Verbal Fluency
Measures letter fluency. Participants type as many words as they can that start with F, A and S, with 60 seconds per letter by default.
4 to 6 minutes · Desktop, tablet or phone
Executive function tests measure planning, rule switching, handling conflict and making decisions.
64 tests
Measures letter fluency. Participants type as many words as they can that start with F, A and S, with 60 seconds per letter by default.
4 to 6 minutes · Desktop, tablet or phone
Measures cognitive inhibition by asking participants to identify the ink color of color words, creating interference between reading and color naming.
4 to 6 minutes · Desktop or laptop
Measures executive function and cognitive flexibility by asking participants to alternate between numbers and letters (1-A-2-B-3-C...).
3 to 5 minutes · Desktop or laptop
Counted with Trail Making Test A
Measures how much a delay lowers the value of money, using adjusting choices between an amount today and $100 later.
3 to 5 minutes · Desktop, tablet or phone
Counted with Food Delay Discounting
Measures how much a delay lowers the value of a favorite snack food, using adjusting choices between an amount today and 100 later. The food is hypothetical.
3 to 5 minutes · Desktop, tablet or phone
Counted with Delay Discounting
Measures task-set switching by cueing participants to classify digits by parity or magnitude.
6 to 8 minutes · Desktop or laptop · Published norm
Measures set shifting and perseveration. Participants sort cards by color, shape or number, learn the rule from Right and Wrong feedback, and have to notice when it changes without warning.
6 to 10 minutes · Desktop, tablet or phone
Measures nonverbal reasoning with 3 by 3 visual matrices generated for each session. Shapes change in number, size, rotation, fill and color by row and column rules.
7 to 10 minutes · Desktop, tablet or phone
Measures reward learning and flexibility when the better of two symbols switches without warning.
4 to 6 minutes · Desktop, tablet or phone
Captures command and optional copy clock drawings as timestamped browser-native strokes for reproducible process analysis.
3 to 6 minutes · Desktop, laptop or tablet
Measures how much pictures of food draw a wish to eat. Participants look at pictures of food and of everyday objects, rate how much they want each one right now, and report their hunger before and after. No food is offered.
6 to 8 minutes · Desktop, tablet or phone
Measures decision making under uncertainty with four card decks that differ in long-run gains and losses.
6 to 9 minutes · Desktop, tablet or phone
Measures divergent thinking. Participants see the name of an everyday object and type as many creative uses for it as they can, one at a time, with 3 minutes for each of 2 objects by default. The main score is fluency, the mean number of different uses per object. Every answer is kept for originality ratings.
8 to 9 minutes · Desktop, tablet or phone
Measures planning with Tower of London puzzles. Participants move three balls between pegs to match a goal in as few moves as possible.
6 to 9 minutes · Desktop, tablet or phone
Measures interference from a location that is irrelevant to the task. Participants press the key for a red or blue square's color while the square appears left or right of center. Half of sessions use F for red and J for blue, the other half the reverse.
2 to 4 minutes · Desktop or laptop
Measures how much mental effort lowers the value of a reward. Participants learn the n-back at 1, 2 and 3 back, each level named by a color, then choose between redoing the 1-back for fewer points and redoing a harder level for 640 points. Adjusting choices give the subjective value of each harder level.
7 to 9 minutes · Desktop or laptop
Measures risk taking as participants pump balloons for points and decide when to collect before a pop.
5 to 9 minutes · Desktop, tablet or phone
Measures how people balance exploring and exploiting: they choose among four machines whose payoffs drift slowly and independently.
11 to 15 minutes · Desktop, tablet or phone
Measures when people leave a source that is running out: they harvest apple trees whose yield shrinks or walk to a new tree, in orchards with short and long walks.
9 to 11 minutes · Desktop, tablet or phone
Measures how the chance to win or the threat of losing points speeds responses to a brief target, a behavioral index of reward anticipation.
6 to 9 minutes · Desktop or laptop
Measures the tendency to stop a fast answer that comes to mind and work out the right one. Participants type answers to 8 short questions, 4 that need simple arithmetic and 4 that need none, each written to invite a tempting wrong answer. The questions are in English.
