasize good moves and encouragement.

Core principles

  • 01Users interacting with a feature after failure need reinforcement of progress, not a catalog of their mistakes.
  • 02Human psychology often overrides the 'rational' product design a team originally built.
  • 03First steps in learning anything are fraught with self-doubt; intentional design should guide users around that.

How to run it

  1. 1

    Instrument to find the cold moments

    Use data to identify where users disproportionately disengage or where a negative emotional state coincides with a drop in retention.

    Pro tip Look for counterintuitive usage: at Chess.com, losses retain users ~10% worse than wins.

  2. 2

    Reframe the moment positively

    Redesign the surface so that after a bad outcome the product highlights what went well and adds an encouraging message rather than surfacing failures.

    Pro tip Small levers work: success ratings, copy, button color, coach tone.

  3. 3

    Soften the failure signal for beginners

    For new users especially, reduce demoralizing signals — e.g. hide ratings for the first few sessions so users don't watch their score plummet.

    Pro tip Over 75% of new Chess.com users self-classify as new/beginner and under a third win their first game.

    Watch out Don't change the core rules of the game just to make beginners win — solve it through experience design.

In the wild

Post-loss game review

Instead of surfacing blunders after a loss, Chess.com shows the user's brilliant/best moves and has the virtual coach say 'losing just part of learning, keep it up.'

Game reviews +25%, subscriptions +20%, significant retention lift.

Hiding beginner ratings

Chess.com is experimenting with hiding a new player's rating for the first five games so they don't see it drop, plus routing self-declared beginners into a delightful learn-to-play flow instead of a live game.

In-progress experiment to protect early retention.

Common mistakes

Designing for the rational user, not the emotional one

The team originally built game review for mistake-fixing; real users came for validation after wins. Building on assumptions instead of behavior leaves retention on the table.

Is it for you?

Best for

PMs on learning, skill, or progress-based consumer products where users regularly fail.

Not ideal for

Products with no failure/loss states or where users are experts who want blunt error surfacing.

From the transcript

When you lose a game now as opposed to surfacing your blunders and your like horrible stuff that you did, we flip it on its…

12:00

when you lose a game, user retention is 10% worse than when you win a game

1:06:00

hiding your ratings for the first five times such that you're not seeing your rating kind of plummet

1:07:00

From the episode

How to find hidden growth opportunities in your product

Albert Cheng (Duolingo, Grammarly, Chess.com)