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.
Executive function · 4 to 6 minutes · Desktop, tablet or phone
547 tests across 8 cognitive domains, each scored automatically when it ends. 221 are timed. Every account can run any test, with 10 free participants to start. We also build custom tests for your study.
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547 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.
Executive function · 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.
Executive function · 4 to 6 minutes · Desktop or laptop
Measures processing speed and visual scanning by asking participants to connect numbered circles in ascending order as quickly as possible.
Processing speed · 2 to 3 minutes · Desktop or laptop
Counted with Trail Making Test B
Measures executive function and cognitive flexibility by asking participants to alternate between numbers and letters (1-A-2-B-3-C...).
Executive function · 3 to 5 minutes · Desktop or laptop
Counted with Trail Making Test A
Measures working memory by requiring participants to indicate whether the current stimulus matches the one presented N items ago.
Working memory · 3 to 4 minutes · Desktop or laptop
Counted with 2-Back Task
Measures working memory by requiring participants to indicate whether the current stimulus matches the one presented N items ago.
Working memory · 3 to 4 minutes · Desktop or laptop
Counted with 1-Back Task
A picture game for children aged 3 to 6, with an adult reading the screens aloud. The child taps an orange circle and waits when a blue star appears. Scores report how often the child held back for the star, how often the child tapped the circle and how fast. They are raw research measures with no percentile.
Response inhibition · 4 to 6 minutes · Desktop or laptop
Counted with Go/No-Go Task
Measures response inhibition by requiring participants to respond to 'go' stimuli and withhold responses to 'no-go' stimuli.
Response inhibition · 4 to 5 minutes · Desktop or laptop
Counted with Go/No-Go Game
Measures verbal working memory capacity by asking participants to recall sequences of digits in forward and backward order.
Working memory · 5 to 7 minutes · Desktop, tablet or phone
Measures processing speed and visual-motor mapping by requiring rapid symbol-to-key matching under time pressure.
Processing speed · 4 to 5 minutes · Desktop or laptop
Counted with Symbol Key Game
A timed matching game for research on processing speed in older adults. A key of nine symbols, each with its number, stays at the top of the screen. One symbol at a time appears in the middle, and the player taps or clicks its number, or presses the number key. The score counts the symbols matched in 90 seconds. It is a raw research measure with no percentile.
Processing speed · 3 to 4 minutes · Desktop or laptop
Counted with Symbol Coding
A game-format measure of everyday planning and list memory. Participants study a list of pictured things, then buy them from memory in a shop seen from above, where a walker fetches each item chosen. The main score is the share of list items bought. It is a new measure: its reliability and norms come from use.
Episodic memory · 8 to 12 minutes · Desktop, laptop or tablet
Counted with Verbal Learning
Measures list-learning across repeated study and recall trials, followed by recognition questions in the participant language.
Episodic memory · 6 to 8 minutes · Desktop, tablet or phone
Counted with Grocery Trip Game
Measures semantic category fluency. Participants type as many animals, and then fruits and vegetables, as they can, with 60 seconds per category by default.
Episodic memory · 3 to 5 minutes · Desktop, tablet or phone
Measures how much a delay lowers the value of money, using adjusting choices between an amount today and $100 later.
Executive function · 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.
Executive function · 3 to 5 minutes · Desktop, tablet or phone
Counted with Delay Discounting
Measures how well people find the names of familiar things. Pictures of objects and animals appear one at a time and participants type each name. The pictures are emoji from one freely licensed set, and the names span three bands of word frequency.
Language · 6 to 10 minutes · Desktop, tablet or phone
Measures task-set switching by cueing participants to classify digits by parity or magnitude.
Executive function · 6 to 8 minutes · Desktop or laptop · Published norm
Measures how strongly two concepts are linked in memory from how fast people sort words when the concepts share a response key. The default version pairs flowers and insects with pleasant and unpleasant words.
Social cognition · 5 to 7 minutes · Desktop or laptop
Measures selective attention and cognitive control by requiring participants to identify the direction of a central arrow while ignoring flanking arrows.
Attention · 4 to 5 minutes · Desktop or laptop
Measures how quickly people recognize written words. A string of letters appears and participants decide whether it is an English word, pressing F or J. Half the strings are common or rare words and half are pronounceable nonwords.
Language · 3 to 5 minutes · Desktop or laptop
Measures how fast and how reliably people detect a rare target. Shapes appear one at a time at a steady pace, and participants press the spacebar only for the rare star. This test records key presses and records no brain activity.
Attention · 6 to 7 minutes · Desktop or laptop
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.
Executive function · 6 to 10 minutes · Desktop, tablet or phone
Measures how accurately people name the emotion a face shows. The faces are emoji from one freely licensed set, shown one at a time, and participants choose happy, sad, angry, afraid, surprised, disgusted or neutral.
Social cognition · 4 to 6 minutes · Desktop, tablet or phone
Measures sensitivity to grammatical errors in English. Participants read 60 sentences one at a time and press one key when a sentence is correct and another when it has an error. Half the sentences have one error in agreement, tense, plural, word order, verb structure or pronoun case.
Language · 4 to 6 minutes · Desktop, tablet or phone
Measures selective visual attention by asking participants to detect a target among distractors across set sizes.
Attention · 5 to 7 minutes · Desktop or laptop
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.
Executive function · 7 to 10 minutes · Desktop, tablet or phone
Measures reward learning and flexibility when the better of two symbols switches without warning.
Executive function · 4 to 6 minutes · Desktop, tablet or phone
Measures verbal episodic memory with a brief narrative, free recall, and recognition questions in the participant language.
Episodic memory · 4 to 6 minutes · Desktop, tablet or phone
Measures sustained attention by asking participants to respond to target letters and withhold responses to non-target letters across a continuous stream.
Attention · 6 to 9 minutes · Desktop or laptop
Measures sustained attention by requiring rapid responses to infrequent visual targets over variable waiting intervals.
Attention · 4 to 6 minutes · Desktop or laptop
Captures command and optional copy clock drawings as timestamped browser-native strokes for reproducible process analysis.
Executive function · 3 to 6 minutes · Desktop, laptop or tablet
Measures action cancellation by asking participants to make speeded left/right responses and withhold the response when a stop signal appears.
Response inhibition · 5 to 7 minutes · Desktop or laptop
Measures cooperation over time: in repeated rounds, the participant and a programmed partner each choose to cooperate or defect, where defecting pays more in any one round but mutual cooperation pays more than mutual defection.
Social cognition · 3 to 5 minutes · Desktop, tablet or phone
Measures trust and trustworthiness: the participant sends points to programmed partners, who receive three times the amount, and decides how much to send back when a partner sends to them.
Social cognition · 4 to 7 minutes · Desktop, tablet or phone
Measures cooperation in a group: in each round the participant and three programmed members each put part of 20 points into a project that is multiplied by 1.6 and shared equally.
Social cognition · 7 to 10 minutes · Desktop, tablet or phone
Measures giving: the participant splits an amount between themselves and an anonymous person who has no say in the split.
Social cognition · 1 to 3 minutes · Desktop, tablet or phone
Measures where English sentences become hard to read. Participants read 60 sentences one word at a time, pressing the space bar for each word, and answer yes or no questions after some of them. Reading times on garden-path sentences, against the same sentences made unambiguous, show the cost of revising a first reading.
Language · 6 to 9 minutes · Desktop or laptop
Measures episodic recognition by asking participants to identify studied words among matched new words.
Episodic memory · 5 to 7 minutes · Desktop or laptop
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.
Executive function · 6 to 8 minutes · Desktop, tablet or phone
Measures how well a person sees a walking figure made of dots among moving noise dots. The walker faces left or right and participants press an arrow key for its direction. A staircase on the number of noise dots finds how much noise the person tolerates at about 71% correct.
Attention · 4 to 6 minutes · Desktop or laptop
Measures whether attention is drawn toward threatening words. A threat word and a neutral word flash above and below a cross, then a dot appears where one of them was and participants report its position with the arrow keys.
Attention · 3 to 5 minutes · Desktop or laptop
Counted with Food-Picture Dot-Probe
Measures whether attention is drawn toward food. A food picture and a non-food picture appear side by side for 3 seconds, then a dot replaces one of them and participants press the left or right arrow for its side.
Attention · 10 to 12 minutes · Desktop or laptop
Counted with Dot-Probe Task
Measures how human and how eerie faces look as their appearance changes from stylized to photographic. Participants give two ratings for each face. Real photographs provide a comparison.
Attention · 5 to 7 minutes · Desktop, tablet or phone
Measures responses to unfair offers: the participant accepts or rejects splits of 10 points offered by programmed partners, where a rejection leaves both with nothing.
Social cognition · 3 to 6 minutes · Desktop, tablet or phone
Measures how far estimates move toward a number considered just before. Pictures of dots are shown for 2 seconds; the participant says whether there were more or fewer than a number, then estimates how many there were. Every number of dots is shown twice, with a low and a high number. The main score is the anchoring index: the gap between the two estimates over the gap between the two numbers.
Executive function · 4 to 6 minutes · Desktop, tablet or phone
Measures decision making under uncertainty with four card decks that differ in long-run gains and losses.
Executive function · 6 to 9 minutes · Desktop, tablet or phone
A research measure of visual memory and drawing. Participants copy a detailed line figure and later draw it from memory, on figures ConductScience drew for this task. A stated geometric rule gives up to 2 points for each of 18 parts, and every stroke is saved so raters can score the drawings too.
Episodic memory · 8 to 12 minutes · Desktop, laptop or tablet
Values ten imaginary health states through choices between years in a described state and fewer years in full health. A lead-time follow-up measures values below zero. Reports values for each state and the mean across the fixed set.
Executive function · 8 to 12 minutes · Desktop, tablet or phone
Measures three attention functions in one task: alerting, orienting and executive control. A row of five arrows appears above or below a cross, sometimes after a brief star cue. Participants press the left or right arrow key for the direction of the middle arrow.
Attention · 20 to 25 minutes · Desktop or laptop
Measures the ability to stop a reflexive glance toward a sudden cue. A small square flashes on one side, then a brief arrow appears and is covered. In the antisaccade block the arrow appears on the opposite side, so participants must look away from the cue at once to read it. They answer with the arrow keys.
Response inhibition · 10 to 12 minutes · Desktop or laptop
Measures English vocabulary knowledge. Each item shows a word and five others, and participants choose the one that means the same. The 40 items run from common to rare words in four frequency bands.
Language · 5 to 8 minutes · Desktop, tablet or phone
Measures how quickly attention shifts to a location that briefly flashes. Response times to a dot in the flashed box (valid cue) are compared with the other box (invalid cue) and with trials where both boxes flash (neutral cue).
Attention · 3 to 4 minutes · Desktop or laptop
Measures the testing effect: how much better word pairs are remembered after a practice test than after restudy. Participants study 24 word pairs, restudy half and recall the other half with feedback, then recall all pairs after a short break.
Episodic memory · 10 to 12 minutes · Desktop, tablet or phone
Measures visuospatial short-term and working memory by asking participants to reproduce sequences across a fixed nine-block layout.
Working memory · 5 to 8 minutes · Desktop, tablet or phone
Counted with Star Places Game
Measures visuospatial working memory in children aged 3 to 6, with an adult reading the screens aloud. Stars show on a board for 5 seconds, the screen is blank for 4 seconds, and the child taps the places where the stars were. The number of stars grows by one while the child gets at least 3 of 5 trials right. The main score is the levels passed, with a fifth of a point for each trial right in the first level not passed.
Working memory · 4 to 8 minutes · Desktop, laptop or tablet
Counted with Corsi Block-Tapping Test
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.
Executive function · 8 to 9 minutes · Desktop, tablet or phone
Measures judgments about causing harm for a greater good. Participants read 10 sacrificial dilemmas, each in a version where the harmful action saves five people and a version where it brings only a minor benefit, and judge whether the action is appropriate. The scenarios are in English.
Social cognition · 8 to 10 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.
Executive function · 6 to 9 minutes · Desktop, tablet or phone
Measures how quickly and accurately people solve simple arithmetic. Single-digit addition, subtraction and multiplication problems appear one at a time in three timed blocks, one per operation, and participants type each answer.
Processing speed · 4 to 5 minutes · Desktop or laptop
Measures attention and decision speed by requiring participants to select the correct response based on which stimulus appears.
Attention · 3 to 4 minutes · Desktop or laptop
Measures mental rotation. Participants judge whether a turned shape is the same as an upright shape or its mirror image.
Working memory · 3 to 5 minutes · Desktop or laptop
A research measure of contrast sensitivity on the participant's own screen. After a short screen calibration, faint striped patches tilt left or right at five stripe widths, and participants press an arrow key for the tilt. A staircase for each stripe width finds the faintest patch the person sees.
Attention · 8 to 10 minutes · Desktop or laptop
Measures visual search and how attention spreads across the left and right of a display. Participants mark every star among other shapes, then press Done. Scores include stars found, misses on each side and the center of cancellation.
Attention · 3 to 6 minutes · Desktop, laptop or tablet
Measures motor speed. Participants tap one key as fast as they can with one index finger for 10 seconds at a time, the F key with the left hand and the J key with the right. The main score is the mean number of taps per trial with the hand they write with.
Processing speed · 4 to 6 minutes · Desktop or laptop
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.
Executive function · 2 to 4 minutes · Desktop or laptop
Measures how hard it is to ignore a metaphor. Participants press F or J to judge 96 short English sentences, such as "Some fruits are mangoes", as literally true or false. Metaphors such as "Some offices are zoos" are literally false, and the score is how much longer they take to reject than the same words scrambled. Twelve multiple-choice questions on what metaphors and idioms mean follow unless the study leaves them out.
Language · 6 to 8 minutes · Desktop or laptop
Measures the endowment effect: people ask more to give up a thing they own than they would pay for one they do not own. Of 12 pictured everyday items in 6 pairs, one of each pair is the participant's in the task and the other is for sale. Participants set the least they would sell each of their items for and the most they would pay for each item for sale, out of 100 points, against a random offer that makes stating the true value best. The main score is the mean selling price minus the mean buying price.
Executive function · 4 to 6 minutes · Desktop, tablet or phone
Measures implicit sequence learning. One of four boxes lights up and participants press its key. A repeating 10-step sequence is replaced by a random block near the end, and the slowdown in that block shows how much of the sequence was learned.
Processing speed · 3 to 4 minutes · Desktop or laptop
A timed tapping game for research on processing speed in older adults. Orange circles and blue squares appear one at a time at different places. The player taps each circle and leaves the squares alone. Scores report the median tap time on circles, missed circles and taps on squares. They are raw research measures with no percentile.
Processing speed · 3 to 5 minutes · Desktop or laptop
Counted with Simple Reaction Time
Measures basic processing speed by asking participants to respond as quickly as possible when a stimulus appears on screen.
Processing speed · 2 to 3 minutes · Desktop or laptop
Counted with Quick Circles Game
Measures reading comprehension. Participants read 3 short English passages with every seventh word taken out and fill in each missing word.
Language · 8 to 12 minutes · Desktop, tablet or phone
Measures naming speed, as in rapid automatized naming. Participants name grids of colors, pictures, digits or letters aloud and press the space bar at the end of each row. The score is the time per item. No sound is recorded, so the test cannot hear the names and errors are not scored.
Language · 6 to 10 minutes · Desktop or laptop
Measures motor adaptation. Participants move a cursor from a center circle through targets with a mouse or trackpad while the cursor is turned by a fixed angle, then reach without seeing it. The main score is adaptation: how far the hand turns to make up for the rotation.
Processing speed · 8 to 10 minutes · Desktop or laptop
Measures information processing speed and working memory. Digits appear one at a time at a fixed pace, and participants type the sum of each digit and the one before it before the next digit appears. This is the visual version: digits are shown and sums are typed.
Processing speed · 5 to 7 minutes · Desktop or laptop
Measures how seeing an algorithm's errors relates to the use of its advice. Participants forecast fictional daily counts, choose their own or a programmed forecast, and see both errors. Scores algorithm use after exact and erroneous forecasts.
Executive function · 6 to 10 minutes · Desktop, tablet or phone
Measures motor skill learning. Participants type the sequence 4 1 3 2 4 on the number keys with the left hand, as quickly and accurately as they can, in 12 trials of 30 seconds with 30 seconds of rest between them. The main score is the number of correct sequences per trial over the last three trials.
Processing speed · 13 to 14 minutes · Desktop or laptop
Measures how well people predict their own memory. Participants study 30 word pairs, rate the chance of recalling each second word, then recall the pairs after a short break.
Episodic memory · 8 to 10 minutes · Desktop, tablet or phone
Measures errors made with an imperfect automated aid. Participants check three readings with and without programmed alerts. Scores wrong actions after false alerts and missed actions when the aid stays silent.
Executive function · 5 to 8 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.
Executive function · 7 to 9 minutes · Desktop or laptop
Measures delayed verbal recall and retention after an encoded word list and delay interval.
Episodic memory · 6 to 10 minutes · Desktop, tablet or phone
Counted with Week Later Game
Measures structural priming: people tend to reuse a sentence structure they have just used. Participants type the ends of English sentences about pictures of one animal giving an object to another. Each prime's start invites "to the rabbit" or "the apple", and the next sentence allows either. The main score is the share of those next sentences that repeat the prime's structure.
Language · 8 to 12 minutes · Desktop, tablet or phone
A picture memory game for repeated visits in research with adults aged 50 and over. At one visit the player studies 10 pictures and checks them until all are right. A week later the player rates 20 pictures, 10 studied and 10 new, as seen or not. Scores are raw research measures with no percentile.