3 to 5 minutes · Desktop, tablet or phone
Measures cognitive flexibility by asking participants to match cards by color or shape as the sorting rule changes.
5 to 7 minutes · Desktop or laptop
Measures logical reasoning and how far belief pulls on it. Participants read two statements and a conclusion and answer whether the conclusion must be true, on 32 problems that cross valid and invalid logic with believable and unbelievable conclusions. The problems are in English.
8 to 10 minutes · Desktop, tablet or phone
Measures effort on a repetitive task that needs no knowledge. In each round participants set as many of 48 sliders as they can to exactly 50 in a fixed time, with a mouse or trackpad. The main score is the mean number at exactly 50 at the end of a round.
9 to 11 minutes · Desktop or laptop
Measures convergent thinking. Participants see three words and type the one word that forms a familiar compound word or phrase with each of them, with 30 seconds per problem by default. The main score is the number of problems solved. The words are in English.
8 to 12 minutes · Desktop, tablet or phone
Measures how often people give the normative answer when an intuitive cue points elsewhere. Participants choose one of two answers on 24 short problems of four classic kinds: conjunction, base rate, ratio bias and covariation. The main score counts normative answers on the 16 problems where intuition and the rule disagree.
7 to 10 minutes · Desktop, tablet or phone
Measures how people keep a cue in mind and use it to prepare a response. Letters appear in pairs; participants press one key for an X that follows an A and another key for every other letter. Errors on B-X and A-Y pairs show how much they rely on the cue.
16 to 19 minutes · Desktop or laptop
Measures insight problem solving with matchstick arithmetic. Each of 8 problems is a false equation in Roman numerals made of matchsticks, which moving one stick makes true; some need a move that few people think of at first, such as changing a sign. The main score is the number solved within the time limit. The problems use no words.
8 to 12 minutes · Desktop, tablet or phone
Measures attitude to risk. A list of 10 rows each offers a safer and a riskier lottery for points, with the chance of the higher amount rising row by row; one row is then played. The main score is the number of safe choices.
3 to 5 minutes · Desktop, tablet or phone
A measure of visuospatial construction after the classic block design paradigm. Participants copy red and white patterns by turning blocks, first with four blocks and then with nine, within a time limit for each pattern. The patterns have no lines between their blocks. The main score is the number of patterns copied, with the time each took.
6 to 12 minutes · Desktop, tablet or phone
Measures how much people value everyday things. For each of 15 pictured foods and objects, participants bid up to 100 points; a random price then decides whether the item is bought, at the price, so the best bid is what the item is worth. The main score is the mean bid.
4 to 6 minutes · Desktop, tablet or phone
Measures how well people learn two groups of lines from feedback. Lines differ in length and angle; participants sort each into group A or B and see if they were right. In the standard information-integration structure, length and angle must be combined; in the rule-based structure, length alone decides. The main score is accuracy in the last block of 50.
8 to 12 minutes · Desktop, tablet or phone
A nonverbal fluency measure in the five-point format. Each box holds five dots placed as on a die, and participants join them with straight lines to make as many different designs as they can in the time limit. Scores give the count of different designs, repeats, lines per design, pace across the time limit and turned or mirrored designs.
4 to 5 minutes · Desktop, tablet or phone
Measures how much uncertainty lowers the value of a reward. Adjusting choices between some points for sure and a stated chance of 640 points, at 7 chances from 95% to 5%, give the certain amount worth as much as each chance; the area under those points is the main score.
4 to 6 minutes · Desktop, tablet or phone
A planning task with three pegs and a tower of disks of different sizes. Participants move the tower from the left peg to the right peg, one disk at a time and never onto a smaller disk, with three, four and five disks. Scores give the moves over the minimum, the time to the first move, puzzles solved and refused moves.
6 to 10 minutes · Desktop, tablet or phone
Measures how long people keep waiting for a reward whose timing is uncertain. Tokens pay points once they are ready, and participants sell or wait in two timed parts: one where waiting pays and one where selling early pays.
11 to 13 minutes · Desktop, tablet or phone
Measures interference from where an arrow appears when only the way it points matters. An arrow pointing left or right appears to the left or right of a central cross. Participants press F when it points left and J when it points right, ignoring its side. The score is the slowing when the arrow points away from its own side.
