20 KiB
Response Inhibition Task (RIT) - Complete Specification Document
1. Test Overview
1.1 Definition
The Response Inhibition Task (Go/No-Go Task) measures an individual's ability to suppress automatic, dominant, or prepotent responses when they are inappropriate. It evaluates impulse control and the capacity to resist distractions or temptations.
1.2 Core Cognitive Ability Measured
- Response Inhibition: Capacity to stop oneself from responding impulsively
- Impulse Control: Ability to hold back automatic reactions
- Attention Control: Maintaining focus and following rules
1.3 Test Structure Overview
Practice Phase: 7 trials (with feedback)
Main Test: 75 trials across 3 blocks (no feedback)
Total: 82 trials
Duration: ~10-12 minutes
2. Age Group Specifications
2.1 Adolescents (14-18 years)
Stimuli:
- Magic Potion 🧪 (image file)
- Bomb 💣 (image file)
Response Window:
- 2.5 seconds per trial
Language Style:
- Casual, encouraging, game-like
- Examples: "Great job!", "Let's go!", "challenge", "game"
Thematic Design:
- Treasure/magic theme
- Colorful, engaging visuals
- Fun, motivating atmosphere
2.2 Adults (18-22 years)
Stimuli:
- Red Circle (solid color)
- Blue Circle (solid color)
Response Window:
- 2.0 seconds per trial
Language Style:
- Formal, concise, clinical
- Examples: "Proceed", "Complete", "task", "trial"
Thematic Design:
- Professional, research-oriented
- Clean, minimal visuals
- Clinical atmosphere
3. Test Phases
3.1 Practice Phase
Purpose:
- Familiarize participants with task mechanics
- Teach stimulus-response mapping
- Allow learning without performance pressure
Structure:
Trials: 7
Feedback: YES (after every trial)
Reversals: NOT applicable
Goal: Learn the basic rules
Practice Trial Sequences:
Adolescents:
Trial 1: Bomb (No-Go)
Trial 2: Potion (Go)
Trial 3: Potion (Go)
Trial 4: Bomb (No-Go)
Trial 5: Potion (Go)
Trial 6: Bomb (No-Go)
Trial 7: Potion (Go)
Adults:
Trial 1: Red (Go)
Trial 2: Blue (No-Go)
Trial 3: Red (Go)
Trial 4: Red (Go)
Trial 5: Blue (No-Go)
Trial 6: Blue (No-Go)
Trial 7: Red (Go)
3.2 Main Test Phase
Purpose:
- Measure actual response inhibition performance
- Test cognitive flexibility through rule switching
- Assess adaptation to changing demands
Structure:
Blocks: 3
Trials per Block: 25
Total Trials: 75
Feedback: NO (only blue highlight on response)
Reversals: Rules switch in Block 2, return in Block 3
Block Breakdown:
Block 1: Trials 1-25 (Original rules)
Block 2: Trials 26-50 (REVERSED rules)
Block 3: Trials 51-75 (Back to original rules)
4. Block Structure & Rule Switching
4.1 Block 1 - Baseline Establishment
Purpose: Establish prepotent response pattern
Adolescents Rules:
- GO: Tap when you see Potion 🧪
- NO-GO: Don't tap when you see Bomb 💣
Adults Rules:
- GO: Tap when you see Red Circle
- NO-GO: Don't tap when you see Blue Circle
Trial Distribution:
- 15 Go trials (60%)
- 10 No-Go trials (40%)
Goal: Create automatic habit of responding to one stimulus
4.2 Block 2 - Rule Reversal
Purpose: Test cognitive flexibility and inhibition under interference
Adolescents Rules (REVERSED):
- GO: Tap when you see Bomb 💣
- NO-GO: Don't tap when you see Potion 🧪
Adults Rules (REVERSED):
- GO: Tap when you see Blue Circle
- NO-GO: Don't tap when you see Red Circle
Trial Distribution:
- 15 Go trials (60%)
- 10 No-Go trials (40%)
Challenge: Override established habit from Block 1
4.3 Block 3 - Return to Original
Purpose: Test re-adaptation and measure interference effects
Rules: Same as Block 1 (Original rules restored)
Trial Distribution:
- 15 Go trials (60%)
- 10 No-Go trials (40%)
