Support Home Task Builder 2 Components Guide

Task Builder 2 Components Guide

  • Overview
  • Prefabs
  • Audio with play button
  • Continue Button
  • Fixation (prefab)
  • Image Response
  • Text Button Response
  • Components
  • Stimuli
  • Audio
  • Background Audio
  • Display Receipt
  • Fixation Cross
  • Hotspot
  • HTML
  • Image
  • Image - Hover
  • Markdown Text
  • Text
  • Video
  • Video Chat
  • Responses
  • Audio Recording (Beta)
  • Button
  • Canvas Painting
  • Click Painting
  • Click Response
  • Keyboard Response
  • Mouse Button Response
  • Palette
  • Single Number Entry
  • Single Text Entry
  • Video Recording (Beta)
  • Form Fields
  • Dropdown
  • Number Entry (Passive)
  • Rating Scale
  • Slider
  • Text Entry
  • Feedback
  • Feedback
  • Show Response
  • Appearance
  • Background Color
  • Background Color - Hover
  • Border
  • Border - Hover
  • Text Color
  • Text Color - Hover
  • Control
  • Click To Activate
  • Click To Continue
  • Countdown
  • Draggable
  • Dropzone
  • Dropzone Count
  • Fixation Timing
  • Key To Continue
  • Progress Bar
  • Section Countdown
  • Space To Continue
  • Start in Location
  • Trigger - Active
  • Trigger - Enabled
  • Trigger - Response Window
  • Trigger - Visible
  • Layout
  • Advanced Positioning
  • Overlay
  • Screen
  • Advance - Accuracy
  • Advance - Continue
  • Advance - Response
  • Advance - Time Limit
  • Branch
  • Change Difficulty - Spreadsheet
  • Change Difficulty - Staircase
  • Collate Responses
  • Compound Responses
  • Early Exit
  • Effort
  • Jump To Row
  • Jump To Spreadsheet
  • Mousetracking
  • Increase Progress
  • Save Accuracy
  • Save Data
  • Save Reaction Time
  • Save Response
  • Section Time Limit
  • Set Field on Start
  • Scorer
  • Scorer (Multi)
  • Screen Feedback Time
  • Time Limit
  • Switch
  • Wait For Time Limit
  • Randomisation
  • Choose Spreadsheet Public ID
  • Random Assignment per Trial
  • Randomise Trials
  • Randomise Blocks
  • Randomise Between Columns
  • Randomise Between Columns (Multi)
  • Randomise Within Column
  • Select Randomised Subset
  • Multiplayer
  • Chat Box
  • Multiplayer
  • Advance - Multiplayer
  • Advance - Multiplayer Player
  • Deprecated
  • Delay Onset
  • Save Data On Response

Overview


In Task Builder 2, you add functionality to your task by adding Objects. Objects consist of one or more components. You can combine components flexibly within an object to achieve the behaviour you want. You can also use prefabs, which are prefabricated objects with two or more components that fulfil a frequently used function.

This page lists each prefab and the components it contains, and each component and how it works. Browse the list on the side to find the prefab or component you're interested in using.


Info

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You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Audio with play button


This prefab consists of an audio clip linked to an HTML button that, when clicked, plays the audio.

Components: Audio Clip, Button, Click To Activate

Continue Button


This prefab consists of a button that advances the screen when clicked on.

Components: Button, Click To Continue

Fixation


This prefab consists of a fixation cross and a fixation component that controls its timings.

Components: Fixation Timing, Fixation Cross

Image Response


This prefab consists of an image with a border colour that changes when hovered over, and that produces a response when clicked on.

Components: Image, Border - Hover, Click Response

Text Button Response


This prefab consists of some text with a border colour that changes when hovered over, and that produes a response when clicked on.

Components: Text, Border - Hover, Click Response

Audio


The audio component allows you to play a single audio file. You can upload the audio file within your component or via the Stimuli tab. For some information about file size and supported formats, have a look at the information at our Technical Checklist. You can read some more information about autoplaying Audio in our Troubleshooting guide.

By default, once you add an audio component to your task, Gorilla will set up an audio initialisation that checks whether participants are able to hear the sound on their device. If you don't want this audio initialisation (for example, if you have several tasks with audio and only need it once), you can turn it off in the Settings tab on the left side in the Task Builder, when you go to 'Subsystems'.

Samples that use this component

Audio Transcription

Auditory Sentence Predictability Task

Alternate Task Switching - Gives the participant audio feedback

CONFIGURATION

Audio

The audio file to play. If you want the audio to change, depending on different screens, you can bind this to a value in your Spreadsheet. If you want to set up a Manipulation in your Experiment Tree, you can bind this to a value for a Manipulation. If you want to play an audio which has previously been written to the Store, you can bind this to a value from your Store.


Play On Start

If set, the audio will start playing automatically at the start of the screen. If it is not set, there are a few ways you can activate the audio, for example, via the Trigger Active component added to other objects of your screen. This way you can trigger audio on some event rather than automatically on start. This is helpful, for example, for an audio feedback scenario.


Advance

If set, advance the screen when the audio finishes playing. When you don't have the Advance option turned on, you can advance the screen using a different component, for example, a Continue Button or just a Click or Keyboard Response.


Always Finish

If set, delay the screen advancing until the audio has finished playing. If you have Advance turned off, you can have Always Finish turned on at the same time, so even though it's the response that advances the screen, not the audio, the audio needs to finish playing before the screen advances.


Info

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You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Background Audio


The Background Audio component allows you to play audio in the background. You can upload the audio file within your component or via the Stimuli tab. Use this component to start or stop the current background audio. Once started, the background audio will continue to play until it is stopped (you don't need to put this on each screen where you want the background audio to play; just on the screen or display where you want it to start). For some information about file size and supported formats, have a look at the information at our Technical Checklist.

Samples that use this component

Digit Span Text Entry (Background Music)

CONFIGURATION

Audio

The audio file to play in the background. If you want the audio to change, depending on different screens, you can bind this to a value in your Spreadsheet. If you want to set up a Manipulation in your Experiment Tree, you can bind this to a value for a Manipulation. If you want to play an audio which has previously been written to the Store, you can bind this to a value from your Store.


Action

Use this setting to decide whether to start or stop the background audio. Please note that the Background Audio doesn't loop automatically, so when the entire file has played, it will just stop (even, if you haven't included the stop setting in your task). If you just want the audio to stop, you don't need to add a file into the 'Audio' setting above.

Display Receipt


The Display Receipt component allows you to display the "receipt" from a preceding Gorilla Shopbuilder task. It is bound to a Store Field of the same name used in the Shopbuilder task.

Tutorial that uses this component

Displaying Receipt

CONFIGURATION

Receipt field

The store field where the receipt has been saved. Unless specified otherwise in your shopbuilder task, this will be 'shopping_cart'


Text Size (px)

The size of the text, in pixels. By default, it is set to size 18.


Autoscale

If set, scale the text according to the size of the screen.


Position

Position of the center of the bounding box, relative to the center of container.


Size

Size of the bounding box

Fixation Cross


The Fixation Cross component allows you to display a pre-made fixation cross. Use a Fixation Timing component to control the timings of the fixation before, during, and after its display.

Samples that use this component

Stop Signal Task (used together with the Fixation Timing component)

CONFIGURATION

Size

Size of the fixation cross. By default, this is set to 120.


Autoscale

If set, scale the text according to the size of the screen.


Position

Position of the center of the bounding box, relative to the center of the container.


Size

Size of the bounding box


Info

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You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Hotspot


With the hotspot component, you are able to make an invisible area of the screen interactable. It can be used with components like Click Response to generate responses and is useful for overlaying on top of other visual objects. It is helpful if you don't want to make an entire object (for example, text or image) interactable, but only a specific area on the screen, for example, part of an image. In most cases you'll also want to use a hotspot in conjunction with the Overlay component, so that the size and position of the hotspot is set relative to the size and position of the object it's attached to. This can be crucial when participants have different screen sizes or devices which makes an image/text appear bigger/smaller, so that you can keep the hotspot in the same location relative to the part of stimulus that should be interactable.

Sometimes, the order in which you add objects to your screen affects their functioning. Here is an example with the Hotspot component:

You want to have two Objects: Object 1) with a Text component saying 'Click here' and want to use Object 2) with a Hotspot component combined with Click Response component, to make an area where people can click and which will be marked as a response. Now, if you place your Hotspot first on the Objects list, so the most in the background, behind the 'Click here' text, and have the Text object second on the list, so in front of the hotspot, your hotspot won't work. However, it will work if it is put second on the Objects list, so in front of the Text component so that it covers the Text, you can click on the text to respond and the component will work.

Samples that use this component

Visual Search Click on Location

UI/UX Prototype Navigation Task

Tutorials that use this component

Triggering videos to start playing

CONFIGURATION

Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


Info

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HTML


The HTML component is a fully customisable component which allows you to insert your own HTML content into a task. You can use it to add custom formatting to text or images, or to embed videos. The HTML component doesn't include any default formatting from Gorilla, so text will not be automatically centered as it is in the Text component and the Markdown Text component.

Samples that use this component

Audio Transcription

CONFIGURATION

HTML

The HTML to display.


CSS

CSS to load. If you have a lot of formatting you want to apply to your HTML content, it might be best to consider adding it separately through the CSS configuration.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


Info

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Image


The image component allows you to display an image on the screen. Spreadsheet values, Manipulations and Store Fields can be used to populate the image by using the Binding function. For some information about file size and supported formats, have a look at the information at our Technical Checklist.

Samples that use this component

Relational Reasoning

Wisconsin Card Sorting Task

Positive Mood Induction Task

CONFIGURATION

Image

The image to display. You can upload the image within your component or via the Stimuli tab. If you want the image to change, depending on different screens, you can bind this to a value in your Spreadsheet. If you want to set up a Manipulation in your Experiment Tree, you can bind this to a value for a Manipulation. If you want to display an image which has previously been written to the Store, you can bind this to a value from your Store.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


Info

Looking for Task Builder 1?