Episodic memory · 3 to 5 minutes · Desktop, tablet or phone
Counted with Delayed Recall Module
Studies responses to being included or left out: the participant tosses a ball with two programmed players, who share the throws or stop throwing to the participant, then estimates the share of throws they got.
Social cognition · 3 to 5 minutes · Desktop, tablet or phone
Measures risk taking as participants pump balloons for points and decide when to collect before a pop.
Executive function · 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.
Executive function · 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.
Executive function · 9 to 11 minutes · Desktop, tablet or phone
Measures how a person weighs points for themselves against points for another person: six choices along lines of nine splits give an angle in degrees and one of four types.
Social cognition · 2 to 4 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.
Executive function · 6 to 9 minutes · Desktop or laptop
Measures the attentional blink: after spotting one target in a rapid stream, people often miss a second target that follows within about half a second. Letters flash at 10 per second; participants report the two digits hidden in the stream.
Attention · 8 to 10 minutes · Desktop or laptop
Measures visuospatial episodic memory by asking participants to learn and recall the locations of patterns hidden in boxes on a grid.
Episodic memory · 6 to 8 minutes · Desktop, tablet or phone
Counted with Picture Partners Game
A short picture-pair memory game for repeated sessions in research with adults aged 50 and over. The player sees 8 pairs of pictures, answers simple sums for 30 seconds, then picks each picture's partner from four cards. Each session takes the next of 12 alternate sets of pairs. Scores report the share of pairs recalled and the median choice time. They are raw research measures with no percentile.
Episodic memory · 2 to 4 minutes · Desktop, tablet or phone
Counted with Paired Associate Learning
Measures how a word's meaning speeds recognition of a related word. A prime word flashes for 150 ms, then participants decide whether the next string of letters is an English word. Word targets follow a related or an unrelated prime.
Language · 3 to 5 minutes · Desktop or laptop
Measures how liking for a shape changes after it appears beside a liked or disliked picture. Participants rate abstract shapes, watch each one beside pictures of food, spoiled food or everyday objects, and rate the shapes again. Some pictures show spoiled food.
Social cognition · 8 to 10 minutes · Desktop, tablet or phone
Measures how a word list is learned over repeated tries. After each try, only the words not recalled are shown again, and the participant types the whole list each time; a delayed recall ends the test.
Episodic memory · 9 to 12 minutes · Desktop, tablet or phone
Measures how well confidence tracks accuracy (metacognitive sensitivity). Two boxes of dots flash briefly; participants choose the box with more dots and rate how sure they are. A staircase keeps accuracy near 71%.
Attention · 8 to 10 minutes · Desktop or laptop
Measures visual recognition memory by showing a sample pattern, imposing a delay, then asking participants to identify the matching pattern among alternatives.
Episodic memory · 5 to 6 minutes · Desktop, tablet or phone
Measures how attention follows where a face looks. A line drawing of a face looks left or right, then a letter appears on the side it looks at or on the other side. The gaze does not predict the side, yet responses are usually faster when the letter appears where the face looks.
Social cognition · 8 to 10 minutes · Desktop or laptop
Measures how well people learn new words. Participants learn 12 made-up words, each the name of a new shape, then pick each word's shape from four. The list and the test come three times and the test once more after a short break. The main score is the number of words matched to their shapes over the three rounds.
Language · 9 to 11 minutes · Desktop, tablet or phone
A measure of how a sound's pitch is linked with what people see. A white disc flashes above or below a cross while a high or a low tone plays, or no tone, and participants press F or J for the disc's place as fast as they can. A high tone fits a high disc and a low tone a low one; a setting asks about the disc's size instead. The score is the congruency effect: how much slower correct answers are when the tone clashes with the disc than when it fits.
Attention · 5 to 7 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.
Executive function · 3 to 5 minutes · Desktop, tablet or phone
Measures how much coherent motion a person needs to judge its direction. In a field of moving dots, a share of the dots drifts left or right while the rest move at random. Participants press an arrow key for the direction as soon as they have decided.
Attention · 7 to 9 minutes · Desktop or laptop
Measures how much attention to one item held in visual working memory improves memory for it. Colored squares appear for 250 ms; during the delay an arrow points to the square that will be tested, or arrows point to every square, and participants report whether one square came back in the same color.
Working memory · 8 to 10 minutes · Desktop or laptop
Measures when people set reminders instead of relying on memory, and what reminders gain them. Numbered circles are dragged in order to the bottom of a box, and a few special circles to another side. In some rounds any circle can be moved early, next to its side, as a reminder.
Episodic memory · 7 to 10 minutes · Desktop, tablet or phone
Measures false memory. Participants study 8 lists of related words, then judge whether test words were shown, including a related word that never was.
Episodic memory · 9 to 12 minutes · Desktop, tablet or phone
Measures the ear advantage for speech sounds. Through headphones, a different syllable such as ba or ka plays in each ear at the same moment, and participants choose the one they heard, first with no instruction and then attending to the right or the left ear. The main score is the laterality index: how much more often the right ear's syllable was reported than the left's.
Attention · 8 to 11 minutes · Desktop, tablet or phone
A measure of seeing the gist of a set. Eight circles of four sizes flash for 500 ms, and one circle then appears in the middle. In some blocks participants press F or J for whether it is smaller or larger than the set's average size; in others, for whether the set held a circle of that size. The main score is the size difference, in percent, at which 75 percent of average judgments are right, with memory for single members beside it.
Attention · 6 to 8 minutes · Desktop or laptop
Measures how far knowing the true number moves the memory of an earlier estimate. Pictures of many copies of one object are shown for 2 seconds and the participant estimates how many there were; later each object comes back, half with the true number, and the participant recalls the estimate. The main score is the hindsight bias index: how much closer recalls move toward the true numbers that were shown than toward those that were not.
Executive function · 6 to 8 minutes · Desktop, tablet or phone
Measures how the way a word is processed affects memory. Participants answer questions about each word's letters, sound or meaning, then take a surprise recognition test.
Episodic memory · 8 to 11 minutes · Desktop, tablet or phone
Measures how much the value of a gift falls with social distance. Participants imagine a list of the 100 people closest to them and choose between money for themselves alone and $75 for person #N alone, at seven distances from #1 to #100. Adjusting choices give the amount worth as much as each gift, and a hyperbola fitted to those amounts gives the social discount rate k.
Social cognition · 3 to 5 minutes · Desktop, tablet or phone
Measures how often people choose a hostile explanation for an ambiguous act. Participants read short scenes about everyday mishaps and choose the explanation that seems more likely. The score describes choices on these scenes.
Social cognition · 4 to 6 minutes · Desktop, tablet or phone
Measures how a word too brief to see speeds recognition of the same word. A row of hashes, a lower-case prime for about 50 ms, then an upper-case target: participants decide whether the target is an English word. A short check after the task shows how visible the primes were.
Language · 5 to 7 minutes · Desktop or laptop
Measures how much emotional words slow color naming. Negative, positive and neutral words appear in red, green, blue or yellow ink, and participants press the key for the ink color, ignoring the word.
Attention · 3 to 5 minutes · Desktop or laptop
Participants watch short films of hands doing everyday tasks and press a key each time one meaningful unit of activity ends and another begins, once marking the smallest units and once the largest. Records the number and film time of every boundary.
Attention · 8 to 10 minutes · Desktop, laptop or tablet
Measures memory for word lists. Participants see lists of words one at a time and type the words they remember from each list, in any order.
Episodic memory · 10 to 12 minutes · Desktop, tablet or phone
Measures costly punishment by an unaffected observer: programmed allocators split 100 points with programmed receivers, and the participant may spend points to deduct three times as many from the allocator.
Social cognition · 3 to 6 minutes · Desktop, tablet or phone
Measures how people distinguish photographs from AI-generated faces. Participants judge each face with no time limit. Scores include sensitivity, accuracy and how often each kind of face is judged real.
Attention · 4 to 6 minutes · Desktop, tablet or phone
Measures the sunk cost effect. Participants choose between going on with something and switching to a better option in 12 everyday situations, half after points or time were already spent on it and half after nothing was. The main score is how much more often people go on when something was already spent.
Executive function · 5 to 8 minutes · Desktop, tablet or phone
Measures how well adults keep track of what someone wrongly believes. Participants read short stories in which a person's belief, or a photo, map or sign, goes out of date, and mark one statement after each story as true or false. The main score is percent correct on the belief stories. The stories are in English.
Social cognition · 8 minutes · Desktop, tablet or phone
Measures the pull to approach pleasant words and avoid unpleasant ones. A small figure stands above or below a word, and participants walk it toward the word or away with the arrow keys. In one part they approach pleasant words and in the other unpleasant words; responses are usually faster when the movement matches the word's valence.
Social cognition · 7 to 9 minutes · Desktop or laptop
Measures the decoy effect: how a third option changes a choice between two others. Participants choose which version of a pictured everyday thing they would buy, each version with a price in points and a quality score out of 100, in 40 choices over 8 kinds of thing. Each kind's pair is shown alone and beside a third version that one of the pair beats on both scores (the attraction effect) or that makes one of the pair the middle choice (the compromise effect). The main score is the change in that version's share of the choices.
Executive function · 5 to 7 minutes · Desktop, tablet or phone
Measures how far apart in time two brief flashes must be for a person to tell which came first. Two disks flash left and right of a cross, 17 to 200 ms apart, and participants press an arrow key for the side that flashed first.
Attention · 7 to 9 minutes · Desktop or laptop
Measures how the number of options changes decision satisfaction. Participants choose a geometric pattern from sets of 3 or 9, or put off choosing, then rate satisfaction and difficulty. The main score compares satisfaction after small and large sets.
Executive function · 5 to 7 minutes · Desktop, tablet or phone
Measures how often people read "some" as "some but not all". Participants press F or J to judge 48 short English sentences about everyday facts, such as "Some boots have laces" or "All cows have wings", as true or false. Twelve, such as "Some ducks have feathers", are true in logic but say less than they could; judging them false is the pragmatic reading, and neither reading is wrong. The score is the share read that way, with response times against plainly true and false sentences.
Language · 4 to 5 minutes · Desktop or laptop
Measures sustained attention and response inhibition. Digits 1 to 9 appear at a fixed pace, and participants press for every digit except 3, which appears on about 11% of trials.
Attention · 5 to 7 minutes · Desktop or laptop
Measures cognitive flexibility in children aged 3 to 6, with an adult reading the screens aloud. The child taps one of two boxes to sort each card, first by one rule, then by the other. A child who sorts the cards after the switch well goes on to a border game. The main score is the number of cards sorted correctly after the switch.
Executive function · 3 to 5 minutes · Desktop, laptop or tablet
Counted with Dimensional Change Card Sort
Measures cognitive flexibility by asking participants to match cards by color or shape as the sorting rule changes.
Executive function · 5 to 7 minutes · Desktop or laptop
Counted with Card Sort Game
Measures attention and visual search speed. Participants select numbers from 1 to 25 in order on five shuffled grids. Scores completion time, wrong selections and time between numbers.
Attention · 4 to 7 minutes · Desktop or laptop
Measures how a brief good or bad picture speeds or slows the judgment of the next one. A prime emoji flashes for 200 ms, and participants then judge a target emoji as good or bad. The main score is the response time difference between mismatched and matched trials.
Social cognition · 5 to 6 minutes · Desktop or laptop
A measure of early visual processing speed. A ring with a gap on one side flashes for about 33 ms, and a pattern of lines then covers the same place after one of six fixed intervals, each shown equally often. Participants press the arrow key that points to the gap. The score is the target-to-mask interval at which 75 percent of answers are right.
Attention · 4 to 6 minutes · Desktop or laptop
Measures how sharply people sort speech sounds into categories. Through headphones, synthetic syllables step by step from ba to da: participants hear two and say whether they were the same or different, then label each one as ba or da. The main score is the slope of the labels at the boundary.
Attention · 8 to 11 minutes · Desktop, tablet or phone
Measures working memory capacity with the automated operation span procedure. Participants check simple math problems while remembering letters, then recall the letters in order.
Working memory · 15 to 25 minutes · Desktop, tablet or phone · Published norm
Measures how steadily people tap in time with a beat. Participants tap the space bar with a steady series of tones at two tempos, then keep tapping at the same pace after the tones stop. The main score is the variability of the taps' timing against the tones.
Processing speed · 7 to 9 minutes · Desktop or laptop
A measure of how strongly three classic illusions change judged size. In the Muller-Lyer, Ebbinghaus and Ponzo figures, participants choose the longer line or the larger circle, and staircases find the size at which the two look equal. The same pairs with nothing around them measure any side bias. A larger illusion is not a better score.
Attention · 8 to 9 minutes · Desktop, tablet or phone
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.
Executive function · 8 to 10 minutes · Desktop, tablet or phone
Measures how short a silence people can hear. Participants hear two bursts of noise and choose the one with a brief silent gap, at eight gap lengths from 1 to 16 ms. The main score is the gap threshold, the gap at which 75 percent of answers are right.
Processing speed · 6 to 9 minutes · Desktop, tablet or phone
Measures attention to the whole and to its parts. A large H or S is made of small H or S letters. Participants name the large letter in one block and the small letters in the other, pressing S or H.
Attention · 3 to 5 minutes · Desktop or laptop
Measures first impressions of faces. Participants rate how trustworthy and dominant each face looks, then rate it again. Scores show agreement and consistency between repeated ratings.
Social cognition · 6 to 9 minutes · Desktop, tablet or phone
Measures the illusory truth effect: statements read once before seem more true. Participants rate trivia statements about nature and science for how interesting they are, then rate how true they are among new ones; half are false. The main score is the truth boost: mean truth rating of repeated statements minus new ones. The last screen names the false statements and their corrections.
Episodic memory · 8 to 11 minutes · Desktop, tablet or phone
Measures how attention is spread between the left and right of space. Lines of six lengths appear one at a time on the left, in the center and on the right, and participants mark the middle of each. The main score is the mean deviation of the marks from the true middle, with rightward deviations positive.
Attention · 3 to 5 minutes · Desktop, laptop or tablet
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.
Executive function · 9 to 11 minutes · Desktop or laptop
Measures comprehension of who does what to whom in a sentence. Participants see two pictures of the same two animals and the same action with the roles reversed, then read a sentence such as "The pig is pushed by the cat" and choose the picture it describes. Active and passive sentences, written in the participant's language, are compared for accuracy and response time.
Language · 5 to 8 minutes · Desktop, tablet or phone
Measures how much an easy or a hard search lets a letter that should be ignored slow the answer. A ring of letters flashes, and participants press X or N for the letter it holds while another letter outside the ring matches it or not. A hard search usually leaves less room for that letter to interfere.
Attention · 7 to 9 minutes · Desktop or laptop
Measures spatial working memory and search strategy by asking participants to find hidden tokens in boxes while avoiding boxes where tokens were already found.
Working memory · 6 to 8 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.
Executive function · 8 to 12 minutes · Desktop, tablet or phone
Measures pitch discrimination: how small a difference in pitch a person can hear between two tones. Each trial plays two short tones through headphones, a 1,000 Hz standard and a comparison above or below it by a fixed step of 3 to 200 cents, and participants choose the higher one. The score is the frequency difference limen, the step at which 75 percent of answers are right. Needs headphones and normal hearing; results are research measures, not a hearing test.
Attention · 8 to 10 minutes · Desktop, tablet or phone
Measures holistic face processing. Participants judge whether the top halves of two faces match, ignoring the bottom halves, when aligned or shifted apart.
Attention · 8 to 10 minutes · Desktop or laptop
A measure of how the eye links two brief flashes into one movement, with the Ternus display. Three dots flash in a row, then flash again one place along after a short gap. With short gaps most people see one dot jump from one end to the other; with longer gaps they see all three move together. Participants press one key for each. The score is the gap at which the two answers are equally likely. The flashes have no right answer.
Attention · 6 to 8 minutes · Desktop or laptop
Measures learning of regularities from exposure alone. Participants watch a stream of shapes and press when a shape repeats; unknown to them, the shapes come in fixed groups of three. A surprise test pairs each group with shapes that never appeared together. The main score is the share of choices that pick the real group.
Language · 8 to 10 minutes · Desktop, tablet or phone
Measures how predicted feelings compare with feelings reported after gaining or losing points. Participants forecast each possible outcome, then rate their feelings when the result appears and after a short pause. Scores show immediate and later forecast errors.
Executive function · 6 to 9 minutes · Desktop, tablet or phone
Measures how predictions of a chance outcome change as a streak grows. A light shows orange or blue, each equally likely every time, and participants predict each next color. The main score is the streak slope: the change in the share of predictions that a streak will end, for each color added to it.
Executive function · 5 to 8 minutes · Desktop, tablet or phone
Measures how much rethinking a picture lowers the negative feeling it brings. Before each picture a word says to look at it naturally or to rethink it in a way that makes it less upsetting, and the participant then rates how negative they feel. The pictures are at most moderately unpleasant, with no injury, gore or sexual content.
Social cognition · 8 to 10 minutes · Desktop, tablet or phone
Measures how well people distinguish true from invented headlines. Participants judge short headlines about science, nature, sport, culture and everyday life. Scores separate discernment from the tendency to answer true.
Executive function · 3 to 5 minutes · Desktop, tablet or phone
Measures how a key press and the letter it answered stay bound together for a moment. In each trial participants press the key that arrows show as soon as a first letter appears, then press F or J for the shape of a second letter. Repeating only the shape or only the response slows the second press.
