In the hit Netflix movie Happy Gilmore 2 (2025), Happy has to work together with his caddie Oscar in order to win a golf tournament. Happy proceeds with giving Oscar step-by-step instructions while on an unbalanced, moving surface. Happy's clear, plain-English instructions to Oscar highlight the Readability attribute.
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In season 2, episode 24 ("Valley Girls") of the hit TV show Gossip Girl (2009), high schooler Blair Waldorf is vying for prom queen as she discovers new information about her progress. During the prom queen announcement portion of the school function, Blair accuses Chuck of sabotaging her with fake votes against her. However, others were scheming against Blair and Chuck actually submitted 150 votes in order to help Blair win prom queen. Blair's use of deductive reasoning and analyses of Chuck's actions, although incorrect, demonstrate an above-average example of the Inference attribute.
In season 6, episode 6 ("Hop, Skip and a Week") of Sex and the City (2003), Charlotte finds Harry at a singles event at the synagogue and he proposes to her. Before he did, Charlotte let Harry know how much she missed him and adored him. Her strong affection and teary-eyed condition demonstrates the Emotion attribute.
In the cult classic movie American Psycho (2000), Christian Bale portrays Patrick Bateman, a big-shot New York City investment banker who goes on a literal killing spree. After avoiding capture throughout the film, Patrick is sitting at the bar with his coworkers while the television is playing in the background. Bateman delivers the movie's closing with an intense monologue that describes the horrific things he has done, and how he has little remorse. Despite Bateman's cruel behavior, he discusses his feelings and those of others in vivid detail insofar as it matters to him. Bateman's comments about the emotional states of others demonstrate an average example of the Emotion attribute.
In the hit Nintendo 64 video game called The Legend of Zelda: Majora's Mask (2000), the young hero named Link has to save the world before the moon comes crashing down in three days. Link must help the Happy Mask Salesman recover a powerful but dangerous mask called Majora's Mask. Throughout the game, Link never talks. But, he does gasp and make other sounds in response to events. Notably, when Link puts on any of the major transformation masks in order to take other forms, he screams out in pain until his bodily form change is complete. Link's lack of verbal replies but audible reactions demonstrate a near-bottom example of the Volubility attribute.
An ultra low attribute score is exceptionally rare because it represents 5% of the entire population. In a room with 100 other people, a person with an ultra low attribute score would be lower than 95 of them and higher than none of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Very Low
5–10% percentile
A very low attribute score is rare because it represents 5% of the entire population. In a room with 100 other people, a person with a very low attribute score would be higher than five of them and lower than 90 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Low
10–20% percentile
A low attribute score is somewhat uncommon and represents 10% of the entire population. In a room with 100 other people, a person with a low attribute score would be higher than ten of them and lower than 80 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Slightly Low
20–40% percentile
A slightly low attribute score is common and represents 20% of the entire population. In a room with 100 other people, a person with a slightly low attribute score would be higher than 20 of them and lower than 60 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Average
40–60% percentile
An average attribute score is typical and represents 20% of the entire population. In a room with 100 other people, a person with an average attribute score would be higher than 40 of them and lower than 40 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Slightly High
60–80% percentile
A slightly high attribute score is common and represents 20% of the entire population. In a room with 100 other people, a person with a slightly high attribute score would be higher than 60 of them and lower than 20 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
High
80–90% percentile
A high attribute score is somewhat uncommon and represents 10% of the entire population. In a room with 100 other people, a person with a high attribute score would be higher than 80 of them and lower than 10 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Very High
90–95% percentile
A very high attribute score is rare because it represents 5% of the entire population. In a room with 100 other people, a person with a very high attribute score would be higher than 90 of them and lower than five of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Ultra High
95–100% percentile
An ultra high attribute score is exceptionally rare because it represents 5% of the entire population. In a room with 100 other people, a person with an ultra high attribute score would be higher than 95 of them and lower than none of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.