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Designing CogCards — a talent assessment platform for evaluating employee decision-making

A novel, game-based talent assessment I built from scratch and deployed firmwide at a leading global hedge fund to evaluate current staff, guide hiring and improve investment performance.

Role
End-to-end ownership
Stakeholders
CIO, Human Capital, Portfolio Managers, Analysts
Tools & Skills
Python · SQL · Airflow · Claude Code · Prototyping & iterative design · Behavioral & survey data triangulation · Metric construction & validation
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♠ Key Strengths

What this case study shows about how I work

♠ Overview

A multidimensional assessment in the form of a game

CogCards is an online, game-based cognitive assessment that measures risk appetite and other key cognitive dimensions to guide hiring decisions and improve investment team performance.

Instead of a simple personality test, candidates play a complex, card-based gambling game, resulting in a metric-rich snapshot of their decision-making under stress and uncertainty.

Development involved constructing and validating a novel measurement framework that triangulated behavioral and survey-based data to predict real-world investment performance.

♥ The Problem

Risk-taking was a blind spot

Stakeholders at a leading global hedge fund agreed that current risk-taking among the investment team was suboptimal — but had no reliable way to assess risk appetite and other key cognitive dimensions in current or prospective hires. It's well known in finance that optimal risk-taking is critical to investing skill.

Project goal

Build a tool to assess risk appetite and decision-making ability for current and prospective employees that's engaging, valid, and able to be deployed at scale.

Research questions

Can we identify behavioral patterns that impact investment performance — and what methodology, validated rigorously, can deliver that quickly with limited engineering resources?

♦ Process

Four stages of iterative development

♠ Month 1

Research & Planning

Competitive analysis found no real precedent — just personality tests or small scientific instruments. Our objectives pointed toward combining a behavioral task with a brief self-report survey.

♥ Months 2–3

Development & Iteration

Built and piloted a game prototype and results dashboard, cycling through stakeholder feedback and analysis between rounds.

♦ Month 4

Deployment

Shipped the final platform (JavaScript + Claude Code) with a custom-built Python-based interactive results dashboard, live with candidates and current analysts.

♣ Month 5+

Analysis & Refinement

Validated the measurement framework internally and externally, then mined behavioral insights from the results.

♣ Methodology

Behavior, self-report, and a dashboard

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Behavioral

A card-based gambling game where players try to win as much money as possible. Decision-making patterns as the game unfolds reveal risk appetite and other cognitive abilities.

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Survey

Closed- and open-ended questions to triangulate against behavioral data and surface additional qualitative insights.

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Deliverables

A polished cloud-deployed game platform, admin panel, and a dashboard surfacing player results for hiring teams.

♥ Key Findings

Suboptimal Risk, Overconfidence, and Cognitive Biases

Validating the framework internally (behavioral × self-report) and externally (against portfolio metrics) surfaced several surprising patterns: the current team's distribution of risk-taking profiles was missing a key range entirely, risk-taking was often suboptimal, the worst performers overestimated their own performance (and the best performers underestimated theirs), and there were surprisingly high rates of cognitive biases affecting decision-making.

Behavioral Data

Risk-taking was often suboptimal for maximizing gains in-game.

Self-report Data

An unexpectedly high rate of cognitive biases, including gambler's fallacy.

Combined

Clear evidence of a Dunning-Kruger effect — overconfidence concentrated among weaker performers.

Qualitative

Open-ended responses (analyzed with Claude) surfaced recurring player archetypes.

Evidence for Gambler's Fallacy

“If I lost several card draws in a row, I would keep hitting that deck because I knew a win would be coming…”
Evidence for the Dunning–Kruger effect
Scatter plot of 50 respondents: low performers overestimate their performance and high performers underestimate it.
Individual respondent Perfect calibration Bottom third: overestimated Top third: underestimated

Each dot is one player

Across: how they actually performed, as a percentile. Up: where they believed they had placed.

Add perfect calibration

A player on the dashed line judged their own performance exactly. Above it, they overestimated; below it, they underestimated.

The weakest performers overestimated most

Players in the bottom third placed themselves far above where they actually finished.

The strongest performers underestimated

Players in the top third placed themselves below their real standing. It's the classic Dunning–Kruger pattern, and overconfidence is a widespread and consequential problem in investing.

♦ Recommendations

From insight to action

♣ Looking Ahead

Next steps

Some findings have been generalized or omitted, and all visuals are mockups, to preserve confidentiality. They remain faithful to the original results and content.