4 to 5 minutes · Desktop or laptop
Measures numeracy: working with percentages, chances and risks. Participants type the answers to 12 short problems written for this test, from turning a percentage into a count to judging how much a change lowers a risk. The main score is the number answered correctly. The problems are written in each of the eight languages.
8 to 12 minutes · Desktop, tablet or phone
Measures how rewards shift choices. A cartoon face shows a short or a slightly longer mouth for 100 ms, and participants press a key for which they saw. Correct answers about one mouth win points three times as often as about the other, over blocks of 100 faces. The main score is the response bias toward the more rewarded mouth.
13 to 16 minutes · Desktop or laptop
Measures how a picture that signals a reward steers effort toward that reward. Participants press two keys to win two kinds of fruit, learn which pictures come before which fruit, then press while the pictures appear and the prizes are hidden. The main score is the shift toward the key that wins the fruit a picture signals.
8 to 10 minutes · Desktop or laptop
Measures how much choices rely on a model of the task (model-based) or on past rewards alone (model-free). Participants choose a boat that usually sails to one of two islands, then an animal there that may find a star; the animals' chances drift slowly. The main score is the model-based index: how a star after a rare trip to the other island changes the next boat choice, over 3 blocks of 50.
9 to 12 minutes · Desktop, tablet or phone
Measures how much evidence people gather before deciding. Beads are drawn one at a time from one of two hidden jars of orange and blue beads in opposite proportions, and participants decide which jar they come from whenever they choose. The main score is the number of beads seen before deciding, with the share of decisions made after one or two beads.
5 to 8 minutes · Desktop, tablet or phone
Measures willingness to work for a reward. On each trial participants choose an easy key-pressing task for fewer points or a hard one for more, at a 12, 50 or 88 percent chance of winning, then press the key to fill a bar in time. The main score is the share of hard-task choices.
10 to 12 minutes · Desktop or laptop
Measures decisions under stated odds. Each round shows 10 blue and orange tiles with a star hidden behind one; the participant chooses the color more likely to hide it, then bets a share of their points. Scores the quality of decisions (choices of the more likely color) and risk adjustment (betting more when the odds are better).
7 to 9 minutes · Desktop, tablet or phone
Measures verbal problem solving. Participants see five scrambled letters and type the English word they spell, trying again after a wrong word, with 30 seconds per anagram by default. The main score is the number of anagrams solved. The words are in English.
6 to 10 minutes · Desktop, tablet or phone
Measures how much a second task slows when it starts soon after a first. A colored circle appears, then a shape after a short or long delay, and participants answer the circle with the left hand and the shape with the right.
6 to 8 minutes · Desktop or laptop
Measures cognitive flexibility and attentional set-shifting with criterion-based discrimination, reversal, intra-dimensional shift, and extra-dimensional shift stages.
8 to 12 minutes · Desktop or laptop
Measures the framing effect in risky choice. Participants choose between a sure plan and a risky plan of equal expected value in 8 everyday situations, each worded once by what is saved and once by what is lost. The main score is the rise in risky choices when the plans are worded as losses.
6 to 9 minutes · Desktop, tablet or phone
Measures the ability to hold back a strongly expected word. Participants read sentences missing their last word and type one word: in part 1 a word that completes each of 15 sentences, and in part 2 a word with no link to each of 15 others. The main score counts part 2 answers that complete or relate to the sentence. The sentences are in English.
5 to 8 minutes · Desktop, tablet or phone
Measures how wins and losses change what people do next. In each round participants pick one of two doors and win or lose points, on a schedule set in advance. The main score is how much faster or slower doors are picked after a loss than after a win, over 3 blocks of 20 rounds.
7 to 9 minutes · Desktop or laptop
Measures whether people notice when the outcome of a choice is not what they chose. Participants pick the more appealing face of 12 pairs and say why; on 3 pairs the other face is shown as their choice. The main score is the share of those swaps they report.