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Image - Hover


The Image-Hover component allows you to display an image on the screen which changes when hovered over. The same general functioning of Image components applies. For some information about file size and supported formats, have a look at the information at our Technical Checklist.

Samples that use this component

Hebb Learning

CONFIGURATION

Image Normal

The image to display. You can upload the image within your component or via the Stimuli tab. If you want the image to change, depending on different screens, you can bind this to a value in your Spreadsheet. If you want to set up a Manipulation in your Experiment Tree, you can bind this to a value for a Manipulation. If you want to display an image which has previously been written to the Store, you can bind this to a value from your Store.


Image Hover

The image to show when Image Normal is hovered over. Again, this can be bound to the Spreadsheet, used for Manipulations or added to the Store.


Image Complete

The image to show once the screen is complete and all responses have been received. This is useful in conjunction with Feedback zones to show the participant which option they chose.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


Info

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Markdown Text


The Markdown Text component allows you to display any markdown-formatted text on the screen. Spreadsheet values, Manipulations and Store Fields can be embedded into the text. For more information on how to use Markdown, have a look at our Markdown Guide.

Samples that use this component

Digit Span Text Entry

Navon Global Precedence

N-Back Task (2-Back)

Comprehension Task

CONFIGURATION

Raw Text

Markdown text to display. You can enter the text you want to display here, by applying formatting through the use of Markdown. If you want the text to change, depending on different screens, you can bind this to a value in your Spreadsheet. If you want to set up a Manipulation in your Experiment Tree, you can bind this to a value for a Manipulation. If you want to display text which has previously been written to the Store, you can bind this to a value from your Store.


Text Size (px)

The base size of the text, in pixels. By default, it is set to size 18.


Autoscale

If set, scale the text according to the size of the screen.


H Align

Horizontal alignment. Use this to align the text to the left, center, or right of its bounding box.


V Align

Vertical alignment. Use this to align the text to the top, middle, or bottom of its bounding box.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


Info

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Text


The Text component allows you to display any unformatted text on the screen. It is usually used to display text stimuli. Spreadsheet values, Manipulations and Store Fields can be embedded into the text. If you want to use formatted text, you can use the Markdown Text component instead.

Samples that use this component

N-Back Task (with binding to the Spreadsheet)

Alternate Task Switching (on the instructions and debrief screen)

CONFIGURATION

Text

The text that will actually be displayed on the screen. If you want the text to change, depending on different screens, you can bind this to a value in your Spreadsheet. If you want to set up a Manipulation in your Experiment Tree, you can bind this to a value for a Manipulation. If you want to display text which has previously been written to the Store, you can bind this to a value from your Store.


Text Size (px)

The size of the text, in pixels. By default, it is set to size 18.


Autoscale

If set, scale the text according to the size of the screen.


H Align

Horizontal alignment. Use this to align the text to the left, center, or right of its bounding box.


V Align

Vertical alignment. Use this to align the text to the top, middle, or bottom of its bounding box.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Video


The Video component allows you to display a video on the screen. You can upload the video file within your component or via the Stimuli tab. For some information about file size and supported formats, have a look at the information at our Technical Checklist. You can read some more information about autoplaying Video in our Troubleshooting guide.

Samples that use this component

Hebb Learning with Video break

Tutorials that use this component

Triggering videos to start playing

CONFIGURATION

Video

The video to display. If you want the video to change, depending on different screens, you can bind this to a value in your Spreadsheet. If you want to set up a Manipulation in your Experiment Tree, you can bind this to a value for a Manipulation. If you want to play a video which has previously been written to the Store, you can bind this to a value from your Store. By default, the video is set to be inactive at the start of the screen, which means that it won't automatically start playing. However, you can use a Trigger - Active component, set to Screen Start, to make the video play from screen start.


Controls

Whether or not to enable the standard video controls (allowing the participant to control play, pause, fullscreen mode and others).


Muted

Whether to play the video muted (muted videos will always autoplay). Autoplay means that, when instructed to, Gorilla will try and play the video without any direct action from the participant. Usually, browsers will prevent this from happening on videos that have audio. So, if you had a video unmuted, and set to play from the start or after a fixed amount of time using Trigger - Active, the browser may block it from playing. However, if you have the video set to be muted, then Gorilla triggering the video to play (rather than the participant) should be allowed.


Max Plays

Maximum number of times this video can be played. This does not apply if Controls are active.


Auto Advance

If set, advance the screen when the video finishes playing.


Restart on Deactivate

If the video receives a deactivate command, it will default to pausing the video in place. When then given an activate command, it will resume where the participant left off. When this setting is switched on, it will instead restart the video from the beginning.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Video Chat


Display video chat on the screen. This will broadcast the current player's video to other players, and show the video stream from other players.

Once you add an video chat component to your task, Gorilla will set up a recording initialisation that checks whether participants are able to record themselves on their device.

CONFIGURATION

Hide Current Player

Whether to hide the current player (so only the other players are shown).


Preserve Room Order

Whether to preserve player order (so players are always in room order).


Position

Position of the center of the bounding box, relative to the center of container.


Size

Size of the bounding box

Audio Recording (Beta)


The Audio Recording component allows you to record audio from your participants by using the participant's microphone. The Audio Recording component is useful when you need to record a participant's voice as part of a task. This is especially useful in language studies. You can record up to 20 minutes for a single recording.

By default, the Audio Recording component will start recording as soon as the screen starts. To disable this behaviour, you will need to add a Trigger - Active component set to deactivate the Audio Recording component on Screen Start. You can then add a second Trigger to activate the Audio Recording component when you want recording to start -- for example, after a certain amount of time has elapsed, or on receiving a Click Response from the participant.

Once you add an audio recording component to your task, Gorilla will set up a recording initialisation that checks whether participants are able to record themselves on their device.

Once you download your audio recordings, these will appear in webm format. If you need them in any other format, any audio processing software will be able to help you with that.

Samples that use this component

Audio Naming Task

CONFIGURATION

File Prefix

A custom prefix to use as part of the filename for the audio recording.


Recording Buffer

Adds additional recording time as a buffer to the end of the recording. If you find the end of a participant's response is being cut off, increase this value. Defaults to 250 ms if left empty.


Pro Tip

Accessing audio files (in preview mode): When previewing a task, your audio files can be accessed via a URL placed in the metrics. After the preview has finished, download the data and find the URL in this file.

Accessing audio files (in full experiment): When running a full experiment, all of the audio files can be accessed from the 'Manage Experiment Data' button on your Experiment's Data page. The zip folder with all your metrics data will include an 'Uploads' folder, containing all of your audio files.

Getting speech onset times: Sometimes, you need to get the speech onset latency estimates for recorded audio files. The automated tool Chronset could help you doing this for several audio files at once.

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Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Button


The Button component adds a standard HTML button. You'll need to add another component to this object to make it do anything, for example, the Click To Continue component or the Response component. If you are just looking for a standard Continue Button, you can find it in the prefabs.

Samples that use this component

Prisoner's Dilemma

Alternate Task Switching

Tutorials that use this component

Triggering videos to start playing

CONFIGURATION

Label

The label to display on the button.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Canvas Painting


The canvas painting component defines an area of the screen participants can paint on like a canvas. This could be single, or multiple, full brush strokes. You can have a single fixed colour, or combine this component with the Palette component and offer a range of colour options. You can choose to save the data as an image just containing the painting, or an image with the background element (image/video) saved as well.

If you want participants to be able to erase their painting and start again, you can instruct them to refresh the page. This will take them back to the same screen, but with a blank canvas.

Samples that use this component

Nine-dots Problem Task

Drawing Test Battery

CONFIGURATION

Recording Mode

The recording mode indicates how the canvas painting data should be saved. 'Canvas' will save an image of the painted Canvas only. 'Canvas and background' will include the object specified by the background target setting


Colour Mode

Controls the colouring mode. Single means only one colour will be available and is automatically applied to the brush. Palette means a Palette component can be used to allow multiple colours to be available


Brush Width

The width of the brush in pixels


Brush Colour

If the Colour Mode is set to Single, this setting controls the colour of the brush


Background Target

If the Recording Mode is set to Canvas and Background, this settings allows you to choose which background object should be included


File Prefix

File Prefix - a custom prefix to use as part of the filename for the canvas painting image


Player

The player that can interact with this canvas when in Multiplayer mode

Click Painting


The click painting component defines an area of the screen participants can place painted dots on. This could be a single dot or multiple dots. You can have a single fixed colour, or combine this component with the Palette component and offer a range of colour options. You can choose to collect the data just as x,y coordinates of the clicks, or as a full image containing the painted dots. This can additionally include the background element (image/video) as well.

Coordinates represent distance in pixels from the origin, which is at the top-left corner of the click painting area (i.e., the y-axis is inverted). Coordinates are not normalised, so maximum x and y values will differ for participants with different screen sizes.

Samples that use this component

Spot the Difference

CONFIGURATION

Recording Mode

The recording mode indicates how the click painting data should be saved. 'Coordinates' will save only the coordinates of a click to the metrics - no image will be uploaded. 'Canvas' will save an image of the painted Canvas only. 'Canvas and background' will include the object specified by the background target setting


Colour Mode

Controls the colouring mode. Single means only one colour will be available and is automatically applied to the brush. Palette means a Palette component can be used to allow multiple colours to be available


Brush Width

The width of the brush in pixels


Brush Colour

If the Colour Mode is set to Single, this setting controls the colour of the brush


Background Target

If the Recording Mode is set to Canvas and Background, this settings allows you to choose which background object should be included


File Prefix

File Prefix - a custom prefix to use as part of the filename for the click painting image


Player

The player that can interact with this canvas when in Multiplayer mode

Click Response


The Click Response component can be added to an object and allows you to trigger a response when this object is clicked on. You can find it implemented in the prefabs Image Response and Text Button Response.