Challenge: Switch back after learning reversed pattern
5. Trial Types
5.1 Go Trials (60% of trials)
Definition: Trials requiring an active response
Expected Action: Press key/click screen
Correct Response:
- Participant responds within time window
- Score: 1 (correct)
Incorrect Response:
- Participant fails to respond (timeout)
- Classification: Omission Error
- Score: 0 (incorrect)
Example:
Adolescent Block 1: See Potion → Should tap
Adult Block 1: See Red → Should tap
5.2 No-Go Trials (40% of trials)
Definition: Trials requiring response inhibition
Expected Action: Do NOT press key/click screen
Correct Response:
- Participant withholds response (inhibits successfully)
- Score: 1 (correct)
Incorrect Response:
- Participant responds when shouldn't
- Classification: Commission Error (False Alarm)
- Score: 0 (incorrect)
Example:
Adolescent Block 1: See Bomb → Should NOT tap
Adult Block 1: See Blue → Should NOT tap
6. Timing Specifications
6.1 Trial Timing Flow
Complete Trial Sequence:
1. Fixation Cross: 0.3 seconds
2. Stimulus Display: 2.5s (adolescent) / 2.0s (adult)
3. Feedback (practice only): 1.0s or 1.5s
4. Inter-Trial Interval: 0.3 seconds
Total per Trial:
- Practice: ~5-6 seconds
- Main Test: ~3-4 seconds
6.2 Phase Durations
Fixation Cross:
- Duration: 300ms
- Purpose: Alert participant to prepare
- Display: "+" symbol centered
Stimulus Presentation:
- Adolescents: 2,500ms
- Adults: 2,000ms
- Purpose: Response window
- Behavior: Accept responses during this window only
Feedback Display (Practice Only):
- Correct responses: 1,000ms
- Incorrect responses: 1,500ms
- Purpose: Learning reinforcement
Inter-Trial Interval:
- Duration: 300ms
- Purpose: Brief pause between trials
- Display: Blank screen
6.3 Timeout Handling
When Stimulus Window Expires:
1. Cancel stimulus display
2. Show "Time is up!" message
3. Display for 1 second
4. Record trial result:
- Go trial → Omission Error (incorrect)
- No-Go trial → Correct Inhibition (correct)
5. Proceed to next trial
7. Response Handling
7.1 Response Methods
Accepted Inputs:
- Spacebar key press
- Mouse click anywhere on screen
- Touch tap (mobile devices)
Response Detection:
- Active only during stimulus display window
- Ignored during fixation and inter-trial intervals
7.2 Response Confirmation
Visual Feedback:
- Blue outline/ring appears immediately on response
- Remains visible for duration of stimulus display
- No other feedback during main test
Timeout Response:
- "Time is up!" message displays for 1 second
- Participant receives no other indication
8. Feedback Rules (Practice Phase Only)
8.1 Correct Go Response
Trigger: Participant pressed when they should
Message: "Good job! You pressed at the right time."
Duration: 1.0 second
Purpose: Reinforce correct active response
8.2 Missed Go Response (Omission Error)
Trigger: Participant didn't press when they should
Message: "Remember to press when you see the Go picture!"
Duration: 1.5 seconds
Optional: Gentle alert tone
Purpose: Remind to respond to Go stimuli
8.3 Incorrect No-Go Response (Commission Error)
Trigger: Participant pressed when they shouldn't
Message: "Try not to press when you see the No-Go picture."
Duration: 1.5 seconds
Purpose: Reinforce inhibition requirement
8.4 Correct No-Go Response
Trigger: Participant successfully inhibited response
Message: "Great! You stopped at the right time."
Duration: 1.0 second
Purpose: Reinforce successful inhibition
8.5 Inactivity Alert
Trigger: No response within 1.5s (adults) or 2s (adolescents) of stimulus onset
Message: "Please respond quickly!"
