47 smartphone-optimised tasks across 9 cognitive domains. Each task includes interactive previews, parameter guides, and evidence summaries.
47 tasks
A brief tap-based task that measures basic response speed and alertness.
A smartphone adaptation of code substitution that measures processing speed and visual matching.
The 0-back / 2-back digit task of Charlet et al. (2014): digits 1–4 appear at the points of a diamond, and the participant presses the digit shown (0-back) or the one shown two digits earlier (2-back).
A letter n-back for working-memory updating: decide for every letter whether it matches the one n positions earlier. Defaults follow Kane et al. (2007): 2-back and 3-back.
A brief inhibitory-control task that requires responding to a target while ignoring neighboring distractors.
Words appear in an ink colour and the participant taps the ink colour while ignoring the word. Measures interference control; a custom word-list mode covers addiction and emotional Stroop variants.
Participants rate pictures one at a time, e.g. how much they crave what each alcohol or soft-drink picture shows. The difference between the ratings of cue and neutral pictures is a self-report measure of cue reactivity.
A touch-based sequencing task for processing speed, visual search, and cognitive flexibility.
A response inhibition task where participants respond to frequent targets and withhold responses to non-targets.
Letters appear one at a time, and the participant taps only when an X directly follows an O. Measures sustained attention, response preparation and response inhibition with the established cued CPT (O-X) procedure.
A two-choice arrow task in which a stop signal sometimes follows the arrow. Measures action cancellation: how quickly a response that is already under way can be stopped, the stop-signal reaction time (SSRT).
A sorting task in which words and pictures of two target categories and two attribute categories are sorted with two response sides. Measures the relative strength of associations, e.g. between alcohol and approach, as the D score.
A visual search task where participants tap the one item that differs from the others.
An associative memory task where participants learn item pairs and later select the correct match.
A memory task in which participants identify previously seen items among new distractors.
A visuospatial working-memory task where participants reproduce a sequence of highlighted locations.
A response-selection task where participants identify which stimulus appeared and tap the matching answer.
An executive-function task where participants alternate between different response rules across trials.
A card-sorting task in which a test figure is matched to one of two target figures by shape or by colour. After practice and a block on one dimension, the rule switches; a mixed block then cues the dimension on every trial. Measures cognitive flexibility.
A timed speech task where participants say as many items as possible from a given category.
A verbal learning task where participants study a short word list and recall it over one or more trials.
A true-or-false arithmetic task that probes mental calculation and processing efficiency.
A visual scanning task where participants tap designated targets among distractors.
A nonverbal reasoning task where participants complete a missing element in a visual pattern.
A complex-span working-memory task combining a rotation judgment with spatial memory storage.
A complex-span task combining symmetry judgments with spatial memory recall.
A repeated tapping task that captures digital motor timing features linked to cognitive and executive performance.
A two-option reinforcement-learning task that measures how quickly participants track reward probabilities and update choices.
A card-choice decision task using the original four-deck payoff schedule of Bechara et al. (1994), the paradigm widely known as the Iowa Gambling Task. Independent implementation; not affiliated with or endorsed by PAR, Inc. or the original authors, and not the commercial Iowa Gambling Task™.
The adjusting-amount delay-discounting task: at each of seven delays, five choices between an amount now and 1,000 later narrow down the indifference point, giving a discounting curve, its area and a discount rate.
A five-choice adaptive delay-discounting task that estimates a discount rate in about a minute.
The 27-item Kirby questionnaire of choices between smaller-sooner and larger-later amounts, scored for small, medium and large rewards.
A lottery-decision task that measures risk preference by presenting guaranteed amounts against probabilistic prizes.
A feedback-based classification task that measures how participants induce and apply category rules from trial-by-trial feedback.
A rapid serial visual presentation task in which participants detect a target letter embedded in a fast stream.
A rapid visual-pattern completion task where participants identify the tile that continues a three-tile sequence.
A visuospatial task in which participants judge whether two rotated shapes are the same or mirror-image different.
A visual working-memory capacity task in which participants detect whether a colour in a briefly shown array changed after a blank interval.
A spatial planning task where participants navigate a player token to a target on a small grid using the fewest moves.
A divided-attention task measuring performance costs when a motor tracking task and a cognitive classification task are done simultaneously.
A swipe task that measures automatic tendencies to approach or avoid pictures of one category, such as alcohol versus soft drinks.
A phone-movement task that measures automatic tendencies to approach or avoid pictures of one category: participants pull the phone toward themselves or push it away. Measures reaction time and response force.
Approach-avoidance bias modification with phone movements: a cross or circle on each picture says whether to pull the phone toward oneself or push it away, and the symbol is paired with the picture's category.
A picture task that measures attentional bias: whether attention goes to pictures of one category, such as smoking or alcohol cues, more than to matched neutral pictures.
A 30-second standing test: the participant stands still with the phone at the waist, and the phone's accelerometer measures postural sway.
Short tests in which the participant holds the phone still, with the hand resting and with the arm outstretched; the phone's accelerometer measures tremor.
The participant walks with the phone in a front trouser pocket, once normally and once while counting backwards in threes; the phone's motion sensors measure stride time and its dual-task cost.
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