Samples that use this component

2D Mental Rotation

Hebb Learning

Navon Global Precedence

Stroop Task - Mobile Version

Wisconsin Card Sorting game

Tutorials that use this component

Triggering videos to start playing

CONFIGURATION

Response

The response to submit when this object is clicked on. This field can be left empty or used to score participants' answers as correct or incorrect, for example, by setting a Scorer in the Screen tab.


Tag

The tag for this response.


Change cursor to pointer

If toggled on, the mouse cursor for this object will be changed to a pointer.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.


Click here for more information about response tagging.

Keyboard Response


The Keyboard Response component can be used to trigger responses based on keyboard presses.

Samples that use this component

Alternate Task Switching

Cued Task Switching

Dot Probe

Flanker

N-Back Task (2-Back)

Whole Sentence Reading Task

CONFIGURATION

Mappings

Set of Keys to listen for and Responses to record. Each key you want to listen for can be bound to a response. The response field can be left empty or used to score participants' answers as correct or incorrect, for example, by setting a Scorer in the Screen tab.


Tag

Tag for this response.


Enforce Key Release

If set, Gorilla will require that target keys are released before the screen advances. While this may reduce the impact of participants holding down the key (intentionally or otherwise), it can increase the length of time that the screen is visible for. If screen timing must be tightly controlled, this setting should be left inactive.


Metric on Key Release

If set, Gorilla will trigger an additional metric on key release. This metric will have _keyup appended to the existing response value.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.


Click here for more information about response tagging.

Mouse Button Response


The Mouse Button Response component enables you to listen to different mouse clicks and record them as different responses.

Samples that use this component

Categorisation Task - Mouse Response

CONFIGURATION

Mappings

Set of mouse buttons to listen for. Left and right mouse button you want to listen for can both be bound to a response. The response field can be left empty or used to score participants' answers as correct or incorrect, for example, by setting a Scorer in the Screen tab.


Tag

Tag for this response.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.


Click here for more information about response tagging.

Palette


Provide a set of colours for a user to select from. Use this in conjunction with the Canvas Painting component or the Click Painting component to allow participants to change the colour of their paint brush.

CONFIGURATION

Colour Options

The set of colours available to the participant


Painting Target

The object containing the painting component

Single Number Entry


Trigger responses from a number input. Includes a button to submit the response.

Samples that use this component

Digit Span Number Entry

Maths Test

CONFIGURATION

Label

Text to show left of the number input, for example if you want to add instructions.


Button

Text to show on the submit button.


Text Size (px)

Size (in pixels) of all text in this component.


Autoscale

If set, scale the text according to the size of the screen.


Tag

The tag for this response.


Use Limits

Turn this on to only allow numbers in a specific range.


Minimum

Minimum allowed value for number.


Maximum

Maximum allowed value for number.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.


Click here for more information about response tagging.

Single Text Entry


The Single Text Entry lets you trigger responses from a text input. Once the input is complete, participants need to click the submit button for their answer to be saved and to be able to move to the next screen. This component is similar to the Text Entry component. While the Single Text Entry component can submit it's own response, triggering a response during the screen, the Text Entry component only has it's response triggered at the end of the screen.

Samples that use this component

Picture Superiority Effect

Real Effort Number Counting Task

Remote Associates Test

Vocabulary Learning and Testing Task

Levels of Processing Task

CONFIGURATION

Label

Label to show next to the text input field. This can be used as reminder for participants of what they are supposed to enter.


Button

Label to show on the submit button.


Text Size (px)

Size (in px) of all text in this component, including button and label.


Autoscale

If set, scale the text according to the size of the screen.


Tag

The tag for this response.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


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Click here for more information about response tagging.

Video Recording (Beta)


The Video Recording component allows you to create video files of your participants, via their webcam. When previewing your task, the video recordings can be accessed via a URL found in the metrics. When running a full experiment, the video recording files can be found in a zip folder called 'uploads', once your data has been generated. You can record up to 10 minutes for a single recording.

Once you add an video recording component to your task, Gorilla will set up a recording initialisation that checks whether participants are able to record themselves on their device.

Warning

We are aware of an issue with the Safari browser where the Video Recording component will sometimes fail to upload recordings at the end of a task, causing the task to get stuck on the final screen. We are investigating this issue; in the meantime, we advise that you test your video recording task thoroughly across browsers, and consider screening out participants using the affected browser.

Samples that use this component

Facial Expression Task

CONFIGURATION

File Prefix

A custom prefix to use as part of the filename for the video recording. This is useful for identifying the different video recording files in your metrics.


Recording Buffer

Recording buffer - adds additional recording time as a buffer to the end of the recording. If you find the end of a participant's response is being cut off, increase this value. Defaults to 250 ms if left empty.


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Number Entry (Passive)


Allow a number to be entered into a text box. This component is passive - its 'response' is collected when the screen ends.

This component is a passive response component. This means that the response itself will not advance the screen. You will need to add another component, such as a Continue Button or a Time Limit, to submit the response and advance the screen. Passive responses are not evaluated until after the screen is ready to advance. This means you cannot use a passive response to determine which screen a participant gets sent to in a Branch component.

For an active response alternative to the Number Entry (Passive) component, use Single Number Entry.

Tutorials that use this component

Form Fields

CONFIGURATION

Use Limits

Turn this on to only allow numbers in a specific range.


Minimum

Minimum allowed value for number.


Maximum

Maximum allowed value for number.


Required

Whether or not a participant is forced to enter something into the text field.


Tag

Tag for this response.


Text Size

The size of the text, in pixels.


H Align

Horizontal alignment. Use this to align the text to the left, center or right of its bounding box.


V Align

Vertical alignment. Use this to align the text to the top, middle or bottom of its bounding box.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


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Rating Scale


The Rating Scale component adds one set of Likert-style choices, from which participants can pick a single option.

This component is a passive response component. This means that the response itself will not advance the screen. You will need to add another component, such as a Continue Button or a Time Limit, to submit the response and advance the screen. Passive responses are not evaluated until after the screen is ready to advance. This means you cannot use a passive response to determine which screen a participant gets sent to in a Branch component.

Samples using this component

Auditory Sentence Predictability Task

Tutorials that use this component

Form Fields

CONFIGURATION

Use separate Responses and Labels

If set, allows you to specify separate labels (displayed to the participant) and responses (shown in your data).


Options

Set of options to show in the scale. Use label for the rating words/numbers you want participants to see and choose from. Use value to indicate what value the response will have if the participant selects that option.


Left Label

The label that will be shown to the left of the scale.


Right Label

The label that will be shown to the right of the scale.


Required

Whether or not a participant is forced to choose an option from the rating scale.


Tag

Tag for this response.


Text Size

The size of the text, in pixels. By default, it is set to size 18.


H Align

Horizontal alignment. Use this to align the text to the left, center or right of its bounding box.


V Align

Vertical alignment. Use this to align the text to the top, middle or bottom of its bounding box.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


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Slider


The Slider component lets you add a simple slider. The participant can drag the slider to a value within the range you set. The range defaults to 0 - 100.

This component is a passive response component. This means that the response itself will not advance the screen. You will need to add another component, such as a Continue Button or a Time Limit, to submit the response and advance the screen. Passive responses are not evaluated until after the screen is ready to advance. This means you cannot use a passive response to determine which screen a participant gets sent to in a Branch component.

Samples that use this component

Willingness to Pay Task

Tutorials that use this component

Form Fields

CONFIGURATION

Minimum Value

The minimum value on the slider.


Maximum Value

The maximum value on the slider.


Starting value (min)

The minimum starting value. The actual value will be between this and the maximum value.


Starting value (max)

The maximum starting value. The actual value will be between this and the minimum value.


Left-side label

The label to display to the left end of the slider.


Right-side label

The label to display to the right end of the slider.


Show tooltip

Whether to show the values above the slider in a tooltip.


Hide handle until click

Hides the slider handle until a first click.


Step Size

The step size for the slider (responses will be rounded to the nearest step).


Continuous Polling

Allow the slider to be continuously polled, uploading a metric at a set interval with the current slider value (if the value has changed since the last interval).


Polling Interval (ms)

The polling interval to be used - the time between slider values being queried. The minimum this can be set to is 500ms.


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Text Entry


The Text Entry components allows a participant to enter text into a text box.

This component is a passive response component. This means that the response itself will not advance the screen. You will need to add another component, such as a Continue Button or a Time Limit, to submit the response and advance the screen. Passive responses are not evaluated until after the screen is ready to advance. This means you cannot use a passive response to determine which screen a participant gets sent to in a Branch component.

For an active response alternative to the Text Entry component, use Single Text Entry.

By default, the Text Entry component will auto-snap (i.e. place the flashing cursor in the text entry box) so that participants can start typing on screen start without having to click on the box. To disable this behaviour, you will need to add a Trigger - Active component set to deactivate the Text Entry component on Screen Start.

Samples that use this component

Audio Transcription

UI/UX Prototype Navigation Task

CONFIGURATION

Number of Rows

How many rows tall the input box should be.


Initial Text (Optional)

Initial text to be displayed in the text field. If left blank, the text field will initially be empty.


Required

Whether or not a participant is forced to enter something into the text field.


Tag

Tag for this response.


Text Size (px)

The size of the text, in pixels. By default, it is set to size 18.


H Align

Horizontal alignment. Use this to align the text to the left, center or right of its bounding box.


V Align

Vertical alignment. Use this to align the text to the top, middle or bottom of its bounding box.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


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Feedback


The Feedback component enables you to show an image that indicates if the participant's response was correct or incorrect. By default, a green tick will be shown if the response was correct, and a red cross if it was incorrect. You can also use your own feedback images via the Use Images setting.

Samples that use this component

Stop Signal Task

Posner Cueing Task

Implicit Attitudes Test (IAT) - pictures and words

Vocabulary Learning and Testing Task

Alternate Task Switching - Uses custom Feedback images and audio feedback

CONFIGURATION

Text Size

Size of the feedback symbol.


Autoscale

If set, scale the text according to the size of the screen.


Duration (ms)

How long to show the feedback for. Leave empty to show until the end of the screen.


Use Images

Whether to use images instead of the standard symbols.