Executive function · 10 to 12 minutes · Desktop or laptop
Measures spatial learning and memory with a hidden star in a maze seen from above. Participants walk through a maze our code grows, seeing only along the paths from where they stand, and learn where the star is over several starts from the sides. The main score is how directly they reach it from corners never used before.
Episodic memory · 5 to 10 minutes · Desktop, tablet or phone
Counted with Wayfinding Game
A game-format measure of wayfinding. Participants study a map with a start and numbered stops, then walk to the stops in order from memory through a dark grid world, seeing only the squares next to them. The main score is how directly each level is finished. It is a new measure: its reliability and norms come from use.
Episodic memory · 8 to 12 minutes · Desktop, laptop or tablet
Counted with Virtual Maze Navigation
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.
Executive function · 7 to 10 minutes · Desktop, tablet or phone
Measures how far apart neighboring shapes must be before they stop a person from naming a shape seen out of the corner of the eye. While the participant looks at a central cross, three T shapes in a row, or one alone, flash for 150 ms to its left or right, with the neighbors at one of six fixed spacings. Participants press the arrow key for the side of the middle T's bar. The score is the spacing, as a share of the distance from the cross, at which 75 percent of answers are right.
Attention · 5 to 6 minutes · Desktop or laptop
Measures how well people tell a picture they saw from one that only looks like it. Participants judge pictures as indoors or outdoors, then sort a second set as old, similar or new. The pictures are emoji from one freely licensed set.
Episodic memory · 7 to 10 minutes · Desktop, tablet or phone
Counted with Twin or New Game
A drawing memory game built for repeated visits in research with adults aged 50 and over. The player sees drawings of everyday objects one at a time and says for each whether it is the same as one seen before, a look-alike of one seen before, or new. Scores are raw research measures with no percentile.
Episodic memory · 5 to 7 minutes · Desktop, tablet or phone
Counted with Mnemonic Similarity Task
Measures memory for where objects were. Pictures show in places on a board; the board then empties, and each picture is put back where it was. Scores how far each one lands from its place.
Episodic memory · 7 to 10 minutes · Desktop, laptop or tablet
Measures intentional forgetting with the item method. Each picture is followed by REMEMBER or FORGET; a recognition test of every picture then compares memory for the two kinds.
Episodic memory · 9 to 12 minutes · Desktop, tablet or phone
Measures how much ignoring a shape slows the response to it on the next trial. Two outlined shapes overlap, and participants press the key for the red one and ignore the blue one. On about half the trials the red shape is the one just ignored.
Attention · 4 to 5 minutes · Desktop or laptop
Measures choices when a reward comes with a possible cost. Participants accept an offer of points with a stated chance of losing points, or skip it. Scores show offer acceptance and how choices change with rewards, costs and loss probability.
Executive function · 4 to 6 minutes · Desktop, tablet or phone
Measures how much slower people answer No to pictures they chose to hide than to pictures they do not know. Participants hide one picture of each of four groups, learn four others to answer Yes, then sort every picture with two keys.
Social cognition · 7 to 9 minutes · Desktop or laptop
Measures whether people notice an unexpected object while their attention is busy. Participants count how often white or black shapes touch the edges of a box; on one trial a cross moves across the middle, and questions then ask whether they saw anything else. The main score is whether the cross was noticed, a measure read across a group. The surprise works once, so each person takes this test once.
Attention · 4 to 6 minutes · Desktop or laptop
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.
Executive function · 16 to 19 minutes · Desktop or laptop
Measures how demand changes with price. Adults report how many units of one commodity they would buy for a day at 16 rising prices. Reports demand elasticity, intensity, breakpoint and peak spending. All purchases are hypothetical.
Executive function · 4 to 6 minutes · Desktop, tablet or phone
Measures remembering to carry out a planned action while busy with another task. Participants sort numbers as odd or even, first alone and then while remembering to press SPACEBAR for a number in a yellow frame and T at each full minute, with a clock they can check.
Episodic memory · 8 to 10 minutes · Desktop or laptop
Measures how much people revise their own estimate toward advice. Pictures of dots are shown for 2 seconds; the participant estimates the number, sees a simulated adviser's estimate and gives a final estimate. The main score is the weight of advice, from 0 (advice ignored) to 1 (advice adopted).
Social cognition · 6 to 9 minutes · Desktop, tablet or phone
Measures how well people work out why someone says something not meant literally. Participants read short everyday stories in which a person tells a white lie, jokes, pretends, speaks with irony, bluffs or persuades, and matched stories about physical events, and choose the best of four answers to why. The main score is percent right on the mental-state stories minus percent right on the physical stories. The stories are in English.
Social cognition · 10 to 13 minutes · Desktop, tablet or phone
Measures judgments of other people's pain. Participants rate drawings of hands and feet in everyday mishaps and matched neutral situations. Scores compare ratings of the paired scenes.
Social cognition · 3 to 5 minutes · Desktop, tablet or phone
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.
Executive function · 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.
Executive function · 3 to 5 minutes · Desktop, tablet or phone
Measures working memory capacity with the automated reading span procedure. Participants judge whether sentences make sense while remembering letters, then recall the letters in order.
Working memory · 12 to 16 minutes · Desktop, tablet or phone
A research measure of drawing accuracy and steadiness. Participants trace a five-loop spiral from the center outward, first with the hand they write with and then with the other hand. Every pointer sample is recorded with its time, and the main score is how far the writing hand's line strays from the spiral.
Processing speed · 3 to 5 minutes · Desktop, laptop or tablet
Measures how fast people search a short list held in memory. Participants see a list of 2, 4 or 6 digits one at a time, wait 2 seconds, and decide whether a last digit was in the list. The main score is the slope of response time on list length.
Working memory · 10 to 11 minutes · Desktop or laptop
A measure of how long it takes to notice a change in a scene. A scene of 30 small pictures and a second version, in which one picture disappears, changes color or moves, take turns with a short blank between them, so the change does not stand out. Participants click the change as soon as they find it. The score is the median time to find it.
Attention · 5 to 8 minutes · Desktop or laptop
Measures memory for which pictures appeared together. Participants study pairs of pictures, then judge whether each test pair is a pair they studied or two studied pictures from different pairs.
Episodic memory · 6 to 9 minutes · Desktop, tablet or phone
Measures learning of the rules behind letter strings without being told them. Participants copy 16 strings of letters from memory, then learn that the strings followed rules and judge 48 new strings as following them or not. The main score is the percent of new strings judged correctly.
Language · 8 to 11 minutes · Desktop, tablet or phone
Measures working memory with mixed runs of numbers and letters. Participants see each run one item at a time, then enter the numbers in ascending order followed by the letters in alphabetical order.
Working memory · 5 to 8 minutes · Desktop, tablet or phone
Estimates visual working-memory capacity. Participants see 2 to 8 colored squares for 100 ms and, after a 900 ms blank, report whether one square changed color.
Working memory · 3 to 5 minutes · Desktop or laptop
Counted with Swap Spotter Game
A short memory game for research on short-term memory for colors and shapes in older adults. Three shapes show for 2 seconds, then come back in new places, and the player taps Same or Changed. In one block a change is a new shape, in the other two shapes have swapped colors. A color check comes first. The score is how well swaps are told from repeats. It is a raw research measure with no percentile.
Working memory · 5 to 7 minutes · Desktop, tablet or phone
Counted with Change Detection
A measure of seeing faces in noise. Pictures of gray noise, like clouds, flash for 600 ms; most hold no face and one in four holds a faint drawn face of two eyes, a nose and a mouth. Participants press F if they saw a face or J if they did not, with no time limit. The main score is the share of noise-only pictures answered as a face, with sensitivity to the faint faces beside it. The scores are research measures.
Attention · 5 to 6 minutes · Desktop or laptop
Measures the slowing to detect a target at a place attention was drawn to half a second or more before. A side box flashes, then the middle box, and a dot appears in the box that flashed or in the other box; participants press the space bar as soon as they see it. The flash does not predict where the dot appears.
Attention · 6 to 8 minutes · Desktop or laptop
Measures how well people understand ironic remarks in short stories. Participants choose what a speaker means. Ironic praise and criticism are compared with literal remarks. Scores describe understanding of these written stories.
Social cognition · 4 to 6 minutes · Desktop, tablet or phone
Measures how pleasant different chords sound to a listener. Participants rate four chord types at three pitches through headphones. Scores compare major and minor ratings with diminished and augmented ratings, alongside ratings for each chord. There is no correct rating.
Attention · 3 to 5 minutes · Desktop, tablet or phone
A measure of visual shape completion. Four notched discs flash for 200 ms. In one part their notches line up into a square whose sides are not drawn, and participants judge whether it is fat or thin; in the other the notches all face down, so no square forms, and they judge whether the discs are turned left or right. The score is how much better they do when the edges complete into a shape.
Attention · 6 to 8 minutes · Desktop or laptop
Measures the sense of time over 1 to 8 seconds. Participants copy how long a circle stayed on the screen and hold a key for a named number of seconds. The main score is the mean error as a percent of the interval.
Processing speed · 6 to 8 minutes · Desktop or laptop
Measures how much faster people judge a picture they have judged before, a form of memory that needs no conscious recall. Participants sort emoji pictures as natural or made by people, then sort a second set in which half the pictures are repeats. The main score is the time saved on repeats.
Episodic memory · 5 to 6 minutes · Desktop or laptop
Measures how people resolve ambiguous words in research. Participants tap five of six scrambled words to make a sentence that can read as positive or negative, while holding a six-digit number and working against a time limit. The main score is the percent of valid sentences that are negative. The words are in English.
Social cognition · 6 to 8 minutes · Desktop, tablet or phone
Measures how people take in positive and negative information about themselves. Participants decide whether each of 48 trait words describes them, then type the words they remember in a recall test they were not told about.
Social cognition · 7 to 9 minutes · Desktop, tablet or phone
Measures how strongly plants and buildings are each linked with good from how fast people sort pictures when one of them shares a key with happy faces. Two categories are named in each short block; participants press I for pictures of either and E for anything else.
Social cognition · 4 to 6 minutes · Desktop or laptop
Measures how well people match unfamiliar faces. Each screen shows two photos side by side, and participants decide whether they show the same person or two different people who look alike, with no time limit. The main score is the percent of pairs judged correctly, with accuracy on same-person and different-person pairs, d prime and response time.
Attention · 7 to 10 minutes · Desktop, laptop or tablet
Measures how a description read later changes memory for an event. Participants watch a short story in pictures, read a description that gets some details wrong, then choose which of two pictures was in the story. The main score is the drop in accuracy on the details the description got wrong.
Episodic memory · 7 to 9 minutes · Desktop, tablet or phone
A timed measure of processing speed. Two target symbols sit above a row of five, and the person answers whether either target is in the row, as fast as they can without many errors. The symbols are drawn for this test. The score is right answers minus wrong answers over two timed rounds.
Processing speed · 4 to 5 minutes · Desktop or laptop
Watch a ball roll across a table, then predict which half of the far edge it will reach. Scores physical prediction accuracy for paths with and without a wall bounce.
Executive function · 4 to 6 minutes · Desktop or laptop
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.
Executive function · 6 to 12 minutes · Desktop, tablet or phone
Measures how a voluntary action and the tone it causes are pulled together in time. Participants watch a clock hand turn, press a key when they like, and point to where the hand was when they pressed or heard a tone. The main score is the overall binding.
Processing speed · 10 to 12 minutes · Desktop or laptop
Measures familiarity judgments for real and invented terms. Participants rate terms from physics, nature and the arts. Signal-detection scores separate discernment from response bias, alongside the share of invented terms rated familiar.
Executive function · 3 to 5 minutes · Desktop, tablet or phone
Measures aimed movement. Participants click circles around a ring, at three sizes and three distances, with a mouse or trackpad. The main score is throughput in bits per second, which combines speed and accuracy.
Processing speed · 4 to 6 minutes · Desktop or laptop
Values ten imaginary health states through choices between a certain life in a described state and a treatment with a stated chance of full health or immediate death. A lead-time time trade-off follow-up measures values below zero. Reports values for each state and the mean across the fixed set.
Executive function · 8 to 12 minutes · Desktop, tablet or phone
Measures how risk choices and everyday moral decisions change between a first language and a language learned later. Participants choose both languages, report their reading proficiency, and make 24 choices in two language blocks.
Executive function · 8 to 12 minutes · Desktop, tablet or phone
Measures how seeing a finger move primes the same movement. Participants hold down two keys with the right index and middle fingers and lift the finger a number asks for, while a drawn hand lifts the same finger or the other one. The drawn hand is a left hand on half of the trials and its mirror image on the rest, which separates copying the finger from responding on the same side.
Social cognition · 10 to 12 minutes · Desktop or laptop
Measures how strongly a competing answer pulls during a choice. Participants click Start, see an animal picture and move the mouse to its group in a top corner. The main score is how much more the path bends toward the other group for atypical animals, such as a whale between Mammal and Fish.
Executive function · 5 to 7 minutes · Desktop or laptop
Measures how well people keep three tasks going at once. Participants keep a drifting circle centered with the mouse while resetting lights and gauges and switching fuel pumps with keys, in parts at low and high workload. The main score is the mean share of all three kept in order.
Attention · 11 to 14 minutes · Desktop or laptop
Measures how accurately people name single tones without a reference note. Participants choose a note name and its octave for 72 tones across three octaves and two timbres. Reports exact note accuracy, semitone errors and octave errors. Needs headphones and normal hearing; scores describe note naming in this task.
Attention · 6 to 9 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.
Executive function · 4 to 6 minutes · Desktop, tablet or phone
Measure preparation for when a target will appear. People press Space when a dot follows a short or long warning interval, with or without a cue to its timing. Scores compare response times across intervals and cues.
Processing speed · 3 to 4 minutes · Desktop or laptop
Measures how well people make out spoken digits in steady noise. Through headphones, a synthetic voice says three digits in noise shaped like speech, at seven fixed ratios of speech to noise, and participants type or tap the three digits. The main score is the share of triplets with all three digits right.
Attention · 9 to 12 minutes · Desktop, tablet or phone
Measures how well people distinguish changes in a sound's spectral pattern. Hear three noise sounds through headphones and choose the one that differs. Five fixed ripple densities give accuracy overall and by density. Results describe sound comparisons in this task.
Attention · 5 to 7 minutes · Desktop, tablet or phone
Measures memory for names and jobs paired with faces. Participants study 12 faces, type each name and job, then pick each face, name and job from three.
Episodic memory · 8 to 10 minutes · Desktop, tablet or phone
Measures how people judge short durations. Participants learn a short and a long time for which a disk stays on screen, then say whether each new time was closer to the short or the long one. The main score is the bisection point, the time judged long half the time.
Processing speed · 5 to 8 minutes · Desktop or laptop
Measures affective response inhibition by asking participants to respond to words from one emotional valence while withholding responses to the other.
Response inhibition · 5 to 6 minutes · Desktop or laptop
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.
Executive function · 8 to 12 minutes · Desktop, tablet or phone
A measure of how long a display must stay on for a person to take it in. A shape flashes at the center, alone, with a dot near the edge of the screen, or with the dot among outlined squares, and random lines then cover it. The display times are a fixed list, each shown equally often. The score is the time needed for 75 percent correct.
Attention · 8 to 10 minutes · Desktop or laptop
Measures how much a shape in an odd color slows the search for the shape that matters. Six shapes ring the center of the screen; participants find the one diamond among circles and press F or J for the direction of the line inside it. On half the trials one circle has a different color.
Attention · 5 to 7 minutes · Desktop or laptop
Measures spelling of spoken words. A synthetic voice says each word twice, then participants type it. Scores the percentage spelled correctly, using original words in the session language. Japanese uses kana words; Mandarin accepts the listed simplified and traditional spellings.
Language · 4 to 6 minutes · Desktop, tablet or phone
Measures trust and coordination: in repeated rounds, the participant and a programmed partner each choose a cooperative option that pays most only when both choose it, or a safe option that pays the same whatever the partner does.
Social cognition · 4 to 7 minutes · Desktop, tablet or phone
Measures how accurately people recognize emotion in a voice. Participants hear 48 short sentences, each spoken by an actor with anger, disgust, fear, happiness, sadness or no emotion, and choose which one they hear. The voices are recordings of actors from the CREMA-D set; the sentences are English and neutral in meaning, so the emotion is in the voice. Plays sound through speakers or headphones. Results are research measures.
Social cognition · 6 to 8 minutes · Desktop, tablet or phone
Measures entry into competition after earning points per correct answer and in a tournament against simulated opponents. Reports entry, performance and estimated rank.
Executive function · 8 to 10 minutes · Desktop or laptop
Compare memory for pictures shown with target and distractor colors. Press for one color while studying pictures, then recognize the pictures among new ones.
Episodic memory · 5 to 7 minutes · Desktop or laptop
Measures how study order affects category learning. Participants study labeled patterns in grouped or mixed order, then sort new patterns into the six groups.
Executive function · 4 to 6 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.
Executive function · 4 to 5 minutes · Desktop, tablet or phone
Measures how finely people tell the lengths of two tones apart. Participants hear a standard tone and a slightly longer or shorter one, in either order, and choose the longer, at eight fixed differences. The main score is the difference limen: how far the lengths must differ for the comparison to be called longer 75 percent of the time.
Processing speed · 7 to 10 minutes · Desktop, tablet or phone
A measure of finding a simple shape hidden in a complex drawing, after the embedded figures paradigm. Each screen shows a shape above three line drawings, and participants choose the drawing that hides it at the same size and turn. The drawings get busier in three levels. The main score is the number of shapes found, with the median time to find them.