6 to 8 minutes · Desktop, laptop or tablet
Measures learning from positive and from negative feedback. Participants learn three pairs of symbols from feedback that is right only part of the time, then choose between new pairings with no feedback. The main score is how often the most rewarded symbol is chosen in the new pairings (choose-A accuracy), with avoidance of the least rewarded one (avoid-B accuracy) next.
8 to 12 minutes · Desktop, tablet or phone
Measures risk taking with 32 face-down cards, a few of them loss cards. In the cold part participants choose how many cards to turn over before seeing any; in the hot part they turn cards over one at a time and see each outcome at once. The main score is the mean number of cards chosen in the cold part, and the effects of the gain, the loss and the number of loss cards show how the values are used.
9 to 12 minutes · Desktop, laptop or tablet
Measures probabilistic learning from feedback. On each trial one to three of four cards appear and participants forecast sun or rain, then see the weather. Each card predicts the weather only part of the time, so learning builds over trials. The main score is the share of forecasts that chose the more likely weather for the cards shown, over 3 blocks of 50.
8 to 11 minutes · Desktop, tablet or phone
Measures how people test an if-then rule. On each of 12 problems, participants choose which of four cards to turn over to check a rule: 4 abstract rules about letters and numbers, 4 everyday rules and 4 permission rules. The main score counts the problems answered with the logically correct cards. The problems are written in each of the eight languages.
7 to 10 minutes · Desktop, tablet or phone
Measures how people find a rule and notice when it changes. A dot moves around a ring of eight circles by a simple pattern, and participants click or tap where it will go next. The pattern changes without warning.
5 to 7 minutes · Desktop, tablet or phone
Measures planning by asking participants to judge the minimum number of moves needed to transform one Tower of London arrangement into another.
5 to 6 minutes · Desktop, laptop or tablet
Measures attitude to risk with the dynamic bomb risk elicitation task. After Start, boxes from a grid of 100 are collected one each second until the participant stops. Each box adds points, but one hides a bomb (a trap, in the participant's words) that wipes out the round's points, and where it was is shown only at the end. The main score is the number of boxes collected: 50 is risk neutral.
3 to 5 minutes · Desktop, tablet or phone
Measures inductive reasoning with numbers. Participants see 16 rows of numbers that each follow a rule, such as adding the same amount or two rows taking turns, and type the number that comes next, with 45 seconds per row by default. The rows were made for this test and run from easier to harder. The main score is the number of rows completed correctly. The rows use no words.
6 to 10 minutes · Desktop, tablet or phone
Measures how well people hold back habits such as counting while they produce a random series. A light flashes at a steady pace, and participants press a number key from 1 to 9 at each flash, making the order as random as they can.
5 to 6 minutes · Desktop or laptop
Measures planning ahead by tracing a way out of mazes. Participants draw a line from a dot inside each maze to the gap in its outer wall, on mazes our code grows by stated rules, from 5 by 5 to 10 by 10 cells. The main score is the number of entries into blind alleys, with the time taken.
4 to 7 minutes · Desktop, laptop or tablet
Measures holding two rules in mind and switching between them. A heart or a flower appears on the left or right: for a heart, participants press the key on the same side, and for a flower, the key on the opposite side. Hearts come first, then flowers, then both mixed.
5 to 6 minutes · Desktop or laptop
Measures attention control with three short conflict tasks on color words, arrows and directions, in which the item and both answers can each point the wrong way. Participants answer as many as they can in 90 seconds per task, and the score is correct minus wrong answers.
8 to 10 minutes · Desktop or laptop
Measures how much more a possible loss weighs than an equal possible gain. 128 coin-flip gambles, each winning one amount of points or losing another, are accepted or rejected; a logistic fit gives the loss aversion coefficient (lambda).
5 to 8 minutes · Desktop, tablet or phone
Papers that name each test, counted for our test census. Tests counted together share a bar. Counts and grades describe the published research on each task, not ConductCognition's version of it.