Correct

Image to use for a correct response.


Incorrect

Image to use for an incorrect response.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


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Show Response


This component can be used to display the current response. This is useful for tasks like Digit Span where you want the participant to be able to see the response they have given so far.

This component is designed to be used with a Text component. Any response with a response type of Response or Action will be set as the content of the text component. You can use it in conjunction with Collate Responses or Compound Responses to show the response that the participant has entered so far.

This is a purely visual component - if you want to save a response to the store to use later, consider using Save Response.

Samples that use this component

Sentence Generation Task

Anagram Task

CONFIGURATION

Required Tags

Only responses with the set tags will be displayed. All other responses will be ignored. If unset, all responses will be shown.


Info

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Background Color


Set the background colour for this object (which means not the whole screen, unless your object fills the entire screen).

Samples that use this component

Delay Discount Task

CONFIGURATION

Background Color

Use the colour slider or choose an RGB, HSL or HEX code to define a colour. If binding to the spreadsheet, the easiest is to use HEX codes (with or without the # at the beginning of the code), but you can also use RGB codes in the format: rgb(0,0,0).


Opacity

Control how opaque or transparent the colour appears. 0 = full transparency, 100 = full opacity. By using this setting on an object with a blank Text component, you can use the Background Color component to create a semi-transparent mask over your stimuli.


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Background Color - Hover


The Background Color Hover component allows you to set the background colour for this object (which means not the whole screen) and change the colour when hovered over and/or when the screen has completed. If binding any of the settings below to the spreadsheet, the easiest is to use HEX codes (with or without the # at the beginning of the code), but you can also use RGB codes in the format: rgb(0,0,0).

Samples that use this component

Navon Global Precedence

Drawing Test Battery

CONFIGURATION

Normal

Normal background colour, which is shown by default, before the participant moves the mouse. Use the colour slider or choose an RGB, HSL or HEX code to define a colour.


Hover

Background colour to show when hovering over the object, before the screen is completed (for example, via a Click Response).


Selected

Background colour to show when the element has been interacted with.


Opacity

Control how opaque or transparent the colour appears. 0 = full transparency, 100 = full opacity. By using this setting on an object with a blank Text component, you can use the Background Color - Hover component to create a semi-transparent mask over your stimuli.


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Border


Display a coloured border around a visible element. If you want the border to change dynamically with the participant's mouse movements, consider using the Border - Hover component.

Samples that use this component

Wisconsin Card Sorting Task

CONFIGURATION

Border Color

The colour of the border. Use the colour slider or choose an RGB, HSL or HEX code to define a colour.


Border Size

How thick the border is, in pixels.


Border Radius

The radius of the border. Use 0 for sharp right-angled corners, and after that the radius of the border in pixels.


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Border - Hover


Set the border colour for this object and change it when hovered over. If you don't want it to change, consider using the Border component instead.

Samples that use this component

Delay Discount Task

2D Mental Rotation

Sentence Generation Task

CONFIGURATION

Normal

Normal border colour, as shown by default. Use the colour slider or choose an RGB, HSL or HEX code to define a colour.


Hover

Border colour to use when the object is hovered over, before the screen is completed (for example, via a Click Response).


Selected

Border colour to use when the element has been interacted with.


Border Size

How thick the border is, in pixels.


Border Radius

The radius of the border. Use 0 for sharp right-angled corners, and after that the radius of the border in pixels.


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Text Color


The Text Color component lets you set the colour of the text of an object. Most often, it is used with a Text or Markdown Text component. If you want the text colour to change when the text is hovered over, consider using the Text Color - Hover component.

Samples that use this component

Thatcher Task

CONFIGURATION

Text Color

Colour to set the text to. Use the colour slider or choose an RGB, HSL or HEX code to define a colour. If binding to the spreadsheet, the easiest is to use HEX codes (with or without the # at the beginning of the code), but you can also use RGB codes in the format: rgb(0,0,0).


Info

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Text Color - Hover


The Text Color - Hover lets you set the colour of the text of this object and makes it change when hovered over. If you want the text colour not to change when hovered over, consider using the Text Color component. If binding any of the settings below to the spreadsheet, the easiest is to use HEX codes (with or without the # at the beginning of the code), but you can also use RGB codes in the format: rgb(0,0,0).

Samples that use this component

Semantic Priming

CONFIGURATION

Normal

Normal text colour, which is shown by default, before the participant moves the mouse. Use the colour slider or choose an RGB, HSL or HEX code to define a colour.


Hover

Text colour to show when hovering over the object, before the screen is completed (for example, via a Click Response).


Complete

Text color to show when the screen is complete.


Info

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Click To Activate


When you add this component to an object, the participant can click on that object to activate it. This applies to audio and video stimuli, where 'activate' means 'start playing'. Use this component when you want the participant to click to play the audio or video, rather than it playing automatically at the start of the screen. For more ways of triggering audio and video to start playing - for example, after a defined amount of time has elapsed - see the Trigger - Active component.

With a video, the participant can click the video directly to start it playing - simply create an object with a Video component and a Click to Activate component. With an audio clip, you'll also need to add a visual component for the participant to click, such as a Button.

Samples that use this component

Audio Transcription

Tutorials that use this component

Triggering videos to start playing


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Click To Continue


You can add the Click to Continue component to an object to be able to advance to the next screen when the object is clicked on. This can be used together with a Button component, an Image component and a lot more. If you want the click to be timed and scored as a response, consider using the Click Response component instead.

Samples that use this component

Digit Span Text Entry

Wisconsin Card Sorting Task


Info

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Countdown


The Countdown component lets you display the remaining time for the screen, in seconds. Adding a Countdown component to your screen will automatically also add a Time Limit component to the Screen tab.

Samples that use this component

Alternate Task Switching

Cued Task Switching

Tutorials that use this component

Screen Timelimit and Countdown

CONFIGURATION

Text Size (px)

The size of the text, in pixels.


Autoscale

If set, scale the text according to the size of the screen.


H Align

Horizontal alignment. Use this to align the text to the left, center or right of its bounding box.


V Align

Vertical alignment. Use this to align the text to the top, middle or bottom of its bounding box.


Show Partial Time Remaining (ms)

This is helpful if you only want to display the countdown towards the end of the time limit of the screen. Use this to specify the amount, in ms, of the remaining time you want to display the countdown for.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


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Draggable


Allow this Object to be dragged around the screen. For full functionality, there needs to be at least one additional object on the screen with a Dropzone component to create areas that Draggable objects can be dragged onto to generate a response. The Draggable object should be placed at the highest layer (i.e. the bottom of the list of objects), otherwise it could get dragged behind other objects and no longer be available for participants to move.

The generated response will be a concatenation of the response in the Draggable component and the response in the Dropzone component. For example, if the Draggable has the response 'ItemA' and the Dropzone has the response 'ZoneB', then dragging the Draggable onto the Dropzone will generate a response with the value 'ItemAZoneB'

To allow participants to drag multiple objects or to let them change their mind before submitting their response, consider adding a Continue Button and an Advance - Response screen component.

Tutorial that uses this component

Drag and Drop

CONFIGURATION

Response

The response to submit when this object is clicked on.


Tag

The tag for this response.


Single Use

If set, this draggable can only be dragged once.


Drop in Place

If set, this draggable will be dropped where it lands, rather than moving to the centre of the dropzone.


Store Location

The response to submit when this object is clicked on.


Info

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Dropzone


Allow objects with the Draggable component to be dropped on this object. Draggable objects will snap to this object when dragged nearby and, when released, will submit a response. Use multiple objects with the Dropzone component to allow multiple response options.

Tutorial that uses this component

Drag and Drop

CONFIGURATION

Response

The response to append to the draggable response when dropped in this dropzone


Tag

The tag for this response.


Single Occupant

If set, only one draggable can occupy this dropzone at once.


Restrict To Tag

If set, only allow draggables with this response tag into this dropzone


Store Occupant

If set, only one draggable can occupy this dropzone at once.


Info

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Dropzone Count


When objects are dragged into or out of this dropzone, increment or decrement a field accordingly. Requires a Dropzone component on this object.

CONFIGURATION

Counters

The set of counters to maintain

Fixation Timing


The Fixation Timing component controls the display of a fixation (hide, show, hide). Combine with a Fixation Cross for a quick and easy cross, or add an Image component to use a custom fixation image. The Fixation Timing component will automatically advance the screen once complete.

Samples that use this component

Stop Signal Task (used together with the Fixation Cross component)

Flanker Task (with Display Time being set through the Spreadsheet)

Levels of Processing Task

Naming Task

CONFIGURATION

Pre-display Time (ms)

Time between the start of the screen and the display of the fixation.


Display Time (ms)

Time to display the fixation for.


Post-display Time (ms)

Time between the end of the fixation display and the end of the screen.


Info

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Key To Continue


You can add the Key to Continue component to an object to be able to advance to the next screen when a certain key is pressed. If you want the key press to be timed and scored as a response, consider using the Key Response component instead.

Samples that use this component

Flanker

CONFIGURATION

Key

Which keyboard key to listen for. Use the words space, enter, backspace, up, down, left or right for those keys, or simply the letter of a regular key.


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Progress Bar


The Progress Bar component lets you display a visual progress bar, to indicate a participant's progress through a set of trials, a task, or experiment. It is commonly linked to the Increase Progress Screen component, but can be linked with other measures of progress such as number of correct responses etc.

Samples that use this component

Relational Reasoning with Progress Bar

Primacy & Recency Task

Tutorials that use this component:

Progress Tutorial

CONFIGURATION

Progress Maximum

The maximum value the progress field can take. For example, if you want to show the participant's progress through 20 trials, you should set this to 20.


Colour

Select the progress bar colour.


Use Custom field

Set up a custom field in the store for accessing the progress data. If used, this must match the field used by the Increase Progress Screen component.