Attention · 5 to 8 minutes · Desktop, laptop or tablet
Measures how much rare outcomes count in choices learned by experience, compared with choices made from stated chances. In 6 problems participants open two boxes as often as they like to learn the points they give, then choose one; in 6 others each box's outcomes and chances are stated. The main score is the description-experience gap: how much more often choices act as if rare outcomes did not count after opening the boxes than after reading about them.
Executive function · 6 to 9 minutes · Desktop, tablet or phone
Separates recollection from familiarity in recognition memory. After a list of pictures, each test picture is answered Seen or New, and each Seen answer is marked Remember, Know or Guess.
Episodic memory · 8 to 11 minutes · Desktop, tablet or phone
Measure engagement with a simulated feed through likes, shares, skips and visible dwell time. Studies choose a set of original posts and a post label.
Social cognition · 2 to 4 minutes · Desktop, tablet or phone
Measures how well people notice a social slip: someone saying something awkward without knowing why it is awkward. Participants read short stories, half with a slip and half without, and answer multiple-choice questions: did anyone say something awkward, who, and did that person know the fact that made it awkward. The main score is the percent of stories judged right. The stories are in English.
Social cognition · 12 minutes · Desktop, tablet or phone
Measures how well people pick out a quiet tone in noise. Participants hear two bursts of noise and choose the one that carried a 1 kHz tone, at eight tone levels from 36 to 15 dB below the noise, fixed before the session. The main score is the share of right answers; the share at each level and the level at which 75 percent are right come with it. A research measure, not a hearing test.
Attention · 6 to 9 minutes · Desktop, tablet or phone
Measures yielding and conflict: in repeated rounds, the participant and a programmed partner each choose to yield or to hold out, where holding out against a partner who yields pays most but both holding out pays least.
Social cognition · 4 to 7 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.
Executive function · 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.
Executive function · 6 to 10 minutes · Desktop, tablet or phone
Measures the correspondence bias. Participants read 12 short essays on everyday questions, each by an imagined student who either chose the side it argues or was told to argue it after a coin toss, and mark what the student really thinks. The main score is how much attitude people read into the essays whose side was assigned.
Social cognition · 7 to 10 minutes · Desktop, tablet or phone
Measures learning of repeated visual layouts during search. Participants find a T turned left or right among L shapes and press F or J for its direction. In every block 8 layouts repeat and 8 are new, and search usually gets faster on the repeated ones. The main score is this cueing effect in ms over the last two parts.
Attention · 8 to 11 minutes · Desktop or laptop
Measures retrieval-induced forgetting. Participants study category-word pairs, practice recalling half the words of half the categories, then recall every word from its category and first letter. The main score is the forgetting of unpracticed words in practiced categories against words of unpracticed categories. The words are in English.
Episodic memory · 10 to 12 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.
Executive function · 11 to 13 minutes · Desktop, tablet or phone
Measures how people learn what words mean from what goes together across many moments. Participants see groups of new shapes while made-up words appear one at a time, with nothing to say which word names which shape; each word always comes with its own shape. Then they pick each of the 18 words' shapes from four. The main score is the percent of words matched to their shapes.
Language · 8 to 10 minutes · Desktop, tablet or phone
A measure of how sound changes what people see. A white disk flashes once or twice below a cross with zero, one or two short beeps, and participants press 1 or 2 for the number of flashes they saw. One flash with two beeps is often seen as two flashes (fission), and two flashes with one beep as one (fusion). The score is the share of one-flash, two-beep trials seen as two flashes.
Attention · 6 to 8 minutes · Desktop or laptop
Measures how well people learn pairs of words. Participants study 12 English word pairs, half related and half unrelated, and type the second word of each pair when shown the first, over three rounds and once more after a short break.
Episodic memory · 10 to 12 minutes · Desktop, tablet or phone
Measures how seeing a shape again and again raises liking for it. Participants watch unfamiliar shapes shown 0 to 25 times each, rate how much they like every shape, then say which ones they saw.
Social cognition · 6 to 8 minutes · Desktop, tablet or phone
Measures comprehension of written commands, after the Token Test of De Renzi and Vignolo. Participants see circles and squares in five colors and two sizes and carry out 26 commands in four levels, from "Touch the small blue circle" to commands that move tokens or turn on word order and conditions. The commands are written in the participant's language. Scores the share carried out correctly, overall and by level.
Language · 6 to 9 minutes · Desktop, tablet or phone
Compare recognition of positive, negative and neutral words. Study a mixed list, then decide which words were shown before.
Episodic memory · 4 to 6 minutes · Desktop, tablet or phone
A measure of perceptual switching. Participants watch a Necker cube, a drawing that can be seen from above or from below, and press an arrow key at each change of view: first freely, then while trying to hold one view. Scores are the switch rate, how long each view lasts and how much holding shifts the time spent in the held view. A higher switch rate is not a better score.
Attention · 8 to 10 minutes · Desktop or laptop
Measures the continued influence of misinformation: a detail keeps shaping inferences after it is corrected. Participants read six short news stories about invented events; a detail is later corrected in two, never corrected in two and never given in two. They then rate statements that follow from each detail. The main score is agreement in the corrected stories minus agreement in the stories without the detail. The last screen names the corrected details.
Episodic memory · 9 to 12 minutes · Desktop, tablet or phone
Measures whether people combine learned relations into an order. Participants learn which of two shapes is correct in five overlapping pairs, then choose between new pairings with no feedback. The main score is accuracy on the new pairs that only the hidden order can answer, with accuracy on the trained pairs and awareness of the order next.
Executive function · 9 to 12 minutes · Desktop, tablet or phone
Measures the memory benefit of generating a word. In one list of English word pairs, some second words are shown whole and others with letters missing, to be worked out from the first word; every second word is typed. A recognition test then shows them among new words.
Episodic memory · 8 to 10 minutes · Desktop, tablet or phone
Measures in-group favoritism in groups made from nothing: guesses of dot numbers place a person in one of two groups, then twelve choices share points between a member of each group. Scores are pull scores of the Tajfel matrices.
Social cognition · 5 to 7 minutes · Desktop, tablet or phone
A measure of judging the angle of lines. Each item shows two short lines above a fan of 13 numbered lines, 15 degrees apart, and participants choose the two fan lines at the same angles. The 32 items come in left and right mirror pairs and are the same for everyone, with no time limit. The score is the percent of items with both lines right.
Attention · 6 to 8 minutes · Desktop, laptop or tablet
Measures memory for unfamiliar faces. Participants learn 6 faces, then pick each from three faces in the same pictures, new pictures and visual noise.
Episodic memory · 8 to 10 minutes · Desktop, laptop or tablet
Measures how health and taste guide choices about food. Participants rate pictured foods for how healthy and how tasty they are, then choose between each food and a reference food they rated neutral. The main score is the share of healthier choices when health and taste disagree. No food is offered.
Executive function · 7 to 10 minutes · Desktop, tablet or phone
Measures how profound empty statements seem beside meaningful reflections. Participants rate 24 original sentences on a five-point scale. Scores report the mean rating of empty statements and the difference between the two kinds.
Executive function · 3 to 5 minutes · Desktop, tablet or phone
Measure how people understand risks shown as icon arrays, numbers or bars. Participants answer exact-number and comparison questions about 12 imaginary everyday examples, then rate how large option A's risk feels in each.
Executive function · 8 to 12 minutes · Desktop, tablet or phone
Measures how readers link a pronoun to the person it means. Participants read 48 short English sentences about two people, such as "Zoe wrote to Carl because she was homesick", and press F or J to say who "he" or "she" refers to. The pronoun's gender picks the person in half; in the rest, only the meaning does. The main score is how much slower answers are when the pronoun goes against the verb's expected cause.
Language · 4 to 6 minutes · Desktop or laptop
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.
Executive function · 4 to 5 minutes · Desktop or laptop
Measures how readily people confirm or deny a relation from how fast they answer when a rule asks for the usual relation and when it asks for the reverse. A word (pleasant or unpleasant) and a picture of a fruit or an insect appear with the answers similar and opposite, and the rule switches every block.
Social cognition · 8 to 12 minutes · Desktop or laptop
Measures how the feeling left by a brief picture carries over to judgments of an unfamiliar drawing. A happy face, a sad face or a gray square flashes before each drawing, and participants judge whether the drawing is more or less pleasant than average.
Social cognition · 4 to 6 minutes · Desktop or laptop
Measures how memory of an episode follows its worst and last moments. In 12 short rounds, points are taken away a few at a time while the participant rates each moment on a slider; after each round they rate the whole round, and after each pair they choose which round to do again. The pairs differ in their ending, their peak, their length, or a milder stretch added at the end. The main score is the end effect: how much worse a round is rated when the same moments end at the worst one.
Executive function · 5 to 7 minutes · Desktop, tablet or phone
Measures copying speed, accuracy and key timing. Participants type short sentences shown on screen, using their usual keyboard and input method. Only numeric performance data are saved.
Processing speed · 4 to 11 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.
Executive function · 8 to 12 minutes · Desktop, tablet or phone
Measures encoding specificity. Participants study words in capitals, each beside a related cue word, then recall them from the cue they studied, from a related word they never saw, or with no cue. The main score is how much more the studied cue helps. The words are in English.
Episodic memory · 7 to 9 minutes · Desktop, tablet or phone
Measures mental rotation of three-dimensional objects with the Shepard and Metzler procedure. Participants judge whether two figures made of cubes are the same object turned in depth or mirror images.
Working memory · 6 to 8 minutes · Desktop or laptop
Judge whether moving dots suggest heading to the left or right of a central marker. Scores heading accuracy at three fixed offsets, using original expanding dot fields.
Attention · 4 to 6 minutes · Desktop or laptop
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.
Executive function · 13 to 16 minutes · Desktop or laptop
Measures how quickly people notice developing road hazards. Participants watch drawn scenes from the driver's seat and press the space bar when a road user moves into their path. Scores response time, missed hazards and extra presses.
Attention · 5 to 7 minutes · Desktop or laptop
Measures analogical reasoning with figures generated for each session. A figure changes into a second one; participants choose the figure a third one becomes after the same changes. Puzzles have one, two or three changes in size, number, fill, turning, flipping or the position of a dot.
Executive function · 7 to 10 minutes · Desktop, tablet or phone
Measure restraint and cooperation over a shared resource. Participants take points from a pool that regrows between rounds, alongside three simulated members. Scores report requested amounts and the pool's survival.
Social cognition · 4 to 7 minutes · Desktop, tablet or phone
Measures how people use context to understand and choose a one-word message. Participants select an object named by a simulated speaker and choose a word for a simulated listener. Scores separate context-sensitive choices, clear messages and informative descriptions.
Social cognition · 5 to 7 minutes · Desktop, tablet or phone
Measures memory suppression. Participants learn picture pairs, then see one picture of a pair and either bring its partner to mind or keep it out of mind; a final test compares memory for the suppressed pairs with pairs left alone.
Episodic memory · 15 to 19 minutes · Desktop, tablet or phone
Measures how well vision links separate edges into a contour. Each trial shows two fields of small striped patches, one after the other; in one, ten patches line up along a hidden path. Participants press 1 or 2 for the field that held the path. The path bends by one of six fixed angles, from straight to zigzag, and the score is the bend at which 75 percent of answers are right.
Attention · 7 to 9 minutes · Desktop or laptop
Measures how precisely colors are held in visual working memory. One, two, four or six colored squares appear for 100 ms; after a 900 ms blank, one place is marked and participants click its color on a color wheel. The main score is the mean error in degrees around the wheel, with the guess rate and precision of a mixture model at each number of squares.
Working memory · 8 to 10 minutes · Desktop or laptop
Measures how much faster people match a shape to themselves than to a stranger. Participants learn which of three shapes stands for themselves, a friend and a stranger, then judge whether briefly shown shape-label pairs match.
Attention · 9 to 11 minutes · Desktop or laptop
Measures episodic memory for the order of events. Participants watch a series of pictures one at a time, then put the pictures back in the order shown, over several rounds.
Episodic memory · 6 to 10 minutes · Desktop, tablet or phone
Measures how well people understand a hint: what someone means when they ask for something without saying it. Participants read short scenes that end with a hint and choose what the speaker means from four choices. After a miss, the scene goes on with a plainer hint and the question is asked again. The main score is hint points as a percent of the most possible. The scenes are in English.
Social cognition · 8 minutes · Desktop, tablet or phone
Measures how accurately listeners distinguish Mandarin speech tones. Participants hear two syllables from a synthetic voice and choose whether their tones are the same or different. The main score is accuracy across the four tones. Use headphones.
Language · 4 to 6 minutes · Desktop, tablet or phone
Measures eye-hand tracking. Participants keep a dot on a target that moves around a circle at three speeds, using a mouse or trackpad. The main score is the percent of time on target.
Processing speed · 5 to 7 minutes · Desktop or laptop
Measures how quickly people judge whether a pictured hand is a left or a right hand, a task solved by imagining one's own hand moving. Drawings of hands, seen from the back or the palm, are turned to eight angles.
Working memory · 6 to 8 minutes · Desktop or laptop
A measure of how memory for a moving object's last position runs ahead along its path. A bar appears in three views, turned a little further each time as if rotating, then once more as a probe. Participants press one key if the probe is in the same position as the last view and another if it differs. The score is the forward shift of the remembered position, in degrees.
Attention · 7 to 8 minutes · Desktop or laptop
Measures the time cost of switching between two languages. Participants follow a language cue and choose the word for a digit in single-language and mixed-language blocks.
Language · 6 to 9 minutes · Desktop or laptop
A measure of iconic memory, the brief visual store that holds more letters than a person can report. Twelve consonants flash for about 50 ms in three rows of four. Participants first type all the letters, then, on most trials, only the row that arrows point to; the arrows come at once or up to a second after the flash. The score is the number of letters available just after the flash.
Working memory · 8 to 11 minutes · Desktop or laptop
Measures whether a learned reward spreads to a picture seen with the rewarded one. Participants see pairs of pictures, learn which pictures earn points, then choose between their partners. The main score is the share of choices for the picture whose partner earned points, with the preference for the points pictures themselves next.
Executive function · 8 to 11 minutes · Desktop, tablet or phone
Measures working memory with pictures of animals and foods. Participants see each list one picture at a time, then tap the pictures from smallest to largest in real life.
Working memory · 6 to 10 minutes · Desktop, tablet or phone
Measures spatial recognition memory by asking participants to recognize previously presented screen locations.
Episodic memory · 4 to 5 minutes · Desktop, laptop or tablet
Measures stock-management decisions with shipping delays. Participants run one stage of a four-stage supply chain, filling orders and ordering boxes. Scores track costs and the growth of order swings along the chain.
Executive function · 8 to 12 minutes · Desktop, tablet or phone
Measures how viewing a distorted face shifts what looks normal. Participants judge faces before and after looking at an expanded or contracted face. Scores show the shift toward the adapting distortion.
Attention · 8 to 12 minutes · Desktop or laptop
Measures the bouba/kiki effect, how people match the sounds of words with shapes. Each screen shows a written made-up word, such as "monubo" or "tekepi", and a rounded and a spiky shape, and participants choose the shape the word names. The main score is the percent of choices that follow the sounds. The words are written; no sound is played.
Language · 4 to 6 minutes · Desktop, tablet or phone
Measures the illusion of causality: judging that a cause works when the outcome is just as likely without it. Participants see plants one at a time, each given a fertilizer or not, predict whether each will flower, then rate how effective each garden's fertilizer is. The main score is the rating of a fertilizer that made no difference while plants usually flowered.
Executive function · 6 to 9 minutes · Desktop, tablet or phone
Measures how a spoken word speeds recognition of a related written word. Participants hear an English word, then decide as quickly and accurately as they can whether the letter string on the screen is an English word. Word targets follow a related or an unrelated spoken word. The voice is synthetic. Plays sound through speakers or headphones.
Language · 4 to 6 minutes · Desktop or laptop
Measures memory for a changing road scene. The scene disappears without warning, then participants answer where road users were, how they were moving and where they would be next. Scores accuracy for each type of question.
Working memory · 6 to 9 minutes · Desktop or laptop
A measure of how much a light pulls the place a sound seems to come from. A short burst of noise plays from the left, ahead or the right, placed by the time difference between the ears, often with a small light flashing at the same moment to one side of it, and participants click on a line where the sound came from. The score is the visual pull: how far the answers move with the light, as a percent of the light's move.
Attention · 7 to 9 minutes · Desktop or laptop
Measures how the numbers people give to line lengths grow with the lengths. Each screen shows a reference line called 100 and a second line, and the participant types a number in proportion to how long the second line looks. 9 lengths, from a quarter of the reference line to 4 times it, are shown 3 times each. The main score is the exponent of the power law fitted to the numbers, with the fit's R-squared.
Attention · 4 to 6 minutes · Desktop, tablet or phone
A measure of auditory scene analysis. Participants hear repeating low-high-low tone triplets and press an arrow key whenever what they hear changes between one galloping stream and two separate streams, high and low. Scores are the share of time heard as two streams at each frequency separation and tempo, and how it builds up over each sequence. A higher share is not a better score.
Attention · 9 to 11 minutes · Desktop or laptop
A timed measure of perceptual speed. Two line patterns or two strings of consonants appear side by side, and the person answers same or different as fast as they can without many errors. Timed blocks of patterns and letters take turns. The score is right answers minus wrong answers.
Processing speed · 4 to 5 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.
Executive function · 8 to 10 minutes · Desktop or laptop
Measures how well people predict their own time on a task. After a practice picture puzzle, participants predict how long a set of the same puzzles will take, do the set with no clock on screen, then say how long it took. The main score is predicted time over actual time.
