Seven audio stories
Each track carries seven narrated stories built around its situation, not general advice reheated for a new title.
Deep tracks on the specific situations that ambush people the month they start managing.
Each track takes one situation you are actually in and stays with it long enough to change what you do on Monday.
Soft Skills covers the capabilities. Signature Tracks cover the situations — the ones nobody warns you about and everybody meets: the friend who now reports to you, the star who has gone quiet, the peer conflict you are somehow refereeing. Each track measures you on seven axes specific to that situation, so the result is a picture of that problem rather than a generic score.
Behavior comes before self-perception.
This is a formative self-assessment: a mirror for reflection and development. It is not a selection, ranking, or diagnostic instrument, not a personality test, and it produces no clinical or hiring judgment.
We are precise about scope on purpose. The design draws on recognised approaches — behavioral-frequency evidence, situational-judgment-style scenarios, and metacognitive reflection — and the dimensions map naturally onto EU competence frameworks such as LifeComp and ESCO. We have not run formal psychometric validation (reliability coefficients, factor analysis, norming), and we don't claim it. What we do claim is a coherent, behavior-first measurement design with an honest account of what each signal means and how much it counts.
The dimensions map naturally onto EU competence frameworks — notably LifeComp (personal, social, and learning-to-learn competences), ESCO, and EntreComp — alongside the OECD's work on skills, so what you measure here fits the frameworks universities and employers already use.
Read the full methodologyGhost in the Machine
The story you don't know you're running
Something drives how you manage that you never chose. This track names the ghost — the hidden schema shaping your management style.
Blind Spots
The thinking traps that make smart managers decide badly
Why do good managers make obviously-bad calls? Because the smarter you are, the better you are at justifying a biased decision after the fact.
Landing
Making your first ninety days as a manager count
A sequenced plan for the one window you only get once, built for first-timers, not seasoned execs parachuting in.
What Moves People
Reading motivation and individual drivers
Learn to read what genuinely energises each individual, and stop spending motivation on the wrong levers.
The Middle Seat
Managing up: your relationship with your own boss
Build a relationship with your manager that earns you trust, air cover, and the resources your team needs — without turning into a politician.
Many Maps
Managing across cultures, languages, and distance
Lead a team that doesn't share your defaults — and turn that difference into an edge instead of a running source of friction.
Straight Talk
Feedback that lands without wounding
Feedback that's kind and clear — because the two aren't opposites, and the classic sandwich taught you they were.
The Awkward Promotion
Leading the people who used to be your peers
Make the shift from peer to boss without losing the relationships or your authority — and stop apologising for a job you earned.
The Referee
Conflict between your team members
Step into a conflict you're not part of, surface what's really going on, and get the team working again — without taking sides or making it worse.
The Long Leash
Measuring and growing how far your team can run without you
You were promoted for being excellent at *doing*. Now your job is to *not do* — and every instinct screams that if you let go, it breaks, and it's your name on it. This track gives you a way to measure the thing you're most afraid to loosen.
The Cadence
The small recurring habits that run a team on autopilot
Design a weekly rhythm so good the team keeps humming when you're out.
A track is deeper than a skill, so what comes with it is shaped differently — everything is scoped to the one situation you're working on.
Each track carries seven narrated stories built around its situation, not general advice reheated for a new title.
Fourteen questions that place you on the seven axes specific to this track — a picture of that problem, not a generic score.
Your seven axes rendered as their own constellation, so you can see which part of the situation you're weakest on.
Every audio unlocks a tactic aimed at the specific conversation or decision the track is about.
A short film that frames the situation and names what actually makes it hard, before you start being measured on it.
Ten weighted questions, with a retry cooldown — it checks that the track landed rather than that you sat through it.
Schedule the track across a fortnight and set reminders, so it survives contact with a real working week.
The catalogue updates as tracks are published. While your access is active, new ones need no repurchase.
A skill is a capability you carry everywhere. A track is one situation, examined in depth — with its own seven measurement axes, its own audio, and its own quiz. Skills make you better generally; tracks get you through a specific week.
Start with the situation you are actually in. If you have just been promoted over your friends, that is the one — not the one that sounds most impressive.
An intro video, seven audio stories, a fourteen-question self-assessment that places you on the track's seven axes, and a ten-question quiz.
Yes. The catalogue lists every published track, and it updates as new ones ship — no repurchase needed while your access is active.