Progress Field

The value to increment for this progress condition.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


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Section Countdown


The Section Countdown enables you to display the remaining time for an active Section Time Limit, in seconds or minutes:seconds. As the Countdown component, which is used together with a Time Limit component for the Screen, the Section Countdown is used together with a Section Time Limit. The Section Time Limit can span over several screens, and its countdown can be used to indicate remaining time for the entire section.

Samples that use this component

Sentence Generation Task

CONFIGURATION

Text Size (px)

The size of the text, in pixels.


Autoscale

If set, scale the text according to the size of the screen.


H Align

Horizontal alignment. Use this to align the text to the left, center, or right of its bounding box.


V Align

Vertical alignment. Use this to align the text to the top, middle, or bottom of its bounding box.


Show Partial Time Remaining (ms)

This is helpful if you only want to display the countdown towards the end of the time limit section. Use this to specify the amount, in ms, of the remaining time you want to display the countdown for.


Position

Position of the center of the bounding box, relative to the center of the container. You can change the x- and y-coordinates.


Size

Size of the bounding box. You can change the x- and y-coordinates.


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Space To Continue


You can add the Space to Continue component to an object to be able to advance to the next screen when the space bar is pressed. If you want the space bar press to be timed and scored as a response, consider using the Key Response component instead.

Samples that use this component

Dot Probe

Flanker

Stroop Task


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Start in Location


Find another object on the screen with a name matching our target. If found, start where that object starts, otherwise start in our natural place.

This can be useful if you use it in combination with the Draggable and Dropzone. For example, you could ask a participant to drag and drop a set of items, perhaps to put them into different categories, and you can save their position to the Store. Then, you could redisplay where they placed them by using this component on a different screen.

CONFIGURATION

Location

The location to start this object in.

Trigger - Active


The Trigger - Active component lets you control the activity state (activated or deactivated) of an object. You can configure this object to become active or be deactivated at the start of the screen, after an amount of time, or when a response is received. This is often used for delaying the onset of an object's functionality. While the Trigger - Enabled component relates to things that the participant can interact with, the Trigger - Active component relates to things that happen to the participant (e.g., audios and videos playing).

Samples that use this component

Dot Probe

Auditory Sentence Predictability Task

Alternate Task Switching - Uses Trigger - Active to give audio feedback

Tutorials that use this component

Triggering videos to start playing

CONFIGURATION

Triggers

List of triggers, which can change the activity state of the object. For example: Screen Start, Time Elapsed, Click, Response, Response Accuracy, Response Tag, Response Time. For each trigger, you will have several different configurations, but some will be in common. You can decide whether to trigger the activity state of the current object or another one, whether you want it to activated or deactivated and whether you want a time limit for the activation/deactivation.

Trigger - Enabled


Control the state (enabled or disabled) of this object. You can configure this object to become enabled or disabled at the start of the screen, after an amount of time, or when a response is received. Often used for controlling whether an object's interactivity can be used. While the Trigger - Active component relates to things that happen to the participant, the Trigger - Enabled component relates to things that the participant can interact with (e.g., keyboard components, buttons, etc.).

Samples that use this component

Posner Cueing Task

CONFIGURATION

Triggers

List of triggers, which can enable the object it's applied to. For example: Screen Start, Time Elapsed, Click. For each trigger, you will have several different configurations, but some will be common to all.

Trigger - Response Window


By default, Gorilla is listening for responses as soon as the screen starts. On your Screen tab, set the Screen Manager Response Window to 'Manual' and then in your Objects tab use the Trigger - Response Window component to open the response window at a more suitable point in the screen. If a participant tries to respond before the response window is open, you'll still be able to see it in your metrics as 'too early', but it won't count as a genuine response and won't be scored as correct/incorrect or advance the screen, for example. This is useful if you don't want to start counting reaction times while, for example, an image or text is displayed.

Samples that use this component

Flanker

CONFIGURATION

Triggers

List of triggers, which can open the Response Window of the screen. For example: Screen Start, Time Elapsed, Click. For each trigger, you will have several different configurations, but some will be common to all.

Trigger - Visible


The Trigger - Visible component lets you control the visiblity of this object. You can configure the object to show or hide at the start of the screen, after an amount of time, or when a response is received. It is often used for implementing feedback, but can be handy for showing timed stimuli as well.

At the moment it's not possible to trigger visibility based on the end of an audio or video file but you can achieve this by creating a column in the spreadsheet with the file duration. On the object that you want to trigger the visibility of, you need to add the Trigger - Visible component, add a trigger, and set the trigger to 'Time Elapsed'. In the 'Time' field, you can bind this to the spreadsheet column with the file durations (in milliseconds). 'Target' refers to the object that you want to apply the trigger to - most of the time this will be 'Self' (i.e. the object that you added the component to) but you can choose any object on that screen if you so wish. Under 'Visibility' select 'Visible' (you'd select 'Invisible' if you wanted to hide the object). This should now only show the object after the number of ms specified in your spreadsheet have elapsed.

Samples that use this component

2D Mental Rotation

Cued Task Switching

Flanker

N-Back Task (2-Back)

Dot Probe

CONFIGURATION

Triggers

List of triggers, which can change the visibility of the object. For example: Screen Start, Time Elapsed, Click, Response, Response Accuracy, Response Tag, Response Time. For each trigger, you will have several different configurations, but some will be in common. You can decide whether to trigger the visibility of the current object or another one, whether you want it to appear or disappear and whether you want a time limit for the appearance/disappearance.


Info

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Advanced Positioning


The Advanced Postioning component is used to further control how objects are sized and positioned on a screen. Using this component, you can define the size and position in either absolute pixels, in terms of the grid, or percentage of the screen window.

There is more information about how this component can be used in the Layout and Positioning Guide

Samples that use this component:

Hebb Learning

CONFIGURATION

Unit

The unit to define size and position in. Select from Grid, Percent, or Pixels.


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Overlay


Use this component to overlay this object on top of another object, and define its size and position relative to that other object, rather than the screen.

This is useful e.g. for placing Hotspots over images or videos

Samples that use this component

Visual Search Click on Location

UI/UX Prototype Navigation Task

Tutorials that use this component

Triggering videos to start playing

CONFIGURATION

Target

The object to define this object's size and position relative to.

Advance - Accuracy


This component controls how the screen advances when a response is received. By default, the screen will advance when the first response is received. This response can be any accuracy. When the Advance - Accuracy component is added to the screen, you can choose to only advance the screen when the first correct or incorrect response is received. In order for this to work, you would also need to add a Scorer component. Alternatively, this component can be used to trigger the screen to advance when timed out by a Time Limit component or when a Continue Button is pressed.

Samples that use this component:

Relational Reasoning

CONFIGURATION

Advance On

The response accuracy to advance the screen on.

Advance - Continue


This component controls how the screen advances. By default, the screen will advance when the first response is received. When the Advance - Continue component is added to the screen, the screen will only advance when a continue response is received, preventing other responses from advancing the screen.

You can also choose to allow time limits to also advance the screen, while still preventing responses from advancing the screen. You can do this by using an Advance - Time Limit component.

Advance - Response


The Advance - Response component controls how the screen advances when a response is received. By default, the screen will advance when the first repsonse is received. You can use this component to only advance the screen when a specific response is received. You can directly enter this into the Response field of the component, or you can bind the response to the spreadsheet, if you want the response to vary trial by trial.

Alternatively, the Time Limit component or Click To Continue will continue to advance the screen when using this component.

Samples that use this component:

Audio Naming Task

Visual Search Click on Location

CONFIGURATION

Response

Choose the specific response that will trigger the screen to advance.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Advance - Time Limit


This component controls how the screen advances. By default, the screen will advance when the first response is received. When the Advance - Time Limit component is added to the screen, the screen will only advance when a time limit is reached, preventing responses from advancing the screen.

Branch


Use the Branch component to control the flow of screens within a display. You can branch participants based on their response, the accuracy of their response, or the value of a field in the store. The default is for participants to go through each screen of a display sequentially, like a slideshow. But with the Branch component, you can control the flow of screens and send participants to other screens within the display instead. This is useful when you want to branch participants to different feedback screens based on their response.

Samples that use this component

Prisoner's Dilemma

UI/UX Prototype Navigation Task

Real Effort Number Counting Task

Conditional Feedback Task

Iowa Gambling Task

Tutorials that use this component

Screen Branching

CONFIGURATION

Destinations

List of locations to branch participants to.

  • Criteria: Select the condition to be met for the branching to take place.

  • Filter: Only available when Response or Response accuracy criteria are selected. Use this toggle to create more complex branching using the Comparison dropdown.

  • Screen: Choose the screen within the display to branch participants to if the criteria are met. If you want participants to be branched to the next row in the spreadsheet, set this to 'End Display'.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Change Difficulty - Spreadsheet


Use this component to change the difficulty of a task by switching to a different spreadsheet based on a set criteria. You can set conditions for when you would like the difficulty to increase or decrease, reset the accumulated 'score' when the difficulty changes, and whether you would like to preserve the participant's position within the spreadsheet or not.

Samples that use this component:

Memory Intrusion with Change Difficulty (Spreadsheet)

CONFIGURATION

Minimum Trials

Use this to set how many trials a participant should complete before switching to another spreadsheet. Leave blank if Gorilla should start testing the switching conditions straight away and on each trial.


Conditions

An array of conditions to test in order to adjust the difficulty, by making the task harder or easier. You can add multiple conditions.

  • Value: Which value to use for comparison. This will usually be a field from the store e.g. using the Save Accuracy component to save Correct and Incorrect answers to a field in the store, and then using the name of that field here.

  • Condition: How to compare the store field to the threshold value. Choose the condition logic from the dropdown menu.

  • Threshold: The value that is tested according to the condition logic to change the difficulty.

  • Direction: If the condition is met, choose whether the difficulty should change to Easier or Harder.


Spreadsheets (easier to harder)

All spreadsheets for this task need to be added here, ordered from easiest to hardest.


When Changing Spreadsheet

A list of fields to update when changing spreadsheet. We often want to change difficulty based on accumulated scores, e.g. number of correct answers or percentage correct. When changing to a new difficulty, we often want to reset these values, as they now pertain to the previous difficulty level we were on.