Executive function · 6 to 9 minutes · Desktop, tablet or phone
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.
Executive function · 9 to 12 minutes · Desktop, tablet or phone
Measures how extra, interesting passages affect learning. Read six short lessons, then answer retention and transfer questions.
Episodic memory · 6 to 9 minutes · Desktop, tablet or phone
Measure how vision completes partly hidden shapes. A complete, partly hidden or cut-out shape flashes before two shapes appear. Participants judge whether the pair is the same or different. Response times show whether a partly hidden shape primes its complete or cut-out form.
Attention · 5 to 7 minutes · Desktop or laptop
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.
Executive function · 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.
Executive function · 10 to 12 minutes · Desktop or laptop
Measures how many moving objects a person can follow at once. Two to five of ten identical dots flash, then all the dots move for 6.5 seconds, and participants click the dots that flashed. The main score is the share of flashed dots found.
Attention · 7 to 9 minutes · Desktop or laptop
Measures how much work a person will do for a reward. Participants press the space bar for points; each win needs twice as many presses as the one before, and they may stop at any time. The main score is the breakpoint, the presses of the last win.
Executive function · 3 to 12 minutes · Desktop or laptop
Measures how often people send false messages when the message changes what they and another player get. In 8 rounds the participant sees a die and sends a simulated receiver a message about it; the points of each round reward a false message for the participant, the receiver, both or neither.
Social cognition · 5 to 7 minutes · Desktop, tablet or phone
Measures sustained attention and vigilance by asking participants to detect target digit sequences in a rapid stream.
Attention · 4 to 5 minutes · Desktop or laptop
Measures points given to an identified person and to a statistical group facing everyday needs.
Social cognition · 3 to 5 minutes · Desktop, tablet or phone
Measures how accurately people recognize newly learned voices and tell two voices apart. Participants learn two synthetic voices, recognize them in new sentences among two other voices, then judge whether pairs of sentences have the same or different speakers. Uses speech in the session language over headphones. Results describe these synthetic voices.
Attention · 5 to 8 minutes · Desktop, tablet or phone
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).
Executive function · 7 to 9 minutes · Desktop, tablet or phone
Measures learning of likely target locations during visual search. Participants find a turned T among L shapes. The target appears more often in one region before becoming equally likely everywhere. Scores the search-time advantage and awareness of the likely region.
Attention · 12 to 18 minutes · Desktop or laptop
A measure of how looking at tilted stripes changes what looks upright. A patch of stripes flashes briefly and participants press the left or right arrow for the way it tilted. The first part has no adapter; in the other two the circle first fills with stripes tilted 15 degrees to the left or to the right. The score is the shift in the tilt that looks upright after adaptation, in degrees.
Attention · 10 to 12 minutes · Desktop or laptop
Participants study 20 photographs of everyday scenes, half as close-ups and half as wider views, then see each again and judge whether it is the same view, closer up or farther away. Measures how far people remember a scene as wider than it was.
Episodic memory · 8 to 10 minutes · Desktop, tablet or phone
Measures how guessing before study affects memory. Participants guess the second word of half the pairs before seeing it, read the other pairs, then recall the second words.
Episodic memory · 7 to 9 minutes · Desktop, tablet or phone
Measure how an intervening noun affects subject-verb agreement in English. Participants read sentences word by word and judge their grammar. Compare reading times at and after the verb, and acceptance of agreement errors. A study can use quick whole-sentence judgments instead.
Language · 5 to 8 minutes · Desktop or laptop
Measures the right visual field advantage for words. Letter strings flash briefly to the left or right of a cross, and participants decide whether each is a real word or a made-up one. The advantage is read across a group, and the test cannot check where the eyes are.
Language · 8 to 11 minutes · Desktop or laptop
Measures working memory updating for two streams at once (Jaeggi and colleagues, 2003). A square appears in one of eight places while a computer voice says a digit, one pair every 3 seconds; participants press A when the place is the same as n steps back and L when the digit is. The level is set before the session and never changes. Scores are the sensitivity (d prime) for places and for digits; results are research measures.
Working memory · 6 to 8 minutes · Desktop or laptop
Measures whether people predict the likelier of two outcomes every time or spread their predictions to match how often each occurs. Two lights sit side by side, one coming on more often, and participants predict which will come on, seeing the answer each time. The main score is the share of predictions for the likelier light over the second half of 200 rounds.
Executive function · 6 to 9 minutes · Desktop, tablet or phone
Measures steps of strategic reasoning. In each round the participant and 9 simulated players pick a number from 0 to 100, and the number closest to two thirds of the average wins points. The main score is the first-round guess, read as steps of reasoning about the others.
Social cognition · 4 to 7 minutes · Desktop, tablet or phone
Measures aversion to unknown odds. The participant bets on a ball of their own color from one of two boxes of 100 balls: one with a known mix, from 10 to 90 balls of that color, and one whose mix is not shown. The switch point gives a matching probability, and ambiguity aversion is 0.5 minus it.
Executive function · 4 to 6 minutes · Desktop, tablet or phone
Measures understanding of humor. Participants read 12 short English situations and choose the funny ending from three options: funny, straightforward and unrelated. Half use wordplay and half an unexpected inference.
Language · 4 to 6 minutes · Desktop, tablet or phone
Measures interference from several sources at once. Three digits appear and one differs from the other two; participants press 1, 2 or 3 for its value. In control blocks it sits in its own place among zeros, and in interference blocks it sits elsewhere among other possible answers. The score is the slowing in interference blocks.
Executive function · 7 to 8 minutes · Desktop or laptop
Measure how quickly and accurately people see mirror symmetry. Dot patterns flash for 200 ms. Participants judge whether a pattern has mirror symmetry or is random. Four axes and three fixed noise levels show how orientation and noise affect detection.
Attention · 6 to 8 minutes · Desktop or laptop
Measure contributions toward a shared target when falling short puts everyone's remaining points at risk. The participant plays ten rounds with five simulated members. The main score is the share of starting points contributed.
Social cognition · 3 to 5 minutes · Desktop, tablet or phone
Measures how quickly people choose a word when several could fit. Participants see an English noun and type a verb that goes with it (ball: throw). The main score is how much slower the answers are for the 20 nouns with many possible verbs than for the 20 nouns with one strong verb.
Language · 4 to 6 minutes · Desktop or laptop
Measures how people read intentions and mental states into moving shapes. Participants watch 12 short animations of two triangles and say whether the triangles move on their own, react to each other's actions or react to each other's thoughts or feelings. The main score is percent correct on the mental-state animations.
Social cognition · 8 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.
Executive function · 6 to 10 minutes · Desktop, tablet or phone
Measures blocking in learning from outcomes: a cue that comes with an already predictive cue is learned less. Participants learn which foods make a made-up creature glow, then rate each food alone. The main score is the blocking effect: the control foods' mean rating minus the blocked food's rating.
Executive function · 5 to 8 minutes · Desktop, tablet or phone
A measure of how watching steady motion changes what looks still. A cloud of twinkling dots shows for a second, some of them drifting together left or right, and participants press the left or right arrow for the way it drifted. The first part has no adapter; in the second the dots first drift one way for 30 seconds and again before every test. The score is the shift in the share of drifting dots that looks still, compared with the first part.
Attention · 9 to 11 minutes · Desktop or laptop
Measures how a first sound dominates a quick echo of it. Through headphones, participants hear a click on one side followed 1 to 32 ms later by a click on the other side, or a single click, and say whether they heard one click, on the left or right, or two. The main score is the echo threshold, the delay at which half the pairs are heard as two clicks; the lead's dominance comes with it. A research measure, not a hearing test.
Attention · 6 to 9 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.
Executive function · 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.
Executive function · 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.
Executive function · 6 to 9 minutes · Desktop, tablet or phone
Measures how much sound that people try to ignore disrupts memory for order. Digits appear one at a time and are recalled in order while participants hear nothing, one tone repeated, or tones that change in pitch. The main score is the changing-state cost: recall with the repeated tone minus recall with the changing tones.
Working memory · 11 to 14 minutes · Desktop, tablet or phone
Measures memory for where something was seen, apart from memory for the thing itself. Participants study pictures shown on the left or the right of the screen. Each test picture is answered Seen or New, and each Seen answer is followed by the side.
Episodic memory · 7 to 9 minutes · Desktop, tablet or phone
Measures risk taking for gains and for losses. On each round participants pick a cup from a side where every cup holds the same points or a side where one cup holds more and the others nothing, with the risky side's expected value below, equal to or above the sure side's. The main score is the share of risky choices.
Executive function · 6 to 9 minutes · Desktop, tablet or phone
Measures how well people use another person's view to follow instructions. A drawn director, a computer program, asks for objects to be moved on shelves where some slots are hidden from the director; on critical instructions the best fit from the participant's side is an object the director cannot see. The main score is the share of those instructions answered with the wrong object, with a part that has a rule and no director for comparison.
Social cognition · 8 to 12 minutes · Desktop, laptop or tablet
A continuous recognition test. Pictures appear one at a time and some come back after 2, 8 or 32 others; participants say whether each picture is new or seen before. The main score is d′ for telling repeats from new pictures.
Episodic memory · 5 to 7 minutes · Desktop, tablet or phone
Measures perceptual closure: seeing a whole face or object in a picture made only of black and white patches. Participants see each two-tone picture for a moment, upright or upside down, and say whether it shows a face, or which food it shows; half the pictures are scrambled patches that show neither. The main score is how much more often upright pictures are seen than the scrambled ones.
Attention · 6 to 8 minutes · Desktop, tablet or phone
Measures shared judgments of everyday actions. Participants rate how socially appropriate each action is, trying to match the most common rating in their study.
Social cognition · 4 to 6 minutes · Desktop, tablet or phone
Measures how well people hear a change in a rhythm. Each round plays a rhythm of tones twice, then a third time that is the same or different, and participants say which. Some rhythms carry a regular beat and some do not. The main score is d-prime, how well changed rhythms are told from unchanged ones.
Processing speed · 9 to 12 minutes · Desktop, tablet or phone
Measures how quickly people check a sentence against a picture. Participants read a short sentence about a star and a plus sign, such as "The star is not above the plus sign", then press F or J to say whether it is true of a picture of one above the other. The sentences vary in negation and in above or below, and are shown in the participant's language.
Language · 8 to 11 minutes · Desktop or laptop
Measures object similarity judgments with the triplet odd-one-out method. Participants see three object pictures and choose the one least like the other two. Scores how often choices agree with the choice most people are expected to make, and how consistent repeated choices are.
Attention · 5 to 7 minutes · Desktop, tablet or phone
Measures how much a color that once earned points slows the search for a shape. In training, participants find the circle in one of two colors and press F or J for the line inside it; one color usually earns 5 points and the other 1. In the test, with no points, they find the odd shape while another shape sometimes has a color that earned points.
Attention · 11 to 13 minutes · Desktop or laptop
Measures linking memories that share an item. Participants learn overlapping pairs of pictures, A with B and B with C, then choose which A goes with each C, a pair never shown. The main score is accuracy on those inference choices, with memory for the studied pairs next.
Executive function · 10 to 13 minutes · Desktop, tablet or phone
Measure how people read values, compare data and draw conclusions from bar, line and pie charts. Participants type numeric answers to original questions in eight languages, with no time limit.
Executive function · 5 to 8 minutes · Desktop, tablet or phone
Measures decisions under risk when the rules are known. Before each of 18 rolls of a die, participants bet on one number or on two, three or four numbers. A bet on fewer numbers wins and loses more points but wins less often, so over many rolls it loses points. The main score is the net score: safe bets (three or four numbers) minus risky bets (one or two).
Executive function · 4 to 6 minutes · Desktop, tablet or phone
Measures how a listener organizes pitch. Through headphones, participants judge whether pairs of Shepard tones go up or down, including half-octave pairs that different people hear differently, then say where they hear the high and low tones of the octave illusion. The main score is how strongly the pitch class of the first tone sets the answer.
Attention · 8 to 11 minutes · Desktop, tablet or phone
Measure visual processing speed and short-term storage capacity. Six letters flash at several fixed durations, followed by masks. Participants report the letters they saw. A whole-report model separates processing speed, capacity and the exposure threshold.
Attention · 7 to 10 minutes · Desktop or laptop
Measures how unpredictably people choose against an opponent that exploits patterns. In each round the participant and a simulated opponent choose A or B at the same time, and the participant wins when the letters match; the opponent plays against any pattern in the participant's earlier choices and outcomes. The main score is the share of rounds won.
Social cognition · 5 to 8 minutes · Desktop, tablet or phone
Measures how stock orders move toward average demand and follow the previous round. Participants order boxes before demand is revealed, then see sales, waste and points gained or lost. The study sets a high or low profit margin.
Executive function · 5 to 8 minutes · Desktop, tablet or phone
Measures recall, interference between lists and recovery with another study. Participants study two word lists from the same categories, then type the words from each.
Episodic memory · 8 to 10 minutes · Desktop, tablet or phone
Measures print exposure, how much a person reads. Participants mark the names they know as authors in lists that mix widely read authors with made-up names, warned that marking a made-up name lowers the score. Scores authors marked minus made-up names marked, with its own list of authors for each session language.
Language · 2 to 4 minutes · Desktop, tablet or phone
Compares recall of words naming animals and nonliving objects. Participants study a mixed list, count backward, then type the words they remember.
Episodic memory · 9 to 10 minutes · Desktop, tablet or phone
Measures visuomotor skill under a mirror reversal. Participants trace a star drawn as a band with a dot whose movement is reversed, up and down as standard, as in a mirror. The main score is the number of times the dot leaves the band per trace, with the time each trace takes.
Processing speed · 6 to 10 minutes · Desktop or laptop
Measures how much faster attention moves within an object than to another object the same distance away. Two rectangles stand around a cross, one end brightens, and a white square then fills that end, the far end of the same rectangle or the near end of the other rectangle. Participants press the space bar as soon as they see it.
Attention · 9 to 11 minutes · Desktop or laptop
Separates recollection from familiarity in recognizing words. Words are judged in one list and learned in another, then recognized under two rules: Yes for a word from either list, or Yes only for a word from the learned list.
Episodic memory · 8 to 10 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.
Executive function · 5 to 8 minutes · Desktop, tablet or phone
Measure how many letters a person takes in from one brief string. Five consonants flash for 200 ms. Participants report all the letters they saw, then a single letter at a marked position. Whole and partial reports measure visual attention span, studied in reading research.
Attention · 6 to 9 minutes · Desktop or laptop
Measures visual pattern recognition by asking participants to recognize previously studied abstract patterns among novel foils.
Episodic memory · 4 to 5 minutes · Desktop, tablet or phone
A measure of subitizing: taking in a few items at a glance. One to nine dots flash for 200 ms, and participants press the number key for how many there were. Answer times rise slowly up to about four dots and steeply after. The score is the subitizing span, the number of dots at which that rise turns, fitted to each person's answer times.
Processing speed · 5 to 6 minutes · Desktop or laptop
Measure sensitivity to word order in English. Five words appear briefly and are masked. Participants judge whether they form a correct sentence. Compare errors and response times for swapped-word sequences, other ungrammatical sequences and correct sentences.
Language · 4 to 5 minutes · Desktop or laptop
Compares recall of words shown clearly or with lower contrast and a fixed blur. Participants study a mixed list, count backward, then type the words they remember.
Episodic memory · 4 to 5 minutes · Desktop, tablet or phone
Measures how often seeing results changes investment in a risky option. Each round, participants invest any part of 100 points in an option that loses the amount (2 in 3 chance) or gains 2.5 times it (1 in 3 chance). With frequent feedback they choose and see every round; with infrequent feedback one choice covers three rounds and only the combined result is shown.
Executive function · 4 to 6 minutes · Desktop, tablet or phone
Records a shopping basket in a simulated online shop. Participants choose unbranded foods for a short list within a budget. Studies vary prices, nutrition or environmental labels, and preset baskets. Reports spending and basket totals.
Executive function · 4 to 7 minutes · Desktop, tablet or phone
Measures how points for success change the wish to keep playing. Participants stop a stopwatch at 5.00 seconds, with or without points, then have free time in which they may play on for no points, read or wait. The main score is the number of rounds played in the free time.
Executive function · 7 to 9 minutes · Desktop, tablet or phone
Measures whether people learn to switch doors when switching pays. Points are behind one of three doors; after each pick the computer opens an empty door, and participants stay or switch. Switching wins two rounds in three. The main score is the switch rate over 60 rounds.
Executive function · 5 to 7 minutes · Desktop, tablet or phone
Measures how often a known word will not come to mind. Participants read the English definitions of 40 rare words and type each word, or say that it is on the tip of the tongue or not known. A tip-of-the-tongue answer brings a second try with the word's first letter. The main score is the share of tip-of-the-tongue states.
Language · 8 to 12 minutes · Desktop, tablet or phone
Collects what the false consensus effect is computed from. Participants answer 20 everyday two-choice questions, such as whether they squeeze toothpaste from the end or the middle, and after each one estimate what percentage of the other people in the study gave the same answer. The effect is computed across a study's participants, by comparing their estimates with the study's actual answers, so one session reports its answers and estimates; the main score is the mean estimate.
Social cognition · 4 to 6 minutes · Desktop, tablet or phone
Measures volunteering and how it changes with group size. In each round the participant is in a new group of 2, 3, 6 or 12 with simulated members and chooses whether to pay a small cost; if at least one member pays, every member gets 100 points.
Social cognition · 4 to 7 minutes · Desktop, tablet or phone
Measures how well people predict their understanding of text. Read six short texts, predict test performance for each, then answer questions.