Source: ConductCognition test census 0.14.0, counted 31 October 2026 from OpenAlex and ClinicalTrials.gov.
| Test | Papers, 2021 to 2025 | Compared with 2016 to 2020 | Use grade | Evidence grade |
|---|---|---|---|---|
| Verbal Fluency | 5,242 | Up 21% | A | A |
| Stroop Color-Word Test | 4,956 | Up 14% | A | A |
| Trail Making Test A and Trail Making Test B | 3,944 | Up 22% | A | A |
| Delay Discounting and Food Delay Discounting | 2,088 | Down 4% | A | A |
| Task Switching Test | 1,508 | Up 7% | A | B |
| Card Sorting Test (Berg) | 1,227 | Down 8% | A | A |
| Matrix Reasoning | 1,106 | Down 1% | A | A |
| Probabilistic Reversal Learning | 1,072 | Up 12% | A | B |
| Clock Drawing Task | 971 | Up 11% | B | A |
| Food Cue Reactivity Task | 639 | Up 11% | B | C |
| Iowa Gambling Lite | 576 | Down 17% | B | B |
| Alternative Uses Task | 509 | Up 56% | B | B |
| Tower Planning | 495 | Down 20% | B | A |
| Simon Task | 439 | Down 1% | B | B |
| Effort Discounting Task | 373 | Up 79% | B | B |
| Balloon Risk | 358 | Up 8% | B | B |
| Four-Armed Bandit | 357 | Up 114% | B | B |
| Patch Foraging Task | 356 | Up 36% | B | C |
| Monetary Incentive Delay | 342 | Up 24% | B | B |
| Cognitive Reflection Test | 297 | About the same | C | C |
| Dimensional Change Card Sort | 247 | Up 55% | C | B |
| Syllogistic Reasoning Task | 232 | Up 12% | C | C |
| Real-Effort Slider Task | 223 | Up 2% | C | D |
| Remote Associates Test | 217 | Down 10% | C | C |
| Reasoning Biases Problems | 198 | Up 9% | C | C |
| AX Continuous Performance Test | 180 | Up 16% | C | C |
| Insight Problems Test | 173 | Down 28% | C | C |
| Lottery Choice Task | 172 | Down 17% | C | C |
| Block Copy Test | 140 | Down 1% | C | C |
| Willingness to Pay Task | 129 | Up 21% | C | C |
| Category Learning Task | 123 | Up 7% | C | D |
| Design Fluency Test | 116 | Down 22% | C | B |
| Probability Discounting Task | 109 | Down 26% | C | C |
| Tower of Hanoi | 106 | Down 18% | C | C |
| Willingness to Wait Task | 102 | Up 52% | C | C |
| Spatial Stroop Task | 90 | Up 61% | D | C |
| Numeracy Problems Test | 87 | About the same | D | C |
| Probabilistic Reward Task | 84 | Up 105% | D | C |
| Pavlovian-Instrumental Transfer Task | 70 | Up 30% | D | C |
| Two-Step Task | 70 | Up 37% | D | C |
| Beads Task | 68 | Down 19% | D | C |
| Effort for Rewards Task | 68 | Up 8% | D | C |
| Betting Choice Task | 66 | Down 4% | D | C |
| Anagram Task | 59 | Down 27% | D | C |
| Psychological Refractory Period Task | 58 | Down 38% | D | D |
| Risky Framing Task | 57 | Down 14% | D | D |
| Intra/Extra Dimensional Set Shift | 57 | Down 30% | D | C |
| Sentence Completion Inhibition Test | 48 | Down 51% | D | C |
| Doors Task | 42 | Up 147% | D | C |
| Choice Blindness Task | 33 | Down 27% | D | D |
| Probabilistic Selection Task | 31 | Up 3% | D | C |
| Columbia Card Task | 27 | Down 23% | E | C |
| Weather Prediction Task | 25 | Up 4% | E | C |
| Wason Selection Task | 22 | Down 27% | E | D |
| Rule Anticipation Test | 20 | Down 13% | E | C |
| One-Touch Tower Planning | 19 | Up 19% | E | C |
| Bomb Risk Task | 18 | Not compared | E | D |
| Number Sequence Task | 18 | Not compared | E | D |
| Random Number Generation | 16 | Down 30% | E | C |
| Maze Tracing Test | 15 | Down 21% | E | C |
| Hearts and Flowers Task | 13 | Not compared | E | C |
| Squared Attention Tasks | 11 | Not compared | E | C |
| Loss Aversion Task | 10 | Down 47% | E | C |
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