  • Set Field: Choose which field to update. This will often be the field which stores the score.

  • To Value: State the value which you would like the field to be set to when changing spreadsheets.


Spreadsheet Mode

When changing spreadsheet, Linked mode will preserve the row index between spreadsheets (so if you're on row 6 of SpreadsheetA, and need to go up to SpreadsheetB, you will jump to row 7 of SpreadsheetB). This is useful if you want to maintain a fixed length of trials, and all your difficulty spreadsheets are the same length. Alternatively, Separate mode will keep each spreadsheet's index separate, so if you're on row 6 of SpreadsheetA and need to go up to SpreadsheetB, you will start on row 1.

Change Difficulty - Staircase


Change the difficulty by "Staircasing" a field (or set of fields). Define start values, minimums, and maximums as well as step up and step down values for the fields. Different conditions can be defined for when the field should be adjusted and in which direction.

For example, you might want to adjust the time between two stimuli based on a participant's response time on the previous trial.

Samples that use this component:

Stop Signal Task

CONFIGURATION

Minimum Trials

Use this to set how many trials that this instance of the staircasing component needs to run before the staircasing implements. Leave blank if Gorilla should start testing the staircasing conditions straight away and on each trial.

For example if you want to step up/down based on the combined accuracy of the previous five trials you would set this to '5'. Then, every five trials, the staircase conditions will be tested.


Conditions

An array of conditions to test in order to adjust the staircase up or down. You can add multiple conditions.

  • Field: The name of the field that contains the values on which to test the staircase conditions e.g. using the Save Accuracy component you could save whether the answer was Correct or Incorrect to a field in the store and then use that field name here.
  • Condition: Drop-down menu containing condition logic.
  • Threshold: The value that is tested according to the condition logic.
  • Direction: If the condition is met, choose whether the staircase should Step Up or Step Down.

Step Parameters

Specify an array of step parameters with details on how to step them if the staircasing conditions are met. You can add multiple instances of Step Parameters.

  • Field to step: Here you can set the name of the field that should change based on the staircasing conditions. The field value will be updated when the staircasing steps up or down, and you can then use it elsewhere in your task or experiment.
  • Start Value: This is the starting value for your field before the first condition is met in the staircasing logic.
  • Step Up: How much the field value should increase when the 'Step Up' condition(s) is met.
  • Step Down: How much the field value should decrease when the 'Step Down' condition(s) is met.
  • Minimum: The lowest value to step down to.
  • Maximum: The highest value to step up to.

When Changing Step

List of fields to update when stepping up or down. We often want to change difficulty based on accumulated scores, e.g. number of correct answers or percentage correct. When changing to a new difficulty, we often want to reset these values, as they now pertain to the previously difficulty level we were on. You can add multiple instances of this setting.

  • Set Field: The name of the field in the store that you want to change once the step change has been implemented.
  • To Value: The value that the field should be set to after stepping up or down.

Collate Responses


This component listens for individual responses and combines them together into a single response. You can set how many responses you would like to collate into a single response, and define the type of responses you would like the component to listen for. For example, if you have a series of Text Button Responses and a Section Time Limit, you will only want the Collate Responses component to listen for the Text Response tags. To advance the screen, a Time Limit or Continue Button (such as with a Click to Continue component) must also be added.

Collating responses is useful for trials where you want the participant to enter a sequence of responses (e.g. Digit Span, Trail Making) and, unlike Compound Responses, only capture the final one when they are finished.

Samples that use this component:

Anagram Task

Tutorials that use this component:

Collating Responses (Task Builder 2)

CONFIGURATION

Required Tags

Only responses with the set tags will be combined. All other responses will pass through (and be processed by other screen components normally). If unset, all responses will be combined.


Response Count

How many individual responses should make up a single response. Once the combined response incorporates this many responses, further responses will not be added (but the backspace option can be used to remove responses). If zero or blank, will allow any number of responses to be combined.


Joining Character

When combining responses, will join them using this character (e.g. if using a comma, the responses A and B will be combined as A,B). You can type in the character you want Gorilla to use when separating responses.


Backspace Response

Treat this response as a backspace character, and remove the most recent response from the list. Whenever this response is triggered, instead of that response being added to the collated response, the most recent response is removed. You could trigger this using the backspace key by adding a Keyboard Response Component and choosing the backspace key. Then, set the response of this key, for example 'back', and then set the Backspace Response in the Collate Response component to match this. You could set this up in the same way using clickable images, too, ensuring the click response matches the Backspace Response.


Tag

Tag for the final response that is submitted.

Compound Responses


This component will combine individual responses into a single, combined response. You can set how many responses you would like to combine, and define the type of responses you would like the component to listen for. For example, if you have a series of Text Button Responses and a Section Time Limit, you will only want the Compound Responses component to listen for the Text Response tags. Compound Responses, unlike Collate Responses, captures all responses you have defined. Once the Response Count has been reached, by default the screen will automatically advance.

The Compound Response component is useful for trail-making tasks and creating on-screen keyboards, for example.

Samples that use this component:

Sentence Generation Task

CONFIGURATION

Required Tags

Only responses with the set tags will be combined. All other responses will pass through (and be processed by other screen components normally). If unset, all responses will be combined.


Response Length

The maximum number of responses that can be combined together into a single response. Once this maximum is reached, no further responses will be added.


Joining Character

When combining responses, will join them using this character (e.g. if using a comma, the responses A and B will be combined as A,B). You can type in the character you want Gorilla to use when separating responses.


Backspace Response

Treat this response as a backspace character, and remove the most recent response from the list. Whenever this response is triggered, instead of that response being added to the compound response, the most recent response is removed. You could trigger this using the backspace key by adding a Keyboard Response Component and choosing the backspace key. Then, set the response of this key, for example 'back', and then set the Backspace Response in the Compound Response component to match this. You could set this up in the same way using clickable images, too, ensuring the click response matches the Backspace Response.

Early Exit


The Early Exit component allows you to break the normal flow of the task spreadsheet by allowing the task to end immediately when certain criteria are satisifed. For example, this can be used in combination with a Text Button Response, and when participants press this button, they will exit the task and progress to the next Node in the Experiment Tree.

Samples that use this component

Visual Search with Early Exit

CONFIGURATION

Early Exit Conditions

The conditions under which the Early Exit should be triggered.


Criteria

Choose, from the dropdown, the criteria that must be satisifed to Early Exit.


Filter

Only available when Response or Response Accuracy criteria are selected. Use this toggle to create more complex Early Exit conditions using the Comparison dropdown.


Exit Field

The field in the store to save the exit value for this condition


Exit Value

The value to set for this Early Exit condition.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Effort


By using the Effort component, participants responses or actions can be collated into a measure of effort. Have a look at the example of the Effort Button in Task Builder 1, which works in the same way. In Task Builder 2, any response mechanism (Keyboard Response, Mouse Button Response, Click Response, etc.) can be used as a measure of effort. Set a threshold for the desired level of effort. When this threshold has been reached, the effort is marked as complete. The response given when effort is satisfed can be used in other components, such as Trigger - Active.

Samples that use this component:

Stroop Task

CONFIGURATION

Effort

The number of responses required before the effort is satisfied.


Field

A field in the store that should be used to hold the current effort value. This allows you to use the effort value elsewhere or link it to other components. If unset, the component will store the effort value temporarily only


Response

The value to set for the response when the effort threshold is reached. This will appear in the participant metrics. This could also be used as a trigger for other actions e.g. disabling a response component using Trigger - Active


Tag

The tag for the submitted response


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Jump to Row


The Jump to Row component is used to control the flow of participants through the spreadsheet. Instead of progressing to the next row, participants will jump to a different row in the spreadsheet depending on their response, response accuracy or the value of a field in the store.

The row that participants jump to can either be a specific, absolute row or a row relative to the current position i.e. going forward or back X rows.

Samples that use this component:

Sentence Generation Task

Real Effort Number Counting Task

Iowa Gambling Game

CONFIGURATION

Destinations

List of criteria participants need to meet in order to Jump to Row.

  • Criteria: Select the criteria, from the dropdown menu, participants must satisfy to Jump to Row.

  • Row Index: The row index to jump to. This can be absolute or relative i.e. +10 to go ten rows forward, or -10 to go ten rows back.

  • Relative to current row: Sets whether the row index should be interpreted as relative to the current row or not.

Jump to Spreadsheet


Use the Jump to Spreadsheet component to change the spreadsheet within a task. Instead of participants progressing to the next row in the current spreadsheet, they can change to a different spreadsheet depending on their response, response accuracy, or the value of a field in the store.

By default, progress in each spreadsheet is stored independently. When a participant switches to a spreadsheet they've never visited before, they will begin on the first row of that spreadsheet. If they switch to a spreadsheet they have been to before, they will continue on the next row of that spreadsheet. This behaviour can be overridden using the Always Return to Start or Match Current Row settings.

Tutorials that use this component:

Jump to Spreadsheet (Task Builder 2)

CONFIGURATION

Destinations

List of criteria participants need to meet in order to Jump to Spreadsheet.

  • Criteria: Select the criteria, from dropdown menu, participants must satisfy to Jump to Spreadsheet.

  • Spreadsheet: The spreadsheet to jump to. By default, the participant will jump to the current progress they have in that spreadsheet. If they have never visited the spreadsheet before, that will be the first row.

  • Match Current Row: Whether to match the row of the current spreadsheet in the spreadsheet we are moving to. This will overwrite the current progress we have in the new spreadsheet. As this setting is incompatible with Always Return to Start (below), it will be hidden when that setting is on.

  • Always Return To Start: Whether to always return to the start of this spreadsheet. This will overwrite the current progress we have in the new spreadsheet. As this setting is incompatible with Match Current Row (above), it will be hidden when that setting is on.

Mousetracking


Track mouse coordinates throughout the screen.