Episodic memory · 7 to 10 minutes · Desktop, tablet or phone
Measures interference between the value of a digit and its print size. Two digits from 1 to 9 appear side by side, often in different print sizes. In one part participants choose the larger number, and in the other the digit printed bigger. The main score is the size congruity effect: how much slower answers are when value and print size disagree than when they agree.
Executive function · 7 to 8 minutes · Desktop or laptop
Measures how much spelling gets in the way of judging sound. Two English words appear one after the other, and participants press F or J to say whether they rhyme. Some pairs look alike but do not rhyme (charm, warm) and some rhyme but look different (kite, night); the score is how much longer these 32 conflict pairs take than the 32 pairs where spelling and sound agree.
Language · 4 to 6 minutes · Desktop or laptop
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.
Executive function · 7 to 9 minutes · Desktop or laptop
Measures how quickly an angry or a happy face is found among neutral ones. Nine drawn faces appear in a square; participants press F if all are the same and J if one face is different. The main score is the anger-superiority effect: the time to find a happy face minus the time to find an angry one.
Attention · 6 to 8 minutes · Desktop or laptop
Measures spatial perspective taking. Participants see objects laid out from above, imagine standing at one object and facing another, and point to a third on a circle. The main score is the mean angular error, with items not answered in time counted as 90 degrees.
Working memory · 8 to 10 minutes · Desktop, laptop or tablet
Measure how accurately people time the arrival of a moving dot. Press Space when its center reaches a line, either while watching it or after it disappears. Scores report early and late timing errors, precision and the effect of disappearance.
Processing speed · 3 to 4 minutes · Desktop or laptop
Measures the illusory correlation: linking a smaller group with rarer acts, though both groups show the same mix. Participants read statements about desirable and undesirable acts by members of two made-up groups, then rate each group, place each act in a group and estimate how many acts were undesirable. The main score is the phi between the group chosen and an act's desirability. The last screen explains the design.
Social cognition · 9 to 12 minutes · Desktop, tablet or phone
Measures how much people pay to learn a result early when knowing cannot change it. In each round a draw may win 50 points, with a chance from 1 to 9 in 10, and the result shows after a wait. Participants can find it out at once, free or for points, without changing the result or the length of the round. The main score is the share of rounds with a cost on which they paid.
Executive function · 8 to 10 minutes · Desktop, tablet or phone
Measures learning when an action prevents a point loss. Participants learn which shapes often lead to losses, pay a smaller cost to prevent a loss or leave the points unprotected, and adapt when the shapes' probabilities switch.
Executive function · 5 to 8 minutes · Desktop, tablet or phone
Measures how well single tones seem to fit a musical key. Participants hear a chord or a short chord sequence through headphones, then one tone, and rate how well the tone fits. Scores compare each person's ratings of the 12 tones with the standard major and minor key profiles. There is no correct rating.
Attention · 6 to 8 minutes · Desktop, tablet or phone
Measures implicit memory. Participants rate words for how much they like them, then complete three-letter word beginnings with the first word that comes to mind. The main score is priming: stems completed with a rated word minus stems completed with a word never shown. The words are in English.
Episodic memory · 7 to 10 minutes · Desktop, tablet or phone
Measures how quickly and accurately people match facial expressions of emotion, against a control of matching shapes. Three emoji faces appear at a time, and participants pick which of the two lower faces shows the same emotion as the top one. The main score is percent correct on the face trials.
Social cognition · 6 minutes · Desktop or laptop
Shows what a trait looks like to each person. On each trial participants see the same average face twice, covered with a random noise pattern and its opposite, and pick the one that looks more trustworthy, dominant or happy. The chosen patterns average into a classification image; the main score is its informational value.
Social cognition · 8 to 10 minutes · Desktop, laptop or tablet
Measures global form perception: how many dot pairs must line up along circles before a person sees the circular pattern. Two displays of 150 dot pairs flash one after the other; in one, a share of the pairs (the coherence) lies along circles around the center. Participants press 1 or 2 for the display with the circles. The coherence comes from six fixed levels, and the score is the coherence at which 75 percent of answers are right.
Attention · 6 to 8 minutes · Desktop or laptop
Measures whether people remember inferred traits as words they read. Participants study behavior sentences beside fictional names, then decide whether a word appeared with each name. False recognition is compared for traits implied about the same person and traits implied about another person.
Social cognition · 5 to 7 minutes · Desktop, tablet or phone
Measures verbal short-term memory span. Lists of 2 to 7 common words appear one word at a time, and after each list participants click or tap the words in the order they saw them.
Working memory · 6 to 8 minutes · Desktop, tablet or phone
Measures acceptance of general personality feedback. After six preference questions, participants rate how well a fixed description fits them. Everyone receives the same description, presented as based on their answers; the last screen explains this. Scores report acceptance, not personality.
Social cognition · 3 to 5 minutes · Desktop, tablet or phone
A measure of how a moving object is seen ahead of a flash. A bar turns around a dot, and two short lines flash once beyond its ends, a little ahead of it or behind it. Participants press one key if the lines were ahead of the bar and another if they were behind it. The score is the lag: how far ahead the lines must be to look aligned with the bar, in ms of the bar's turning.
Attention · 7 to 9 minutes · Desktop or laptop
Measures sustained attention and its moment-to-moment ups and downs. Round scenes of cities and mountains, drawn for this test, fade into one another every 800 ms; the person presses for each city (90%) and holds back for each rare mountain. Scores sensitivity (d prime), both kinds of error and how response times vary over time.
Attention · 5 to 6 minutes · Desktop or laptop
Measures how a partner's report changes memory for scenes. Participants study six scenes of everyday things, read a simulated partner's list for each, which names some things that were not there and leaves others out, then say whether pictures were in each scene. The main score is how much more often the partner's wrong names are called seen than new things. The last screen says the partner was a program and names its errors.
Episodic memory · 8 to 10 minutes · Desktop, tablet or phone
Measures whether puzzles stopped before they are finished are remembered better than finished ones, a classic result that has proved hard to replicate. Participants do a series of picture puzzles, half of them stopped by the program, then type the puzzles they remember. The main score is the share of the recall that went to stopped puzzles.
Episodic memory · 8 to 11 minutes · Desktop, tablet or phone
Measures holding back the obvious answer, in children of about 3 and a half to 7. A card shows a sun or a moon with stars, and the child taps the other picture: the moon for the sun, the sun for the moon. A first block pairs two patterns with the same two pictures, with nothing to hold back. The score is the share of sun and moon cards answered right.
Executive function · 4 to 5 minutes · Desktop, laptop or tablet
Measures honest reporting at the group level. Before each roll of an on-screen die, the participant privately thinks of a number from 1 to 6, then reports whether the die showed it; each match earns points. Chance predicts a match on 1 roll in 6, and the test never learns the number.
Social cognition · 4 to 6 minutes · Desktop, tablet or phone
Measures working memory capacity with spoken sentences (Daneman and Carpenter, 1980). Participants hear short sentences read by a computer voice, answer whether each is true or false, and remember each sentence's last word; after each set of 2 to 6 sentences they choose the words in the order heard. Sentences in all eight languages; results are research measures.
Working memory · 6 to 8 minutes · Desktop, tablet or phone
Measures translation recognition and interference from related words. Participants judge whether an English word translates a preceding word in one of seven other languages.
Language · 3 to 5 minutes · Desktop or laptop
A measure of the approximate number system: how precisely people judge which of two groups of dots has more, without counting. Two clouds of 6 to 24 dots flash side by side for 750 ms, and participants press the key for the side that had more. The main score is the Weber fraction fitted to the answers at four fixed ratios; lower means finer judgments of number.
Processing speed · 5 to 7 minutes · Desktop or laptop
Measures how strongly a category is linked with good or bad from how well people pick out its pictures when they share a response with happy or with sad faces. Participants press the space bar within a deadline for pictures of fruit or insects and of one kind of face, and do nothing for the others.
Social cognition · 8 to 10 minutes · Desktop or laptop
Measures which melody continuations sound right to a listener. Participants hear two notes as the start of a melody, then a third note, and rate how well it continues the melody. Scores relate the ratings to how near the third note is and whether it turns back after a leap. There is no correct rating.
Attention · 5 to 7 minutes · Desktop, tablet or phone
Measures how far people pass a growing pot before taking it. In each game the participant and a simulated partner take turns, 6 at most, to take the pot and end the game or to pass it on so that it grows. The main score is how many of their 3 turns the participant passes, with games the partner ended early counted only as far as they went.
Social cognition · 4 to 7 minutes · Desktop, tablet or phone
Measures generalization from learned equivalence. Participants learn by feedback which pets four people have, where two people share a pet, then meet pairings never trained. The main score is the share of errors on those new pairings (the generalization error ratio), with errors on the learned pairings and during learning next.
Executive function · 5 to 10 minutes · Desktop, tablet or phone
Measures how well people hear whether beeps fit the beat of a rhythm. Each round plays a rhythm of tones, and after a few seconds beeps join it, on the beat or off it: early, late, too fast or too slow. The main score is d-prime, how well beeps off the beat are told from beeps on it.
Processing speed · 8 to 11 minutes · Desktop, tablet or phone
Measures how people revise their ratings of explanations as evidence arrives. Participants read 12 short everyday stories one sentence at a time and, after each of three sentences, rate how likely four explanations are, from 0 to 10. Two explanations fit the first sentence and are contradicted later; the main score is how far their ratings fall from the first sentence to the last. A research measure with no clinical claim.
Executive function · 10 to 15 minutes · Desktop, tablet or phone
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.
Executive function · 6 to 8 minutes · Desktop, laptop or tablet
Measures the memory benefit of drawing. Participants draw a picture of some words and write others over and over, for the same time each, then type the words they remember.
Episodic memory · 10 to 12 minutes · Desktop, tablet or phone
Measures impulsive responding and attention in a stream of five-digit numbers. Participants press the spacebar when a number repeats the one they compare it with, the number just before it or, in the delayed part, the last one before three showings of 12345, and hold back when only one digit changed. The main score is commission errors divided by correct detections in the immediate part.
Attention · 10 to 12 minutes · Desktop or laptop
A measure of the balance of attention between left and right, with no pointing movement. A long line with a small mark near its middle flashes for 150 ms, and participants press the arrow key for the side whose part is shorter or, in other blocks, longer. The score is the mark position at which both parts look equal, in percent of the line's length.
Attention · 6 to 7 minutes · Desktop or laptop
Measures the memory benefit of thinking about survival. Participants rate words for their relevance to being stranded in grasslands or to moving home, then type the words they remember in a recall test they were not told about.
Episodic memory · 9 to 12 minutes · Desktop, tablet or phone
Measures recall by value and how strongly recall favors high-value words. Participants study English words worth different points, then type the words they remember.
Episodic memory · 5 to 7 minutes · Desktop, tablet or phone
Measures how fast short-term memory fades when rehearsal is blocked. Participants see three consonants, count back by threes from a three-digit number for 3 to 18 seconds, then enter the letters.
Working memory · 8 to 11 minutes · Desktop, tablet or phone
Measures how much a tilted square frame pulls a person's sense of upright. Participants turn a rod, shown as two dots in a round window on a dark screen, until it looks upright, with no frame, an upright frame or a frame tilted 10, 20 or 30 degrees to either side.
Attention · 6 to 9 minutes · Desktop or laptop
Measures working memory updating for places. A square appears in one of eight places, one every 3 seconds, and participants press the spacebar when it is in the same place as the square 1 or 2 back, at levels fixed before the session.
Working memory · 9 to 11 minutes · Desktop or laptop
Measures how often people match a group's wrong answer. Participants match a line to one of three, 12 times alone and then 18 times after seeing a simulated group's answers, which are wrong on 12 rounds. The main score is the share of those wrong answers the participant matches.
Social cognition · 4 to 7 minutes · Desktop, tablet or phone
Measures how people place numbers in space. A number appears above a line that runs from 0 to 100 or from 0 to 1000, and the participant marks where the number belongs. The main score is the percent absolute error: how far the marks fall from the true places, as a share of the line.
Processing speed · 4 to 6 minutes · Desktop, laptop or tablet
Compares memory for pictures and for words. Participants study a mixed list of pictures and picture names, then say whether each picture or word was in the list. The main score is how much better pictures are recognized.
Episodic memory · 7 to 9 minutes · Desktop, tablet or phone
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.
Executive function · 8 to 12 minutes · Desktop, tablet or phone
Measures the balance between goal-directed and habitual control of action. Participants learn which key opens each fruit box to win the fruit inside, then some fruits stop paying and boxes come quickly. The main score is the devaluation sensitivity index: the share of responses to boxes whose fruit still pays minus the share to boxes whose fruit no longer does.
Executive function · 11 to 13 minutes · Desktop or laptop
Measures vigilance, the ability to keep spotting rare events over a long, dull watch. A pointer steps around a plain clock face once a second, and participants press the space bar whenever it jumps two steps at once. Detections are scored by quarter of the session to show the vigilance decrement.
Attention · 12 to 13 minutes · Desktop or laptop
Measures how another person's view and one's own interfere. A drawn room shows red dots on its walls and a person facing one wall. Participants check a number against the dots they see, or against the dots the person sees. The main score is the altercentric interference: how much slower one's own judgments are when the person sees fewer dots.
Social cognition · 9 to 11 minutes · Desktop or laptop
Measures how well people update working memory. Boxes each start with a digit, then changes such as +3 or −2 appear in single boxes, one at a time. Participants keep each box's value in mind and enter the final values at the end.
Working memory · 7 to 9 minutes · Desktop, tablet or phone
Measures working memory capacity with the automated symmetry span procedure. Participants judge whether patterns are symmetrical while remembering where red squares appeared, then recall the places in order.
Working memory · 8 to 12 minutes · Desktop, tablet or phone
Measures how curiosity helps memory. Participants rate how curious they are about the answers to 30 trivia questions, see each answer after a short wait, then type the answers in a recall test. The main score is recall of high-curiosity answers minus low-curiosity answers.
Episodic memory · 11 to 14 minutes · Desktop, tablet or phone
Measures learning of a repeated sequence through immediate recall. Participants see lists of digits, nine as standard, one digit at a time and enter each list in order; every third list is the same list, unannounced.
Working memory · 9 to 12 minutes · Desktop, tablet or phone
Participants earn points and report their income under stated deduction, audit and fine rules. Measures the share reported at two audit chances.
Social cognition · 6 to 8 minutes · Desktop or laptop
Measures memory for short melodies. Participants hear two tone melodies, five notes each as standard, and say whether they are the same. When they differ, one note changes either the melody's ups and downs or only the size of its steps, and in half the pairs the second melody is moved to a new key.
Working memory · 9 to 11 minutes · Desktop, tablet or phone
Measures how often people take points away from a partner who takes points from them, when doing so earns them nothing. The partner is a computer program that follows set rules. Participants earn points by pressing a key 100 times, take a point from the partner with 10 presses, or protect their points with 10 presses.
Social cognition · 12 to 13 minutes · Desktop or laptop
Measures how much faster people press when two signals come at once than when one does, the redundancy gain. A small square flashes to the left of a cross, to the right, or on both sides at the same time, and participants press the space bar as soon as they see any square. A race model test asks whether the gain is larger than two separate detections racing each other could give.
Processing speed · 7 to 9 minutes · Desktop or laptop
Measures how a word's meaning fades when it is seen over and over. A word flashes about 3 or about 22 times in a row, then appears with a second word, and participants press F or J to say whether the two are related in meaning. The score is how much slower related pairs are judged after many showings than after a few. The words are written in each of the eight languages.
Language · 8 to 10 minutes · Desktop or laptop
Tests whether describing a face in words makes it harder to recognize. In each round participants see a face, then either describe it in writing or type the names of countries and their capitals for the same time, then pick it out from four faces or answer that it is not there. The main score is how many fewer faces are picked out after describing.
Episodic memory · 20 to 25 minutes · Desktop, laptop or tablet
Measures the word superiority effect: a letter flashed briefly is identified better inside a word than alone or inside a made-up string. Participants pick which of two letters was shown, and both letters would make a word. The advantage is read across a group.
Language · 6 to 8 minutes · Desktop or laptop
Measures whether people can report a feature they just used to find a target. Four digits flash around a cross, and participants click where the one larger than 5 was; then a surprise question asks which digit it was, and control trials ask again once the question is expected. The main score is whether the surprise answer was right, a measure read across a group. The surprise works once, so each person takes this test once.
Attention · 4 to 6 minutes · Desktop or laptop
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.
Executive function · 9 to 12 minutes · Desktop, laptop or tablet
Measures how often people answer a question without noticing a false detail in it. Participants answer 32 English general-knowledge questions with buttons; half have one detail, such as a name or a place, swapped for a false one of the same kind, and the task is to mark those. A check of each fact comes last. The main score is the share of distorted questions answered among facts the person knew.
Language · 8 to 10 minutes · Desktop, tablet or phone
Measures how seeing some words of a studied group changes recall of the rest. Participants study six groups of words, then type each group's words; for half of the groups, two of the words are shown.
Episodic memory · 6 to 8 minutes · Desktop, tablet or phone
Measures how choosing between two foods changes how much people like them. Participants rate pictured foods, choose between pairs they rated alike, and rate the foods again; half the pairs are chosen only after the second ratings, as a control for what choices reveal. No food is offered.
Executive function · 7 to 9 minutes · Desktop, tablet or phone
Measures how much repetition makes speech sound like song. A synthetic voice says a short everyday phrase, and participants rate it from exactly like speech to exactly like singing, then hear the same phrase repeat and rate it again. The main score is how much the rating rises.
