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Five out of ten is a feature, not a compromise

Almost every app blocker decides for you how often it will interrupt, and almost all of them choose a daily number. Popcue chooses a per-launch one, five out of ten by default, randomized so it never feels mechanical. This page is about why that is the better default, and what it costs you when you choose it.

Last reviewed 1 October 2026

The per-launch ratio, in short

Popcue interrupts an app five times out of ten launches by default, and the five are chosen at random. The ratio is set per app and per goal, so a chat app can be one in ten while a reading app is one in three. Most competitors use a daily time budget instead, which means the tenth open and the first open of the day are treated identically.

An interrupt that fires every time is the reason app blockers get uninstalled in week two. Once every open costs you, the cheapest response is to remove the app, and the block stops working at the moment it starts to work. Randomizing within the ratio keeps the interruption rare enough to still register as one.

The cost is real and worth stating plainly. A skipped interrupt is a skipped review. SM-2 still schedules the card, so it comes back on its own schedule rather than being lost, and a card you keep missing keeps coming back sooner. But fewer interrupts means fewer reviews, and those are the same number.

A daily budget and a per-launch ratio are not the same thing

Take the worst case for a ratio and the best case for a budget. You open a messaging app forty times on a Tuesday. Under a daily budget, every one of those forty is a chance to spend down an allowance, and by the afternoon the app is closed and stays closed. Under a ratio of five in ten, twenty of them are interrupted and twenty are not, and the app is never actually unavailable.

Those two products are used for different reasons. One makes you stop using the app for the rest of the day. The other makes you think before you open it, without ever taking the thing away. If the problem you are trying to solve is a compulsive scroll loop, the second is usually the right shape, because the loop is what you are interrupting rather than the access you are revoking.

It also changes what the interrupt is worth. A card you see in the fortieth open of a day is a card you saw while annoyed. A card you see twice an hour, because two of every four opens are interrupted, is a card you saw while still awake enough to answer it.

Why the five are chosen at random

A deterministic rule, such as interrupting the first five opens after nine at night, teaches two things and neither is useful. It teaches you that the sixth open is free, and it teaches you to wait out the first five.

Randomizing within the ratio removes the pattern to exploit. Any given open is a coin flip, so the only way to make the interrupt predictable is to not open the app, which is the behaviour the card is for. It also makes the card feel less like a punishment and more like a coincidence that happens to your attention, which matters more than it sounds: a mechanism you resent is a mechanism you route around.

Randomizing is not the same as being lenient. Every interrupted open costs the full two taps and the full answer, and there is no skip on either step. What is randomized is only whether that happens this time.

Setting it yourself

The default is five out of ten because it is a defensible middle, not because it is right for you. The range is per app and per goal:

  • Ten in ten for the one app you would like to break completely. It works, and see the rest of this page for why you may not keep it.
  • Five in ten is the default. Enough that you cannot predict it, rare enough that it does not become friction you route around.
  • One in ten for a chat app you need for work. Ten opens a day, one card.
  • Zero to stop wrapping an app without deleting it, which is also how you pause Popcue.

Active hours exist for the same problem from a different angle. A ratio controls how often; active hours control when, per app or per goal, so nothing interrupts you at one in the morning.

What a skipped interrupt costs

The honest answer is that a skipped interrupt is a skipped review, and that fewer interrupts means fewer reviews. Those are the same number and no framing makes them different.

What is not lost is the schedule. SM-2 still holds the card and still decides when it comes back, so a review you missed because the app opened without an interrupt returns on the scheduler's own terms rather than being dropped. A card you keep missing keeps returning sooner, so a missed review at a moment of temptation still costs you the material the next time you are asked, which is usually soon.

The alternative view is worth taking seriously: if a card interrupts you forty times a day, you will stop reading what is on it. A ratio that gets you six honest answers beats one that gets you forty answers you have stopped forming.

Why competitors use a daily number

The other models are not stupid, they are solving a different problem. App Pause, FocuzPass and the screen-time utilities all implement a budget because a budget is easy to reason about, easy to explain to somebody else, and unambiguous about what happens when you run out. It is also the shape a phone's own Digital Wellbeing tools use, so it is the shape a user already expects.

One Sec's model is the interesting middle case: it adds friction per launch rather than rationing per day, and its interventions scale with how long you have already been in. That is closer to a ratio than a budget is, and it is the most direct precedent for this design outside our own app.

Hopopop takes a per-launch approach too, and is the closest thing to Popcue that ships today. Its per-app daily limits and its unlock durations mean it is budget-shaped; what matches Popcue is that it asks something at the moment you open the app rather than rationing access. The head-to-head page covers that comparison in full.

What would change this

If a five in ten ratio reliably produced fewer reviews than a daily budget of the same daily total, the ratio would be the wrong design and Popcue would be wrong. We have not measured that, and it is measurable once the app is in people’s hands for long enough. It is on the list of things to revisit rather than a settled question.

Popcue is not yet on the Play Store, so there is no public data of any kind on this, and this page makes no claim about outcomes it has not observed. What it claims is narrower: a mechanism you resent is a mechanism you route around, and an interrupt that fires on every open is the easiest one to route around.

Where this came from

Popcue’s own behaviour, which you can read in full on how it works, and each competitor’s own public listing, checked on 1 October 2026 and cited on the comparison page. Nothing on this page is a study result. It is a design argument, and it is labelled as one.

Three questions

Why does Popcue interrupt 5 times in 10 rather than every time?

Because a blocker that fires on every single open stops being a habit and starts being a punishment, and you can always turn it off. Five out of ten, randomized within the ratio, keeps the interruption rare enough to stay a real interruption. You choose the number per app.

Can I set the ratio to 10 out of 10, so it always interrupts?

Yes. The ratio is yours to set per app, and 10 out of 10 is a legal value. It is the default we do not ship with, for the reason on this page: an interrupt that never skips stops being an interruption within about a week. Per-app and per-goal active hours exist for the same purpose.

Does a missed interrupt mean I lose a review?

It means you did not get that review at that moment, and the honest answer is that this is the trade you are making. SM-2 still schedules the card, so it comes back on its own schedule rather than being lost. A card you keep missing keeps coming back sooner. Choosing a lower ratio means fewer interruptions and fewer reviews, and those are the same number.

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