A possible use case could be that you want to measure how much time participants spent with their mouse on image stimuli that were displayed on the screen. You can find an example of this situation in our Mousetracking tutorial. If you don't record coordinates (see setting below), Gorilla will provide the percentage and the exact time participants spent with their mouse on your object components (e.g. images, videos, buttons, etc.).

Samples that use this component

Mousetracking

CONFIGURATION

Record Coordinates

Whether to record a stream of all mouse coordinates in a separate file. This stores X,Y positions every time the mouse moves, and thus generates a lot of data. If you're only interested in which zones the mouse was over, or which quadrants of the screen the mouse was in, then you may not need this.

Increase Progress


Use the Increase Progress component to increment participants' progress based on participants' response or response accuracy. The progress can be displayed to participants by using a Progress Bar component in conjuction with this Screen Progress component.

Samples that use this component:

Relational Reasoning with Progress Bar

Progress Bar across Multiple Tasks

Tutorials that use this component:

Progress Tutorial

CONFIGURATION

Criteria:

Choose criteria, from the dropdown menu, that participants must satisfy before progress increases. For example, you could choose the criterion to be the amount of correct trials, if you also use the Scorer component in the Screen tab. The 'Always' setting refers to each time a response is received, including responses from a Continue Button. If you would like the Progress Bar to increase once per trial, give the responses tags, and use the Response Tag to increase the Progress.


Use Custom field

Set up a custom field in the Store for accessing the progress data. If used, make sure to use the equivalent setting in the progress bar component you want to display the progress in.

By default, progress accumulates throughout the entire experiment (i.e., across tasks). To have progress reset between tasks, you will need to toggle on 'Use Custom Field' on each Progress Bar and Increase Progress component that you have in your tasks and set this to a different Field for each task. This will ensure progress is tracked separately within each task. Alternatively, if you want to track progress across the whole experiment, just use one Custom Field or toggle this off, but increase the Progress Maximum on the Progress Bar settings in every task to the total number of trials in the experiment.


Progress Field

The value to increment for this progress condition.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Save Accuracy


Use this component to save a variety of measures of accuracy to specific fields in the store. For example, you can save the number or percentage of correct and incorrect responses, or the number of consecutively correct or incorrect responses, as well as the total number of trials. You can then, for example, show participants their accuracy at the end of the task, by binding a Text component to the same field in the store or controlling the flow of the task with Change Difficulty - Staircase.

Samples that use this component

2D Mental Rotation

Alternate Task Switching

Cued Task Switching

Digit Span Number Entry

Dot Probe

Wason Selection Task (Four Card Problem)

Wisconsin Card Sorting Game

CONFIGURATION

Destinations

List of locations to save accuracy measures to.

  • Attribute: Choose a measure of accuracy from the dropdown list.

  • Field: Save to a chosen field in the store.

  • Tag: Set a tag for the stored responses.

Save Data


The Save Data component can be used to add or update a value on the store when specific criteria are satisfied. This could be based on receiving a specific response, the accuracy of that response or other fields within the store.

For example, this can be used to award points for correct answers, and subtract points for incorrect answers. To award points based on response accuracy, a Scorer component will also be needed.

This component replaces the previous Save Data on Response component.

Samples that use this component

Visual Search Click on Location

Iowa Gambling Task

Learning with Dropout (repeat incorrect trials)

Tutorials that use this component

Displaying Score (Task Builder 2)

CONFIGURATION

Destinations

List of locations to save data to.

  • Criteria: Set the conditions under which the data should save to the store: Always, on a particular Response, on a particular Response Accuracy, or when Match Field is true.

    • Response: If Response is selected in the Criteria, set the response for the component to listen for. This can be entered directly into the component, or bound to the spreadsheet, a manipulation or the Store.

    • Accuracy: If Response is selected in the Criteria, determine whether Gorilla should only listen when that response is Correct or Incorrect. If Response Accuracy is selected in the Criteria, determine the accuracy regardless of the specific response received (Any, Correct, Incorrect, or Timed Out).

    • Filter: Only available when Response or Response Accuracy are selected in the Criteria. Use this toggle to create more complex logic using the additional Field, Condition, and Value settings.

    • Field: If Match Field is selected in the Criteria, select the field that contains the information you want to evaluate.

    • Comparison: If Match Field is selected in the Criteria, select the comparison you want to make between the Field and the Value.

    • Value: If Match Field is selected in the Criteria, specify the Value that you want to compare the Field to based upon the Comparison.


  • Operation: Select whether the value should be set, added or subtracted.

    • Value: Set the value to be added or subtracted. This can be entered directly into the component, bound to the spreadsheet or retrieved from the store.

      • Clamp: If the operation is 'Add' or 'Substract', toggle this on to set an upper and/or lower limit for the updated value.

        • Min: If Clamp is toggled on, you can set a minimum limit for the value.

        • Max: If Clamp is toggled on, you can set a maximum limit for the value.


  • Field: Save this to a chosen field in the store.

Save Reaction Time


Use this component to save participants' response reaction time to specific fields in the store. You can store the current, average, or total reaction time. These measures can then be displayed to participants by binding a Text component to the field in the store. Also, the reaction time measure in the store can be used in combination with a Branch component or Jump to Row component, for example, to control the flow of the task based on reaction time. Although we save reaction time to your data by default, you can use this component to save participants' reaction times to the Store so that they are available for use elsewhere in your task or Experiment Tree.

Samples that use this component:

Dot Probe

CONFIGURATION

Destinations

List of locations to save reaction time measures to.

  • Attribute: Choose the reaction time measure to save from the dropdown list.

  • Field: Save this to a chosen field in the store.

  • Response: Choose the response that you want to save the reaction time of.

  • Tag: Set a tag for the saved reaction time.

  • Accuracy: Choose the accuracy for the component to listen for, from the dropdown list.

Save Response


Using this component, you can save a particular response to the store. This stored response can be retrieved later on within the same task, or within a different task later on in the experiment tree. Responses saved to the store using this component can be shown to participants later on. If there are several responses recorded on one screen, you can save all of them or individual ones, but you will need to match them separately with the Field configuration.

Samples that use this component:

Prisoner's Dilemma

Tutorials that use this component:

Response Recap (Task Builder 2)

CONFIGURATION

Destinations

List of locations to save responses to.

  • Tag: Set a tag for the saved response.

  • Field: Choose a field in the store to save to.

Section Time Limit


The Section Time Limit component allows you to set a time limit for a section of a task. For example, this could be for a series of screens in a display, or a number of trials in the task.

Set the mode to 'Start' to begin the Section Time Limit. The duration of the time limit will be set here.

On another screen, add a Section Time Limit and set the mode to 'Check'. This will review the remaining time on the Section Time Limit. If the time limit expires, it will emit the set response with the chosen tag. This response can then be used in other screen components, such as Jump to Row or Switch, to control how the task behaves when the time limit expires.

Use the 'Pause' mode to pause the time limit on a screen. The time spent on this screen won't count towards the participant's time in the section.

You can use a Section Countdown component, in conjunction with a Section Time Limit in Check mode, to display the time remaining in the Section Time Limit.

Samples that use this component:

Sentence Generation Task

CONFIGURATION

Screen Timelimit Actions

The set of screen timelimit actions to run on this screen. These should be placed in the order you want them to run.


Mode

The Mode of operation for the component. Set to Start for a screen where the Section Timelimit should start running, Pause if you want to pause the timer, Check if you want to check if the timer has expired, and Stop if you want to stop the current section timelimit completely.


Time Limit (ms)

How long the section will last (Start mode only)


Response

The response value generated when the Section Time Limit expires. Other components (such as Jump to Row, Early Exit etc.) can listen for this response, triggering the desired behaviour for a Section Time Limit expiring. (Check mode only)


Tag

The tag value for this response (Check mode only)


Strict

If on, the section time limit will resolve as soon as the time limit expires. Otherwise, it will wait until the end of the current screen (Check mode only)


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Set Field on Start


Initialise a field in the store on screen start. Allows you to give one or more fields in the store a value at the beginning of the screen. This is useful for setting a store field to a starting value before using it in staircasing with the Change Difficulty - Staircase component, for example. You can additionally control the starting value of the field with a spreadsheet or manipulation, for example.

Samples that use this component

Visual Search Click on Location

CONFIGURATION

Field

The field to set


Value

The value to set it to

Scorer


The scorer component is used to record participant responses as correct or incorrect. The accuracy of responses given via Click Response, Keyboard Response and other Response components can be recorded using the Scorer.

The correct answer can be entered directly into the Correct Answer field of the component. If the correct answer changes trial by trial, then the component can be bound to the spreadsheet. The Feedback component relies on information from the Scorer component to present a green tick when correct, or red cross when incorrect.

If you have multiple answers that are considered correct, use the Scorer (Multi) component instead.

Samples that use this component:

2D Mental Rotation

Wisconsin Card Sorting Task

Relational Reasoning

Stroop Task - Mobile Version

Memory Intrusion Game

Tutorials that use this component:

Scoring Tutorial (Task Builder 2)

CONFIGURATION

Correct Answer

Correct answer. Responses matching this will be considered correct.

Scorer (Multi)


The Scorer (Multi) component allows you define multiple correct answers. This could allow participants to choose one of multiple correct answers, or choose all correct answers presented on a screen. The correct answers can be entered directly into the Correct Answers field, where you can add as many as you want, or bound to the spreadsheet if the correct answers change trial by trial.

The accuracy of responses given via Click Response and other Response components can be recorded using the Scorer (Multi) component.

Samples that use this component:

Sentence Generation Task

CONFIGURATION

Answer

Correct answers. Responses matching any of these will be considered correct.

Screen Feedback Time


Adds an amount of time at the end of the screen (once all responses have been received and the screen is ready to advance). This is normally to allow any feedback to show for a bit longer, and avoid snap transitions to the next screen.

Samples that use this component

N-Back Task (2-Back)

Simon Task (Stimulus-Response Compatibility)

CONFIGURATION

Feedback Time (ms)

The amount of time to allow for feedback to display

Time Limit


The Time Limit component allows you to add a time limit to your screen which will automatically advance a participant to the next screen in your display after a set amount of time. This can be used to limit the presentation time of stimuli, or control how long participants have to provide a response. You can show participants how long is left of the time limit by also adding a Countdown component.