Attention · 5 to 7 minutes · Desktop, tablet or phone
Measures how much people avoid mental effort when free to choose. In each round participants pick a card from one of two decks and say whether its number is odd or even, or lower or higher than 5, as its color and question ask. One deck changes the question on 1 card in 10 and the other on 9 in 10; nothing else differs. The main score is the share of choices from the easier deck, over 4 parts of 50 rounds.
Executive function · 9 to 11 minutes · Desktop or laptop
Measures the illusion of explanatory depth. Participants rate how well they understand how 12 everyday devices work, from 1 to 7, then explain in writing how some of them work, step by step, and rate again after each explanation and after a question about each device. The main score is how far the ratings fall after explaining. The typed explanations are kept for the study and never scored.
Executive function · 8 to 14 minutes · Desktop, tablet or phone
An object decision task: participants decide as quickly as they can whether each animal silhouette shows a real animal or a made-up one, which joins the front of one real animal to the back of another. They press one key for real and another for made up. The main score is accuracy, with response times for real and made-up animals.
Attention · 2 to 4 minutes · Desktop or laptop
A measure of how number size links to left and right. Digits from 1 to 9 appear one at a time, and participants press F or J to say whether each is odd or even, with the keys swapped between blocks. The main score is the SNARC slope: how much faster the right hand becomes, against the left, as the digits get larger.
Processing speed · 9 to 11 minutes · Desktop or laptop
Measures the memory benefit of spacing. In one list, some words are shown once, some twice in a row and some twice with other words between; participants then type the words they remember.
Episodic memory · 6 to 9 minutes · Desktop, tablet or phone
Measures working memory capacity with the counting span procedure. Participants count the dark blue circles on a series of cards, among squares and lighter circles, while remembering each card's total, then enter the totals in order.
Working memory · 12 to 15 minutes · Desktop, tablet or phone
Measures memory for the pitch of a tone over 5 seconds, in silence or while other tones play (Deutsch, 1970). Each trial plays a first tone and, 5 seconds later, a last tone through headphones; participants say whether the last tone had the same pitch or a different one. On half the trials six other tones play in between. The score is the share right with tones in between, with the cost of those tones against silence. Needs headphones and normal hearing; results are research measures.
Working memory · 8 to 10 minutes · Desktop, tablet or phone
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.
Executive function · 8 to 11 minutes · Desktop, tablet or phone
A measure of how quickly people judge the size of numbers. Two digits from 1 to 9 appear side by side, and participants press the key on the side of the larger one. The main score is the numerical distance effect: how much slower answers are when the two digits are close (1 or 2 apart) than when they are far apart (5 to 8).
Processing speed · 5 to 6 minutes · Desktop or laptop
Measures coordination when the lowest choice sets everyone's points. In each round the participant and simulated members each choose a number from 1 to 7; points rise with the group's lowest number and fall with one's own. The main score is the mean number chosen over the rounds.
Social cognition · 3 to 6 minutes · Desktop, tablet or phone
Measures implicit statistical learning. One of four circles fills in and participants press its key. Every other circle follows a hidden repeating pattern and the rest are random, so some runs of three come up more often than others; faster responses to the frequent runs show learning.
Processing speed · 9 to 12 minutes · Desktop or laptop
Measures the perceptual bias toward the left side of faces. Each pair shows a face that smiles on one half above its mirror image, and participants pick the face that looks happier. The main score is the laterality score: how much more often the face smiling on the viewer's left is chosen.
Social cognition · 5 to 7 minutes · Desktop, laptop or tablet
Measures how recognizing a fact slows as more facts share its person or place. Participants learn 18 made-up facts such as "The painter is on the island", then decide quickly whether each sentence is a learned fact or a re-paired one. The main score is the fan slope.
Episodic memory · 13 to 16 minutes · Desktop or laptop
Measures spatial learning and memory with a path hidden in a 10 by 10 grid of squares. Participants find the path one square at a time from right and wrong feedback, over several rounds on the same path and once more after a short break. The main score is the number of wrong squares over the learning rounds.
Episodic memory · 8 to 12 minutes · Desktop, laptop or tablet
Measures how much a part that should be ignored slows a simple judgment. Two curves appear side by side, and participants press F or J for the curve on the right while, block by block, the curve on the left stays the same, changes with it or changes at random.
Attention · 7 to 9 minutes · Desktop or laptop
Measures how often a tone seems to go on through a burst of noise that replaced part of it. Through headphones, participants hear a 1 kHz tone with a short break that is silent or filled with noise at five levels fixed before the session, or a tone that goes on under the noise, and say whether it stopped or went on. The main score is the share of broken tones heard as going on under noise, less the share with a silent break. A research measure, not a hearing test.
Attention · 6 to 9 minutes · Desktop, tablet or phone
Measures how people adjust learning in a changing world. A hidden helicopter drops bags that scatter around it and now and then moves to a new place; before each drop the participant moves a bucket to where the next bag will fall. The main score is how much the learning rate rises when a miss signals that the helicopter has probably moved (the change-point weight of the normative model).
Executive function · 8 to 12 minutes · Desktop, laptop or tablet
Measures how far spacing pulls judged time, the kappa effect. Three dots flash one after another along a row, and participants say whether the middle one came closer in time to the first or to the last, while its place is near one end. The shift is read across a group, not for one person.
Processing speed · 7 to 9 minutes · Desktop or laptop
Measures holistic face recognition. Participants see a face for a moment, then pick it from two faces that differ in one feature, or pick that feature shown alone. The main score is the whole-face advantage: how much better a feature is recognized in the whole face than alone.
Attention · 7 to 9 minutes · Desktop, laptop or tablet
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.
Executive function · 7 to 10 minutes · Desktop, tablet or phone
Measures how people read ambiguous everyday situations in research. A word that suggests a threatening or a harmless reading appears, then a short sentence, and the participant says whether the two are related. The words and sentences are in English.
Social cognition · 6 to 9 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.
Executive function · 5 to 7 minutes · Desktop, tablet or phone
Measures whether people show the surface of still water as level whatever the tilt of its container, the water-level task of Piaget and Inhelder. Each screen shows a half-full bottle drawn by the task's code, upright or tilted 15 to 60 degrees to either side, and participants set its water line by pressing and dragging. The main score is the mean distance of the lines from level, in degrees.
Working memory · 4 to 6 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.
Executive function · 5 to 6 minutes · Desktop, laptop or tablet
Measures how fast a speech sound is picked out while listening to sentences. Participants hear English sentences from a synthetic voice and press the space bar as soon as a word starts with b; a third of the sentences have none, and a few questions check that they listened for meaning. The main score is the median detection time.
Language · 7 to 9 minutes · Desktop or laptop
Measures how strongly listeners fill in a sound that noise covers or replaces. Through headphones, a synthetic voice says everyday words in the participant's language with a burst of noise over one sound: the sound is either still there under the noise or taken out. Participants say which. The main score is how well they tell the two apart; lower means stronger restoration.
Language · 7 to 9 minutes · Desktop, tablet or phone
Measures how working memory lets new information in and keeps the rest out. Participants see X or O in a red or blue frame and decide whether each letter matches the one in the last red frame; only a red frame changes the letter to hold. The main score is the gate-opening cost.
Working memory · 9 to 11 minutes · Desktop or laptop
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.
Executive function · 3 to 5 minutes · Desktop, tablet or phone
Measures attention to breathing by counting natural breaths in cycles of nine. Key presses record completed counts and moments when the participant loses count.
Attention · 16 to 18 minutes · Desktop or laptop
Measures how well people update working memory. Letters appear one at a time in lists of unpredictable length. Participants keep the last four in mind, adding each new letter and dropping the oldest, and enter them when the list stops.
Working memory · 7 to 9 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.
Executive function · 6 to 10 minutes · Desktop, tablet or phone
Measures nonverbal semantic knowledge. Participants see a picture at the top and two below and choose the one that goes with the top picture by meaning, such as a teacup, not a juice box, for a teapot. Scores accuracy and the time to a right choice.
Language · 4 to 6 minutes · Desktop, tablet or phone
Measures how much turning a face upside down hides a change to its eyes and mouth. Participants see two pictures of one face in a row and say whether they were the same, upright and upside down. The main score is the inversion cost: how much worse changes are spotted upside down.
Attention · 6 to 8 minutes · Desktop, tablet or phone
Measures how far people keep bidding once both bidders must pay. In each auction the participant and a simulated bidder bid in turn for a prize of 100 points; when one stops, the other wins, and both pay their highest bid. The main score is how high the participant bids against bidders that never stop.
Executive function · 4 to 7 minutes · Desktop, tablet or phone
Measures cognitive and affective theory of mind, in the style of the Yoni task (Shamay-Tsoory and Aharon-Peretz, 2007). A drawn face sits in the middle with four pictures or four smaller faces around it, and a sentence such as "The face in the middle is thinking of ___". Participants choose what fits from where the faces look and whether they smile or frown. The main score is percent correct on the thinking and liking screens.
Social cognition · 7 to 10 minutes · Desktop, tablet or phone
Measures how people search for information before a choice (Payne, Bettman and Johnson, 1988). Each board is an everyday choice between 4 options on 4 features, with all 16 points hidden until a cell is opened, one at a time, and a percentage under each feature that says how much it counts. Every opening is recorded. The main score is the number of cells opened per board; scores also give the time to choose and Payne's search index, whether search runs option by option or feature by feature.
Executive function · 10 to 14 minutes · Desktop, tablet or phone
A measure of how steady dots seem to vanish when a pattern moves behind them. Three yellow dots stay still while a grid of blue crosses turns, and participants hold the space bar whenever any dot has vanished from view. The score is the share of viewing time with a dot reported gone. In each viewing one dot really fades out once, so the reports can be checked. More reported time is not a better score.
Attention · 8 to 10 minutes · Desktop or laptop
A measure of masking by four dots that stay after a brief display. Rings with a gap flash for about 50 ms in a circle around the cross, 1, 8 or 16 at a time, and four dots mark one of them. The dots either go with the rings or stay alone for about 200 ms more. Participants press the arrow key for the side of the marked ring's gap, with no time limit. The score is the accuracy lost when the dots stay, at each number of rings.
Attention · 6 to 8 minutes · Desktop or laptop
Measures interference from the previous trial in short-term memory. Participants see four letters, wait 3 seconds, and decide whether a capital letter was in the set. The main score is how much slower they reject a letter that was in the previous set.
Working memory · 10 to 11 minutes · Desktop or laptop
Measures working memory capacity with lists that stop without warning. Digits appear one at a time, and when a list stops, participants enter its last 3 to 7 digits in order.
Working memory · 9 to 11 minutes · Desktop, tablet or phone
Measures when people stop searching. Offers arrive one at a time, in random order, from a known number; each is taken or passed, and a passed offer cannot come back. Only the best offer of the set earns points. Scores how often the best offer is taken and where people stop compared with the optimal rule.
Executive function · 4 to 7 minutes · Desktop, tablet or phone
A measure of reflection and impulsivity: how carefully people compare similar figures before choosing. Each screen shows a figure above six that look almost the same, and participants choose the one that is exactly the same, choosing again after a wrong choice until they find it. The main score is the number of wrong choices, with the mean time to the first choice.
Attention · 7 to 10 minutes · Desktop, laptop or tablet
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.
Executive function · 5 to 6 minutes · Desktop or laptop
Measures spatial working memory capacity with the automated rotation span procedure. Participants judge whether turned letters are normal or mirror images while remembering arrows, then recall the arrows in order.
Working memory · 9 to 13 minutes · Desktop, tablet or phone
Measures how well people stop a planned action. A bar rises toward a line, and participants press the space bar to stop it on the line; on some trials the bar stops by itself before the line, and they must hold back. The main score is the stop-signal reaction time.
Response inhibition · 11 to 13 minutes · Desktop or laptop
Measures how well people read the time on an analog clock. Each screen shows a clock drawn by the task's code and four written times: the clock's time, the time read with the hands swapped, the time a mirror image would show and the time an hour later. Participants choose the time the clock shows. The main score is the share of clocks read right, with the time to a right answer as a secondary measure.
Working memory · 3 to 5 minutes · Desktop, tablet or phone
Measures time preference from how people divide 100 tokens between a sooner and a later date, a token being worth 20 points sooner and 20 to 36 points later, on 24 screens with the sooner date today or in 4 weeks. The dates are imagined. A model fitted to the splits gives the main score, a weekly discount factor, and an estimate of present bias.
Executive function · 6 to 9 minutes · Desktop, tablet or phone
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.
Executive function · 4 to 7 minutes · Desktop, laptop or tablet
Measures repetition blindness: in a rapid stream of words, people often miss the second copy of a word shown twice. Six English words flash one after another at about eight a second, and participants type the words they saw. The effect is read across a group.
Attention · 8 to 11 minutes · Desktop or laptop
Measures whether a method practised on earlier problems carries over to later problems that a shorter method also solves (Luchins, 1942). Participants fill, pour and empty three jars with buttons to get an exact amount of water. Five problems are solved only by one long method, then four test problems also allow a shorter one, with one problem in the middle that only the shorter method solves. Every step is recorded, and the method is read from the steps. The main score is the share of solved test problems solved with the long method.
Executive function · 8 to 12 minutes · Desktop, tablet or phone
Measures the memory benefit of producing a word. In one list, some words are typed and others read silently; a recognition test then shows them among new words. A setting asks for reading aloud instead of typing, which the screen cannot check.
Episodic memory · 7 to 10 minutes · Desktop, tablet or phone
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.
Executive function · 5 to 6 minutes · Desktop or laptop
Measure how well people distinguish phishing from genuine emails, their response bias and confidence. Uses original messages from fictional companies.
Executive function · 4 to 6 minutes · Desktop, tablet or phone
Measures how often people report a faint tone that was not played, once they have learned that a light comes with the tone. Over headphones, a light comes on with a burst of noise on each trial, and people say whether they heard a 1 kHz tone in the noise and how sure they are. A threshold step first finds each person's tone levels; then, over 12 rounds, the tones grow fainter and more often absent. The main score is the share of trials with no tone answered Yes. A research measure with no clinical claim.
Attention · 25 to 35 minutes · Desktop or laptop
Measures how a remembered map is scanned in the mind. Participants learn an island map with 7 pictures, then picture it, focus on one place and move an imagined dot to a second place, pressing a key when it arrives. The main score is how much longer a scan across the map's width takes.
Working memory · 11 to 14 minutes · Desktop or laptop
Measures how steadily people keep their attention on a simple task. Participants press the space bar in time with a tone that sounds every 1.3 seconds for about 13 minutes; now and then the tones stop and a question asks whether their mind was on the task. The main score is the variability of the presses' timing.
Attention · 17 to 19 minutes · Desktop or laptop
Measures learning of positive and negative evaluations about oneself and about another person. Participants meet made-up characters and learn from feedback whether each one likes or dislikes them, or likes or dislikes a person called Sam, by choosing the word the character would use. The main score compares how many fewer errors "likes" takes than "dislikes" to learn about oneself with the same difference about Sam, counting errors before 8 choices in a row follow the character's rule.
Social cognition · 8 to 12 minutes · Desktop, tablet or phone
Measures how far below the highest number people name in the traveler's dilemma, and how the size of the bonus moves them. In each round the participant and a simulated partner name a number from 100 to 200; the lower number counts for both, with a bonus of 5 or 100 points for the one who named it.
Social cognition · 4 to 7 minutes · Desktop, tablet or phone
Measures how reward and loss shape learning to act or to hold back. Four pictures teach, from points won and lost by chance, whether to press to win, press to avoid losing, not press to win or not press to avoid losing. The main score is the Pavlovian bias: how much more accurate choices are when pressing goes with winning and holding back with avoiding a loss than the other way round, with learning in each condition next.
Executive function · 12 to 16 minutes · Desktop or laptop
Measures the extra time a key press takes when the hand is on the other side from a brief flash, the crossed-uncrossed difference of the Poffenberger paradigm. A small square flashes to the left or right of a cross, and participants press F with the left hand or J with the right, one hand per part. The difference is a few milliseconds and is read across a group, not for one person.
Processing speed · 11 to 14 minutes · Desktop or laptop
Measures how often people notice their own errors, and how quickly. Participants press the space bar for each color word except a repeat or a word in its own color, and press E as soon as they notice a press they should not have made.
Response inhibition · 13 to 16 minutes · Desktop or laptop
Measures spatial visualization with sheets generated for each session. A square sheet is folded one to three times, shown step by step, and a hole is punched through every layer; participants choose, from five sheets, how it looks unfolded.
Working memory · 6 to 9 minutes · Desktop, tablet or phone
Measures how fast people learn a complex video game. Participants fly a ship with the arrow keys, fire through a turning gap in a fortress's shield and deal with drones and stars over short rounds. The main score is the rise in points from round to round.
Processing speed · 9 to 11 minutes · Desktop or laptop
Measures visual short-term memory for patterns. A grid with about half its squares dark is shown for 3 seconds, then the participant marks the dark squares on an empty grid. Grids grow from 2 dark squares until none of a size is reproduced.
Working memory · 6 to 10 minutes · Desktop, tablet or phone
Measures how a group changes impressions of a face. Participants rate the attractiveness of the same faces alone and beside two others. Scores show the group-minus-alone difference.
Social cognition · 4 to 6 minutes · Desktop or laptop
Measures how often people choose the meeting place that pays them more when meeting pays both players and each prefers a different place. In each round the participant and a simulated partner choose place A or B; meeting pays 51 or 75 points at one's preferred place and 50 at the other's.
