Task Switching Game
Follow a transparent colour-or-shape rule in a fixed route with six repeats, six switches, and private local timing summaries.
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How to use
- 1.Read the current Colour or Shape rule and its visible F and J response mapping before each row.
- 2.Choose the matching labelled side with a button, F, or J for every row in the fixed thirteen-row route.
- 3.Read repeat, switch, and switch-cost values only as transparent summaries from this private product-authored browser game.
About Task Switching Game
Task Switching Game is a short rule-following activity with a route you can inspect in plain language. Each row shows an Amber or Violet circle or square. The page also states the current rule: Colour or Shape. Under the Colour rule, F means Amber and J means Violet. Under the Shape rule, F means Circle and J means Square. You can choose the labelled left or right button with a pointer or touch, or use F and J on a keyboard. The rule is always visible, so the task is not asking you to infer a secret mapping or remember an unseen instruction.
The route is original and fixed. It starts with one Colour-rule row, then contains twelve comparison rows. Six comparison rows repeat the preceding rule, and six switch from Colour to Shape or from Shape to Colour. That balance is disclosed because the completion panel compares only those two groups inside this one game. The row labels, colours, shapes, order, response sides, and scoring method are product-authored browser fixtures. They are not a copied laboratory protocol, an occupational screen, a school test, or a clinical assessment. A fixed route makes the summary reproducible, but it does not turn the outcome into a personal measure.
Choose Start when you are ready. Read the current rule first, look at the displayed colour and shape, and choose F or J for the matching part of that stimulus. Each visible row has one response token. Repeated key events, clicks that arrive after the page moves to the next row, and input after the route ends cannot score an extra answer. Accuracy stays visible alongside time, because a quick response that follows the wrong rule is not presented as automatically better. The page does not hide a failure state, invent an ability level, or use a delay to infer a response. It records the explicit choice made for each displayed row.
At the end, the result panel shows accuracy, the average visible response time for repeat-rule rows, the average visible response time for switch-rule rows, and switch cost. Switch cost is defined plainly as switch average minus repeat average. The first starter row is excluded from those two averages because it has no prior rule to repeat or switch from. A positive, negative, or zero difference is only a calculation from this short fixed route on this device. It is not a percentile, attention score, executive-function diagnosis, grade, readiness measure, benchmark, or prediction about another task. Different screen sizes, input methods, browser timing, interruptions, familiarity, language, accessibility settings, and ordinary daily variation can all affect one attempt.
If the tab becomes hidden, the current row pauses. When you return, choose Resume to begin a fresh visible response interval for the same row. This prevents time spent on another app, notification, call, or background tab from being reported as if you were considering the displayed rule. The safeguard makes this local browser-game timer less confusing; it does not make it a controlled or standardised timer. Restart begins the same transparent thirteen-row route. The shared game shell can retain a best local points total in browser storage, but there is no account requirement, online leaderboard, or score sent to Lizely.
This is an entertainment exercise, not a clinical/IQ/cognitive assessment. It does not diagnose attention, measure intelligence, or show whether your brain has improved. This fixed route has no health interpretation, population norm, clinical cutoff, educational score, professional use, screening value, or treatment value. It cannot determine a condition, capacity, eligibility, school performance, workplace fitness, or whether you need support. If you need evaluation or support for health, learning, work, or accessibility, use an appropriate qualified service rather than this browser game.
Methodology & sources
A fixed original route has one Colour-rule starter and twelve comparison rows. The comparison rows derive six same-rule repeats and six Colour/Shape switches. Each visible row accepts one explicit F/left or J/right response according to the displayed rule; the completion panel averages only repeat and switch rows, with switch cost defined as switch average minus repeat average. Hidden-tab pauses reset the visible interval. No norm table, diagnostic cutoff, standardized protocol, or external benchmark is used.
Frequently asked questions
- What is switch cost in this Task Switching Game?
- It is the switch-rule average visible response time minus the repeat-rule average from this one fixed route. It is not compared with a norm group.
- Why is the first row excluded from the two averages?
- The starter row has no previous rule, so it cannot be classified as a rule repeat or a rule switch.
- Does this game measure attention or executive function?
- No. It is an entertainment game with original fixed fixtures, no clinical protocol, no standardized score, and no diagnostic interpretation.
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