Samples that use this component

Audio Transcription

Cued Task Switching

Digit Span Number Entry

Dot Probe

Hebb Learning

Tutorials that use this component

Screen Timelimit and Countdown

CONFIGURATION

Time Limit (ms)

How long the screen will last before advancing automatically.


Treat As Response

If set, will trigger a response when the time limit is reached, rather than just a TimedOut response.


Response

The response to send when the time limit is reached. Use for e.g. go/no-go paradigms to define the 'no-go' response.


Response Tag

Tag for non-response / no-go response.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Switch


The Switch component allows the participant to switch to the corresponding Switch Node Task or Questionnaire in the experiment. You will need to include a Switch component (like this one) or a Switch Button in both the Tasks / Questionnaires tethered to the Switch Node, if you wish participants to be able to switch between the two.

You can set specific criteria in the Switch component, so that participants can only switch when certain conditions are met.

Samples that use this component:

Stroop (Switch Example)

CONFIGURATION

Criteria

Choose the switching criteria from the dropdown menu.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Wait For Time Limit


The Wait For Time Limit component is designed to be used in combination with a Time Limit component to enable Go/No Go tasks. When this component is added to the screen, the screen will not advance automatically as soon as a response is received. Instead, it will wait for the remainder of the time limit, if there is one set, before advancing the screen.

Samples that use this component

Mackworth Clock Task

Spatial N-Back Task

Simon Task (Stimulus-Response Compatibility)

Choose Spreadsheet Public ID


This randomisation component allows you to assign participants to spreadsheets by matching their Public ID. To use this component, the task must have multiple spreadsheets, and you must use a recruitment policy where you define a set a list of Public IDs. For example, Email Shot, Email ID and Supervised policies are ideal policies for this randomisation.

Samples that use this component

Prisoner's Dilemma (Public ID)

Tutorials that use this component

Choose Spreadsheet (Public ID)

CONFIGURATION

Spreadsheets

Match

Enter the stem of the ID to match on. If any part of this is present in the Public ID, then participants will be assigned to that spreadsheet.

Spreadsheet

Choose from the dropdown, which spreadsheet participants should be assigned to for this Match condition.


For further information on randomisation, see our Spreadsheet randomisation guide.

Random Assignment per Trial


Randomly assign values to the cells in a column, based on set of probabilities/ratios (expressed as percentages). This could allow you to populate the Win/Lose distribution in a probablistic learning game, for example.

You can define multiple assignment sets, allowing you to make assignments to multiple columns in the spreadsheet.

First, you define the conditions for the assignment. This will either be a cell in a specific column being non-empty or having a specific value. Then, setup your assignments: a grouping of value/percentages where each value is an assignable value for a cell in the column appearing the given percentage of times throughout the column.

Samples that use this component

Utility Task

CONFIGURATION

Assignment Sets

A group of settings which indicate a unique assignment.


Condition Column

The column we should view when deciding if this row should be subject to a random assignment.


Condition Method

The method we should use. Not Empty indicates that the current cell of the Condition Column must have at least a value. Matches indicates it must have a specific value.


Condition Value

The specific value the cell must have. Only relevant when using the Matches Condition Method.


Assignment Column

The column we'll make random assignments to.


Assignments

The group of assignments: pairs of percentage/value data.


Value

The value to assign.


Ratio

In what percentage of rows the value should appear.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.


For further information on randomisation, see our Spreadsheet randomisation guide.

Randomise Trials


Randomise individual rows within a spreadsheet. This is the most common randomisation to make sure individual trials appear in a different order for each participant. A column is chosen, and all rows with matching values for that column are then randomise between each other.

Samples that use this component

Audio Transcription

Picture Superiority Effect

Random Number Recall

Visual Search

Flanker Game

Categorisation Game

CONFIGURATION

Column

Which column to randomise on.


For further information on randomisation, see our Spreadsheet randomisation guide.

Randomise Blocks


Randomise whole blocks of trials within the spreadsheet. This can be useful for counterbalancing blocks of trials, so that one block of trials is not always the first one to be shown to participants.

A single column is chosen, and all continuous rows with the same value are considered to be a single block. The order of the blocks is then randomised.

Samples that use this component

Hebb Learning

CONFIGURATION

Column

Which column to randomise on.


For further information on randomisation, see our Spreadsheet randomisation guide.

Randomise Between Columns


Randomise content between spreadsheet columns. When selecting two or more spreadsheet columns, the non-empty values between those columns will be randomised on a trial by trial basis. This can be useful when you have, for example, two images as stimuli, but you want them to appear simultaneously and randomly on the right or the left side of the screen.

Samples that use this component

2D Mental Rotation

Random Number Recall

Wisconsin Card Sorting Task

CONFIGURATION

Column

Column containing content to be shuffled between other columns.


For further information on randomisation, see our Spreadsheet randomisation guide.

Randomise Between Columns (Multi)

Randomise content between multiple sets of spreadsheet columns. Similar to the Randomise Between Columns component but allows you to define multiple sets of columns to randomise content between. For an individual set, when selecting two or more spreadsheet columns, the non-empty values between those columns will be randomised on a trial by trial basis.

Samples that use this component

There are currently no samples using this component.

CONFIGURATION

Chosen Columns

Set of columns containing content to be shuffled between other columns.


For further information on randomisation, see our Spreadsheet randomisation guide.

Randomise Within Column

Randomise the content of an individual spreadsheet column. Multiple spreadsheet columns can be selected. For each column selected, all the non-empty contents of this column will be randomised between each other.

Samples that use this component

Picture Superiority Effect

CONFIGURATION

Columns to Randomise

A set of contents whose contents should be randomised, independantly


Column

A column to randomise the contents of


For further information on randomisation, see our Spreadsheet randomisation guide.

Select Randomised Subset


Select a randomised subset of a group of trials. Define a column and a value, that are used to indicate the set of trials to draw from and then a number to indicate the number of trials to select for the subset. For example, if you chose the column 'Display', the value 'trial' and the number 10, the script will collect all of the rows with the value 'trial' in the 'Display' column, shuffle them and then pick 10 and read them back into the spreadsheet. You can select multiple subsets by using the + symbol to add another set of options. Each subset must be contiguous and each subset must be distinct from other subsets.

Samples that use this component

Navon Global Precedence

CONFIGURATION

Column

Which column contains the target value defining the trial set.


Value

The value from the column that defines the trial set.


Number

The number of trials to be chosen for the subset.


For further information on randomisation, see our Spreadsheet randomisation guide.

Chat Box


This component allows multiple players to communicate with each other. Text one player sends via the chat box will appear to players in the same room.

To set this up, create a network data field in which to store the chat data.

Each response the participant gives will create a new line in their data, with the reaction time that their message is sent. The Response column will contain the text of that message.

To see the full conversation so far, look to the Network Store column.

In your Network Store column, you will see something like the following:

[{"speaker":6746720,"message":"text"}]
[{"speaker":6746720,"message":"text"},{"speaker":6746719,"message":"word"},{"speaker":6746720,"message":"text2"}]

For each message, first you will see the participant private ID, then, after the word “message” you will see the text the participant entered into the chat box. Messages will be displayed in order they were entered, with the most recent message (the one from the participant that entered the data row) coming last.

CONFIGURATION

Network Data Field

The network data field to store this chat log in.


Tag

The tag for this response.

Position

Position of the center of the bounding box, relative to the center of container.


Size

Size of the bounding box

Multiplayer


This component, when added to an object, allows you to show the object to one of your players, but not the others. This is useful e.g. for response buttons where only one player is supposed to respond, and the other players are supposed to wait.

Note: This component alone doesn't allow one player to advance the screen. You would also need to add a screen component Advance - Multiplayer which allows you to determine who has control over advancing the screen. For example, you would set this component to Player A. Why we need it: As a default, multiplayer tasks will wait for a response from each Player before advancing the screen, therefore if you don't have the Advance - Multiplayer component, the screen will wait for Player B to also press something before the screen continues, and unless you have a continue button or another way to progress the screen for Player B, the Players will get stuck. You want Player A to control advancement so adding this component will ensure that action.

CONFIGURATION

Player

The player to show this object for.

Advance - Multiplayer


Control whether one player can advance the screen for all players, or whether all players need to complete the screen to advance. This component is added to the Screen.

CONFIGURATION

Required Players

Specify whether all players need to complete to advance ('All') or just one player ('First')

Advance - Multiplayer Player


Allow only a specific player to advance the screen. This component is added to the Screen.

CONFIGURATION

Player

Which player should advance the screen

Delay Onset


This funtionality is deprecated and will not appear unless previously set in a task.

Please use the Trigger - Visible or Trigger - Active components instead.

Delays the onset of this object. By default, all objects will be visible at the start of the screen. Adding this component allows you to control when they appear. This will also work with non-visual stimuli too (e.g. audio)

CONFIGURATION

Pre-display Time (ms)

Amount of time from the start of the screen to delay for before displaying.


Info

Looking for Task Builder 1?

You can find the corresponding information for Task Builder 1 in this Tooling Reference Guide.

Save Data On Response


This functionality is deprecated and will not appear unless previously set in a task.

Please use the Save Data component instead.

The Save Data on Response component can be used to add or update a value in the store when a particular response is triggered. For example, this can be used to award points for correct answers, and subtract points for incorrect answers. To award points based on response accuracy, a Scorer component will also be needed.

CONFIGURATION

Destinations

List of locations to save responses to.

  • Response: Set the response for the component to listen for. This can be entered directly into the component, or bound to the spreadsheet, a manipulation or the Store.

  • Accuracy: Choose accuracy of response from the dropdown menu

  • Operation: Select whether the value should be added or subtracted.

  • Value: Set the value to be added or subtracted. This can be entered directly into the component, bound to the spreadsheet or retrieved from the store.

  • Field: Save this to a chosen field in the store.