Social cognition · 3 to 5 minutes · Desktop, tablet or phone
An overlapping figures task: each drawing shows the outlines of 2, 3 or 4 everyday objects drawn over one another, and participants choose the pictures of the objects they find from a set of choices, with no time limit. The main score is the number of objects found, with the time each drawing took.
Attention · 3 to 6 minutes · Desktop, tablet or phone
Measures how quickly people stop a planned response and make a different one instead. Participants press the arrow key that matches an arrow; when the arrow turns red, they hold back the arrow key and press the space bar.
Response inhibition · 5 to 7 minutes · Desktop or laptop
Measures interference when irrelevant patterns are ignored before study or dropped from memory afterward. Scores the extra time needed to reject a pattern from the irrelevant group.
Working memory · 12 to 16 minutes · Desktop or laptop
Measures how imagining an event changes confidence that it happened. Participants rate everyday childhood events, imagine some of them in detail, then rate all of them again.
Episodic memory · 10 to 14 minutes · Desktop, tablet or phone
A measure of how quickly the eye and brain take in a simple display. Two lines joined at the top, one clearly longer, flash for one of nine fixed durations from about 17 to 200 ms, each shown equally often, and a pattern of lines then covers them. Participants press the arrow key for the side of the longer line, with no time limit. The score is the display duration at which 75 percent of answers are right.
Attention · 5 to 6 minutes · Desktop or laptop
A measure of learning a category's central pattern from its distortions. Participants sort patterns of nine dots into three groups with feedback; each group's patterns are distortions of its own prototype, which is never shown. A test without feedback then shows the prototypes, the training patterns and new distortions. The score is the prototype advantage: accuracy on the unseen prototypes minus accuracy on new patterns as distorted as the training ones.
Attention · 6 to 9 minutes · Desktop, tablet or phone
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.
Executive function · 8 to 10 minutes · Desktop or laptop
Measures how fast people learn which key goes with each of four everyday words when the keys group words that belong together, such as hammer and nail, and when they split them. The keys are learned by trial and error from feedback, and the main score is the difference in learning speed between the two parts.
Social cognition · 4 to 5 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).
Executive function · 5 to 8 minutes · Desktop, tablet or phone
Measures how people test their ideas about a hidden rule. Participants learn that 2 4 6 fits a simple rule about three numbers, then type triples of their own; before each test they say whether they expect it to fit, and they then see whether it does. When sure of the rule they sort 8 new triples. The main score is the share of tests expected to fit, the pull toward confirming tests; the scores also say whether the rule was found.
Executive function · 5 to 8 minutes · Desktop, tablet or phone
Measures working memory with the self-ordered pointing procedure. Participants see the same pictures in new places on each screen and must choose a picture they have not chosen yet, until every picture has been chosen once.
Working memory · 7 to 10 minutes · Desktop, tablet or phone
Measures knowledge of how words are spelled. Each trial shows a real word beside a made-up spelling that sounds the same, and participants choose the real word. Scores accuracy and choice time, with original pairs in the session language; Japanese and Chinese pairs swap one character for another with the same reading.
Language · 3 to 5 minutes · Desktop, tablet or phone
Measures how accurately and quickly people compare fraction sizes. Choose the larger of two fractions with the F and J keys. Scores separate pairs with a shared numerator or denominator from pairs where larger whole-number components help or mislead, and compare close with far fraction values.
Processing speed · 3 to 8 minutes · Desktop or laptop
Identify a sphere or cylinder from moving dots seen through a small window. Static dot displays provide a comparison for shape judgments without motion. Scores accuracy for moving shapes and its difference from the static baseline.
Attention · 4 to 6 minutes · Desktop or laptop
Measures verbal reasoning against the clock. Participants read short sentences about the order of two letters, such as "A is not followed by B", and press F or J to say whether each is true of the pair below it, AB or BA. The sentences vary in voice and negation and are shown in the participant's language. The score is the right answers in a time limit set before the session.
Executive function · 5 to 6 minutes · Desktop or laptop
Measures memory for temporal order. After studying patterns one at a time, participants choose which of two appeared later. Accuracy is reported for nearby and widely separated list positions.
Episodic memory · 4 to 6 minutes · Desktop, tablet or phone
Measures how readily flower and insect names are answered with a key that means good or bad. White words are sorted as good or bad, which gives the two keys their meaning, and blue or green words are sorted by color alone. The main score is the difference in response time between colored words whose key's meaning fits them and words whose key's meaning conflicts.
Social cognition · 5 to 6 minutes · Desktop or laptop
Measures keeping a place in a rule sequence across interruptions. Participants cycle through shape, fill and number judgments without a cue naming the next rule.
Executive function · 6 to 8 minutes · Desktop or laptop
Asks people to try not to think of a white bear. Over three quiet periods, before, during and after trying, they press each time the thought comes. Every count is the person's own report.
Executive function · 11 to 13 minutes · Desktop, tablet or phone
Measures how much better odd material is remembered than ordinary material. Participants picture sentences, half odd and half ordinary, and rate how vivid each image is, then type the words in bold in a recall test they were not told about.
Episodic memory · 8 to 11 minutes · Desktop, tablet or phone
Judge which of two striped patches has stronger contrast. The first patch appears alone or inside a high-contrast ring. Scores how the ring shifts the contrast that looks equal, relative to the no-surround baseline.
Attention · 4 to 6 minutes · Desktop or laptop
Measures how people begin a movement when its goal is uncertain. Move the mouse toward one or two possible targets; with two targets, the correct one fills only after movement starts. Scores compare the initial direction of the mouse and movement time.
Processing speed · 4 to 6 minutes · Desktop or laptop
Measures the response-time cost of giving a cued opposite answer to a simple fact question. The same questions appear under truth and lie cues; scores compare correct response times and accuracy.
Executive function · 4 to 7 minutes · Desktop or laptop
Measures the extra time needed to recognize the same letter across cases. Participants judge whether two visible letters have the same name, comparing identical pairs such as A A with cross-case pairs such as A a. Scores the difference in correct response times, with accuracy for each kind of pair.
Processing speed · 4 to 6 minutes · Desktop or laptop
Measures how another person's belief and one's own knowledge interfere. A ball is hidden under one of three cups; a clue shows where it is or that one cup is empty, and two players point to where they think it is. Participants press the cup a player thinks the ball is under, or the cup they think it is under themselves. The main score is the self-other conflict: how much slower answers are when the player's belief conflicts with what the participant knows.
Social cognition · 12 to 14 minutes · Desktop or laptop
Measures left-right orientation on a map. A route is drawn on a street map seen from above, and at each turn the participant says whether a walker on the route turns left or right. Walking down the map, the walker's left is on the screen's right, so those turns need the view turned around in the mind.
Working memory · 4 to 6 minutes · Desktop, laptop or tablet
Counted with Which-Way-Back Game
Measures spatial visualization by asking participants to choose the cross-section made by a plane through a solid. Compares simple, joined and embedded solids with flat and slanted cuts.
Working memory · 6 to 10 minutes · Desktop, tablet or phone
A game-format measure of orientation from one's own point of view. Participants watch short walks through a dark corridor, seen from above in a view that turns with the walker, then point back to where each walk started. The main score is the mean pointing error in degrees. It is a new measure: its reliability and norms come from use.
Working memory · 6 to 9 minutes · Desktop, laptop or tablet
Counted with Route Directions Task
Measures how accurately people identify a line's length from a learned set. Participants learn the number for each line, then press its number when it appears alone.
Attention · 5 to 7 minutes · Desktop or laptop
Measures finding a visual rule from examples. Each of 8 puzzles shows two groups of 6 pictures drawn for each session: every picture in group A follows a rule that no picture in group B follows, such as a large shape against a small one. Participants study the groups for as long as they like, then sort 6 new pictures into the two groups. The main score is the number of puzzles whose new pictures were all sorted by the rule.
Executive function · 6 to 10 minutes · Desktop, tablet or phone
Measures risk taking in a driving game. As each traffic light turns yellow, participants brake and wait or keep going and may meet a car from the side street. The main score is the share of lights crossed without stopping.
Executive function · 9 to 11 minutes · Desktop or laptop
Measures how well people update working memory. Pictures from six groups appear one at a time, and at the end participants choose the last picture they saw from each of two to four groups named before the list.
Working memory · 10 to 12 minutes · Desktop, tablet or phone
Measures which letters readers miss in connected text. Participants read original English passages once and click every t, then answer a content question. Scores the difference in missed letters between function words such as the and content words, with false marks, reading time and comprehension.
Language · 5 to 7 minutes · Desktop or laptop
Measures how much a real wait of some seconds lowers the value of points. Participants choose between some points now and 64 points after a wait they sit through, at 4 waits from 4 to 32 seconds. Every round lasts its wait whichever they choose. The area under the discounting curve is the main score.
Executive function · 7 to 10 minutes · Desktop, tablet or phone
Measures whether errors made with higher confidence are more likely to be corrected after feedback. Participants answer fact questions, rate confidence, see each correct answer, and answer the questions again.
Episodic memory · 8 to 12 minutes · Desktop, tablet or phone
Measures how prior exposure affects learning. Participants watch shapes, then learn which familiar and new shapes predict a light. Scores compare early learning for the two kinds of cue.
Attention · 3 to 5 minutes · Desktop, tablet or phone
Measures how preparing a left or right key press affects seeing an arrow in the same direction. Participants prepare F or J, make that press when an arrow flashes, then report the arrow's direction.
Attention · 6 to 8 minutes · Desktop or laptop
Measures when people stop taking a risk to keep points. Participants fish or collect in four kinds of pond: visible or hidden contents, with caught fish kept or returned. Scores summarize casts before voluntary collection in each condition.
Executive function · 5 to 8 minutes · Desktop, tablet or phone
Measures how accurately and quickly people judge arithmetic midpoints. Three numbers appear in increasing order: decide whether the middle number is exactly halfway between the other two. Scores compare number ranges, multiplication patterns and distances from the true midpoint.
Processing speed · 3 to 8 minutes · Desktop or laptop
Measures memory for pictures judged one at a time and pictures judged as pairs. Participants answer whether single pictures are living and whether one picture of a pair could fit inside the other, then pick out the pictures seen among new ones and the pairs seen among rearranged ones.
Episodic memory · 10 to 13 minutes · Desktop, tablet or phone
Measures how long people continue seeking points as gains become less frequent. Participants reveal one capsule at a time or stop and keep their current total. The main score is the number revealed before stopping, up to 90.
Executive function · 2 to 7 minutes · Desktop, tablet or phone
Measures how quickly people learn to read mirror-reversed words. Participants read groups of three mirrored words aloud and press the space bar when done, over several blocks. The score is the speed-up from the first block to the last. No sound is recorded, so the test cannot hear the words.
Processing speed · 8 to 14 minutes · Desktop or laptop
Measures whether people take a small certain gain or wait for larger offers that can turn into losses. Three offers appear in order, each for one second. Scores report waiting for higher points and how the previous outcome changes that choice.
Executive function · 7 to 9 minutes · Desktop or laptop
Measures visual route planning. Each map shows 9, 12 or 15 points, and participants tap them in the order they would visit them to make the shortest route through all of them, back to the start. The main score is how much longer the routes are than the shortest possible ones, worked out exactly.
Executive function · 7 to 10 minutes · Desktop, tablet or phone
Measures preference for smaller rewards after a shorter wait or larger rewards after a longer wait. Participants actually wait 5 or 15 seconds, then collect their points. The primary score is the proportion of smaller-sooner choices.
Executive function · 4 to 10 minutes · Desktop, tablet or phone
Measures how people prepare to override a usual response. A colored shape cues a same-direction or opposite-direction key press before a central arrow appears. Scores compare response speed and accuracy with short and long preparation times.
Response inhibition · 6 to 8 minutes · Desktop or laptop
Measures the time to switch between two running counts. Participants count triangles and rectangles separately, press the space bar after each update and report both totals at the end of each list.
Working memory · 6 to 8 minutes · Desktop or laptop
Compare simple responses with responses that require a choice.
7 minutes: Simple Reaction Time, Choice Reaction Time
A short battery for first runs, feasibility checks, and checking data quality with remote participants.
15 minutes: Simple Reaction Time, Choice Reaction Time, Eriksen Flanker Task, Stroop Color-Word Test
Designed for researchers measuring inhibition, conflict monitoring, and cognitive flexibility.
18 minutes: Go/No-Go Task, Stroop Color-Word Test, Eriksen Flanker Task, Trail Making Test B
A medium-length battery for working memory load, span, and associative learning experiments.
19 minutes: Digit Span Test, 1-Back Task, 2-Back Task, Paired Associate Learning
Tests with little language on screen, for cohorts who speak different languages. Covers attention, memory, processing speed, and executive function. Instructions come in every participant language, but Trail Making Test B uses the alphabet.
30 minutes: Simple Reaction Time, Choice Reaction Time, Eriksen Flanker Task, Go/No-Go Task, Trail Making Test A, Trail Making Test B, 1-Back Task, Paired Associate Learning
For older adults taking part from home: digit span, Trail Making A and B, and symbol coding, with larger text on the consent, question, start and finish pages.
20 minutes: Digit Span Test, Trail Making Test A, Trail Making Test B, Symbol Coding
Vigilance, reaction speed, sustained attention and visual search, for studies of sleep loss, shift work and fatigue.
23 minutes: Psychomotor Vigilance Task, Simple Reaction Time, Sustained Attention to Response, Visual Search Test
Sustained attention, stopping and withholding responses, and interference control in four tasks, for ADHD research.
26 minutes: Continuous Performance Test, Stop-Signal Task, Go/No-Go Task, Eriksen Flanker Task
Delay discounting, reversal learning, a card-deck gambling task and balloon risk, for studies of choice, learning from feedback and risk.
29 minutes: Delay Discounting, Probabilistic Reversal Learning, Iowa Gambling Lite, Balloon Risk
Withholding and stopping responses, delay discounting and risk taking, for studies of impulsivity and substance use.
26 minutes: Go/No-Go Task, Stop-Signal Task, Delay Discounting, Balloon Risk
Attention to threatening words, interference from emotional words, effort for reward and reward anticipation, for mood and anxiety research.
28 minutes: Dot-Probe Task, Emotional Stroop Task, Effort Discounting Task, Monetary Incentive Delay
Simple and choice reaction time, vigilance, response inhibition and visual memory, for studies that compare sessions across doses or visits.
26 minutes: Simple Reaction Time, Choice Reaction Time, Psychomotor Vigilance Task, Go/No-Go Task, Paired Associate Learning
Matrix reasoning, mental rotation, tower planning and Corsi span, for studies of reasoning and spatial ability.
32 minutes: Matrix Reasoning, Mental Rotation, Tower Planning, Corsi Block-Tapping Test
Finger tapping, spiral drawing, line bisection, cancellation and paced serial addition, for neurology and movement research.
29 minutes: Finger Tapping Task, Spiral Drawing Test, Line Bisection Test, Cancellation Test, Paced Visual Serial Addition Test
Word list learning, story recall, category fluency and digit span, all untimed, for memory research with participants taking part at home.
26 minutes: Verbal Learning, Short Story Recall, Category Fluency, Digit Span Test
Corsi span, digit span, 1-back, tower planning and arithmetic fluency, for child development and education research.
33 minutes: Corsi Block-Tapping Test, Digit Span Test, 1-Back Task, Tower Planning, Arithmetic Fluency Task
Picture naming, vocabulary, letter fluency and following written commands, for studies of word finding, word knowledge and comprehension.
33 minutes: Picture Naming Test, Vocabulary Test, Verbal Fluency, Token Commands Task
Emotion recognition, intent attribution, understanding hints and giving to a stranger, for studies of how people read others and act toward them.
23 minutes: Emoji Emotion Recognition, Everyday Intent Task, Indirect Hints Task, Dictator Game
Spoken digits in noise, short gaps in sound and small differences in pitch, for studies of listening and auditory processing.
31 minutes: Digits-in-Noise Task, Gap Detection Task, Pitch Discrimination Task
Face-name learning, word pair learning and memory for the order of pictures, for studies of how people link and keep new information.
32 minutes: Face-name Memory Task, Word Pair Learning, Picture Order Memory Test
Attention to food pictures, delay discounting of a favorite snack, and withholding and stopping responses, for eating behavior research.
29 minutes: Food-Picture Dot-Probe, Food Delay Discounting, Go/No-Go Task, Stop-Signal Task
Alternative uses, design fluency, letter fluency and card sorting, for studies of idea generation and flexible thinking.
30 minutes: Alternative Uses Task, Design Fluency Test, Verbal Fluency, Card Sorting Test (Berg)
Rare targets, spatial cueing, the Simon task and the antisaccade task, for studies of how attention is drawn, shifted and controlled.
27 minutes: Oddball Target Detection, Posner Cueing, Simon Task, Antisaccade Task
Motor sequence typing, serial reaction time, tapping to a beat and pursuit tracking, for studies of skill learning and motor timing.
34 minutes: Motor Sequence Task, Serial Reaction Time, Beat Tapping Task, Pursuit Tracking Test
Contrast sensitivity, hidden shapes and the rod and frame task, for studies of spatial vision and the use of visual context.
27 minutes: Contrast Sensitivity Test, Hidden Shapes Test, Rod and Frame Task
Letter-number sequencing, ordering pictures by size and reading span, for studies of working memory capacity.
34 minutes: Letter-Number Sequencing Task, Size Order Memory Test, Reading Span Task
Longer guides cover the Trail Making Test and the n-back task. How often researchers use each test: use and evidence. How percentiles work: test norms. Recruiting online: setup guides for Prolific, Sona, CloudResearch and Qualtrics. What you can change in each test: test settings.
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