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Tapmetry

Visual memory test

A pattern of tiles lights up for a second and goes dark. Tap the tiles that were lit, in any order. Every pattern you find comes back one tile bigger.

How the test works

Choose one or three lives and press Start. The screen goes dark and shows a grid. After a short pause a pattern of tiles lights up all at once, stays for one second and goes dark. Then the title changes to "Your turn" and you tap every tile that was lit, in any order you like, on the screen or with the arrow keys and Enter.

  • A found tile lights up again and stays lit. When all of them are found, "Right" shows for a moment and a new pattern with one more tile plays. The first pattern has three tiles.
  • A wrong tap is marked with ×. Two of them are allowed in a round; the third loses it. The tiles you missed are then outlined, so you can see what the pattern was. With lives left you press Next for a new pattern of the same size; without, the run ends.
  • A hidden tab while the pattern shows does not cost a life. The run pauses instead, and a new pattern of the same size plays when you press Next, because a pattern you could not see tests nothing.

As the patterns get bigger the grid grows with them, from 3 × 3 up to 7 × 7, so a pattern never covers more than about half of it. At the end, See result closes the screen and the result card shows the most tiles you found in one pattern and your record for that lives option on this device. Esc or the × button leaves earlier without a result. Your taps are not timed: take as long as you need.

What the result means

The test measures visual short-term memory, the part of working memory that holds a picture for a few seconds after it is gone. It is different from the sequence memory test, where tiles light one after another and the order matters: here the whole pattern arrives at once and you have to keep a snapshot of it. Psychologists measure the same ability with the Visual Patterns Test, published by Sergio Della Sala and colleagues in 1997, which shows grids with half of the cells filled and asks people to reproduce them.

Nobody holds twenty separate positions in mind. People who do well group the tiles into a few shapes, such as an L in one corner, a line along the edge or a pair in the middle, and remember the shapes. As a rough guide for this format:

  • Six or fewer. Below the usual range. Tiredness, distraction or a first try are the common reasons.
  • Seven to eleven. A common result on a first try.
  • Twelve to fifteen. Good. Most people who get here have started seeing shapes instead of tiles.
  • Sixteen or more. Very good, usually the result of practice and a deliberate way of grouping.

One run is noisy, because some random patterns form easy shapes and others are scattered. Several runs, or the three-lives option, give a steadier picture.

How to get a better score

Look at the whole grid, not at single tiles: keep your eyes near the centre so every tile is in view when the pattern lights. In that one second, look for two or three shapes and give them names in your head, such as "corner, diagonal, pair". Tap the shapes you are surest of first, while the picture is still sharp, and leave the doubtful tiles for last. On a phone, hold the device steady and keep your thumb off the grid while the pattern shows, so your hand does not cover part of it.

When to take a low result seriously

This is a quick self-test for curiosity and practice, not a medical assessment. A low score on one evening says more about the evening than about your memory: sleep, stress, alcohol and simple boredom all lower it. If you or someone close to you notice lasting problems in daily life, such as not recognising familiar places or losing track of where things are, talk to a doctor. A proper assessment looks at far more than one test and can find causes that are often treatable.

Frequently asked questions

What is a good score on the visual memory test?

There is no official norm for this exact format, but as a rough guide seven to eleven tiles is common on a first try, twelve to fifteen is good, and sixteen or more is very good. The three-lives option usually adds a tile or two, because one unlucky pattern no longer ends the run.

Why does the grid get bigger?

A pattern that covers more than about half of the grid is easier to remember by its gaps than by its tiles, and the test would quietly start measuring something else. So the grid grows from 3 × 3 to 4 × 4, 5 × 5, 6 × 6 and finally 7 × 7 as the patterns get bigger, and the run ends as complete at 24 tiles.

What happens when I tap a wrong tile?

It is marked with × and you keep going. A round allows two wrong taps; the third one loses the round. The screen then shows the tiles you did not find, outlined, and with lives left you get a new pattern of the same size. Tapping a tile you already marked does nothing, so a double tap is never a second mistake.

Can I take the test without a mouse or touch screen?

Yes. Press an arrow key to put a cursor on the grid, move it with the arrows and press Enter or Space to pick the tile under it. The cursor stops at the edges of the grid instead of jumping to the other side. Keys and taps can be mixed in one run. The test needs sight, though: a screen reader hears how many tiles light up, not where, since reading the places aloud would make it a test of remembering words. The sequence memory test reads its tiles out.

Is my record saved or sent anywhere?

Only your best result for each lives option is kept, in this browser's local storage on this device. The patterns, your taps and your results never leave the device and there is no leaderboard. Clearing site data removes the record, and a private window starts without one.

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