Inhibition: Something that restrains, blocks, or suppresses.
In the inhibition training task the goal was to improve the conscious restraint of a behavioral process, desire, or impulse.
The most basic outline of the 3 training tasks can be seen in the workflow.
ISI(interstimulus interval) is the temporal interval between the offset of one stimulus to the onset of another. This timer began either after a decision was made or the total time ran out.
Response time is simply the time in which a user would make a response (tap or swipe)
Mechanically on mobile platforms we were limited to tapping and swiping for quick and intuitive responses (Noting that elderly groups typically chose to swipe while younger groups tapped)
Total time was the amount of a time a user had to make a response following the onset of a signal
This was adaptive and would decrease or increase based on success or failure, respectively, in order to adjust difficulty.
Time between the onset of the stop signal was also adaptive based on response time in order to prevent the user from responding before the stop signal appeared. This would closely match the typical response time in order to increase difficulty over time combined with the adaptive Total Time.
The most basic forms of the 3 tasks are as follows:
Go/No-Go Task: One of two signals is displayed (Go: green circle or No-Go: red circle). If the Go signal is displayed, then an action is taken. If the No-Go signal is displayed, then no action is taken.
Stop Signal Task: Similar to the Go/No-Go task with an exception. A stop signal* will occasionally appear after a Go signal, which means the usual action taken must NOT be taken. *For assessments an image of a U.S. street stop sign was used
Rule Switch: A rule is displayed (sort by color or shape) and the user must categorize the signal that appears. I presented the user with 1 of 4 possible combinations: blue/red circle or blue/red square. After the signal is sorted or timed out there is a possibility of the current rule switching to the other rule.
Farm themed* game for kids: Animals were to help farmer get his crops grown and harvested.
*Farm theme was voted upon by the team
The first iteration of the game was comprised of the 3 inhibition tasks each in the form of a game related to the theme. As a filler before any artist was brought in I used various shapes and colors (similar to the basic assessment version) to represent the animals. The backgrounds I doodled from Paint.
- RT (response time), Sound signal, and Stop signal timers were displayed for our knowledge and use.
The idea for the Go/No-Go task was to have animals help you plant crops by bringing in seeds (animal with seeds = go signal) with the occasional mistake of them bringing in something else (animal with farm tool, trash, or seeds of the wrong crop = no-go signal).
“Animals” would pop out of the borough holding an item and begin moving towards the gate. The amount of time it takes for the animals to get to the gate is the total time and during this time the user must make the choice to open the gate and allow the “animal” in or leave it closed and let the “animal” run off after rejection.
Mechanically the user could either swipe the gate open or tap to open. This action was restricted to only function when the signal first appears and begins its movement towards the gate. Once a decision has been made or the signal reaches the gate the functionality ceases until the next signal appears.
Screenshot of the Go/No-Go Task
Possible Advancements in Game Difficulty for Go/No-Go
Total time to respond would adjust slightly based on performance with each phase to allow for training
Items the animals are carrying would represent the keys (Go/No-Go signals) and to start with a lower difficulty the correct and incorrect keys would be obvious (seeds vs trash) with specific animals carrying specific items.
Mixing of the different forms of difficult adjustments would allow for a wider range of possible increments
To add difficulty animals would no longer be linked to specific items
Items would begin to vary more with similarly colored items, but still obviously shaped differently to allow for a more natural increment of difficult
Higher difficulty would be seeds of a different crop
For the Stop Signal task a sorting game was to be created.
Animals again popping out of boroughs but this time holding items to be sorted (tools or harvested crops) to help with the farming. The stop signal would likely be tools breaking or the animal taking a bite of the harvested crop and therefore the items would no longer need to be sorted.
Mechanically the user would either swipe or tap to indicate the direction of sorting.
Screenshot of the Stop Signal Task
Possible Advancements in Game Difficulty for Stop Signal
Total time to respond would adjust slightly based on performance with each phase to allow for training (Easiest form of adjustments to difficulty)
Delayed sound or visual cue for the stop signal
Use only a sound or visual cue for the stop signal
Mix in with Rule-Switch and have the signs flip around to show new rules for sorting
The Rule Switch task included another sorting game.
An farm related task had not been agreed upon for this game so I programmed the basic form of the psychological task into the game (sorting by shape or color). This included an audio cue to indicate the rule switch as well as the visual text. The audio was either a sound bite of myself saying “shape” or “color” or a generic blip.
Screenshot of the Rule Switch Task
Possible Advancements in Game Difficulty for Rule Switch
Total time to respond would adjust slightly based on performance with each phase to allow for training (Again)
Adding another layer to the rule switching: color, shape, design
Force a specific mechanic (i.e. tap or swipe) when playing and include a key-switch whereby the user is forced to switch their action.
Tap -> Swipe or Swipe -> Tap
Combination with the stop signal task
*1 and 2 are the most promising as they keep the task exclusive
The prototype version of the inhibition-training game lead to its second iteration. From what we gathered the Go/No-Go and the Stop Signal tasks would have to be fleshed out and given a deeper narrative for a higher entertainment value, but the Rule Switch task proved to be far more entertaining with very little narrative given. The rule-switch task itself was easy to understand with minimal instruction, it had simple mechanics, and there were far fewer constraints as the others had. The other two tasks had more layers in terms of how to respond or when to respond whereas the rule switch task always has a response and the struggle is purely cognitive. The lack of time constraints and waiting periods make for great bursts of game play so that almost anyone could play at any time. Currently the second iteration is available on the Apple App Store under the title Poly Rules!
https://itunes.apple.com/us/app/poly-rules/id1115877374?mt=8
*Because this work was done for a research lab the repository showcasing my programming abilities is unfortunately private and property of UC Riverside