Duration: 1.0 second
Audio: "Beep" tone plays
Purpose: Encourage faster responding
Note: This is distinct from timeout - it's a mid-trial warning
9. Main Test Differences
9.1 No Feedback Display
During Main Test:
- No verbal feedback messages shown
- No correctness indication
- No performance updates
Only Visual Confirmation:
- Blue highlight on response (shows action was registered)
- "Time is up!" on timeout
Purpose:
- Measure performance without learning aid
- Reduce anxiety about errors
- Focus on natural response patterns
9.2 Block Instructions
When Displayed:
- Before Block 1 starts
- Before Block 2 starts (after Block 1 completion)
- Before Block 3 starts (after Block 2 completion)
Content:
- Current block number
- Rule explanation
- Reminder of task goals
- "Let's Go!" button to begin
10. Trial Sequences (Exact Order)
10.1 Block 1 Trial Order - Adolescents
Trial 1-25:
Bomb(N), Potion(G), Potion(G), Bomb(N), Potion(G),
Potion(G), Bomb(N), Bomb(N), Potion(G), Potion(G),
Potion(G), Potion(G), Bomb(N), Potion(G), Bomb(N),
Potion(G), Potion(G), Bomb(N), Potion(G), Bomb(N),
Potion(G), Potion(G), Bomb(N), Potion(G), Bomb(N)
G = Go trial, N = No-Go trial
Total: 15 Go, 10 No-Go
10.2 Block 2 Trial Order - Adolescents
Trial 26-50:
Bomb(G), Potion(N), Bomb(G), Bomb(G), Potion(N),
Bomb(G), Potion(N), Potion(N), Bomb(G), Bomb(G),
Bomb(G), Potion(N), Bomb(G), Bomb(G), Potion(N),
Bomb(G), Potion(N), Bomb(G), Bomb(G), Potion(N),
Bomb(G), Potion(N), Bomb(G), Bomb(G), Potion(N)
Rules REVERSED: Bomb=Go, Potion=No-Go
Total: 15 Go, 10 No-Go
10.3 Block 3 Trial Order - Adolescents
Trial 51-75:
Bomb(N), Potion(G), Potion(G), Bomb(N), Potion(G),
Bomb(N), Potion(G), Potion(G), Bomb(N), Potion(G),
Bomb(N), Potion(G), Bomb(N), Potion(G), Potion(G),
Bomb(N), Potion(G), Bomb(N), Potion(G), Potion(G),
Bomb(N), Potion(G), Bomb(N), Potion(G), Potion(G)
Rules BACK TO ORIGINAL: Potion=Go, Bomb=No-Go
Total: 15 Go, 10 No-Go
10.4 Block 1 Trial Order - Adults
Trial 1-25:
Red(G), Blue(N), Red(G), Red(G), Red(G),
Red(G), Blue(N), Blue(N), Red(G), Red(G),
Blue(N), Red(G), Blue(N), Red(G), Blue(N),
Red(G), Red(G), Blue(N), Red(G), Blue(N),
Red(G), Red(G), Blue(N), Red(G), Blue(N)
G = Go trial, N = No-Go trial
Total: 15 Go, 10 No-Go
10.5 Block 2 Trial Order - Adults
Trial 26-50:
Blue(G), Red(N), Blue(G), Blue(G), Red(N),
Blue(G), Red(N), Red(N), Blue(G), Blue(G),
Blue(G), Red(N), Blue(G), Blue(G), Red(N),
Blue(G), Red(N), Blue(G), Blue(G), Red(N),
Blue(G), Red(N), Blue(G), Blue(G), Red(N)
Rules REVERSED: Blue=Go, Red=No-Go
Total: 15 Go, 10 No-Go
10.6 Block 3 Trial Order - Adults
Trial 51-75:
Blue(N), Red(G), Red(G), Blue(N), Red(G),
Red(G), Red(G), Blue(N), Blue(N), Red(G),
Red(G), Blue(N), Red(G), Blue(N), Red(G),
Red(G), Blue(N), Red(G), Blue(N), Red(G),
Red(G), Blue(N), Red(G), Blue(N), Red(G)
Rules BACK TO ORIGINAL: Red=Go, Blue=No-Go
Total: 15 Go, 10 No-Go
11. Scoring and Accuracy
11.1 Trial Scoring Logic
Go Trial Scoring:
if (trialType === 'go') {
if (responded) → score = 1 (correct)
if (!responded) → score = 0 (omission error)
}
No-Go Trial Scoring:
if (trialType === 'no-go') {
if (responded) → score = 0 (commission error)
if (!responded) → score = 1 (correct inhibition)
}
11.2 Accuracy Metrics
Overall Accuracy:
(Total Correct Responses / Total Trials) × 100
Go Trials Accuracy:
(Correct Go Responses / Total Go Trials) × 100
No-Go Trials Accuracy:
(Correct No-Go Responses / Total No-Go Trials) × 100
Hit Rate:
(Correct Go Responses / Total Go Trials) × 100
Same as Go Trials Accuracy
12. Error Classification
12.1 Commission Errors (False Alarms)
Definition: Responding when should inhibit
When It Occurs:
- No-Go trial + participant responds
Significance:
- Primary measure of response inhibition failure
- Higher count = poorer impulse control
Commission Error Rate:
(Commission Errors / Total No-Go Trials) × 100
12.2 Omission Errors
Definition: Failing to respond when should
When It Occurs:
- Go trial + participant doesn't respond (timeout)
Significance:
- Indicates inattention or slow processing
- Can result from being too cautious
Omission Error Rate:
(Omission Errors / Total Go Trials) × 100
13. Reaction Time Metrics
13.1 Response Time Recording
When RT is Recorded:
- Only when participant makes a response
- Measured from stimulus onset to response action
- Recorded in milliseconds
RT Not Recorded When:
- No response given (timeout)
- Response outside stimulus window
13.2 RT Calculations
Go Trials Mean RT:
Average RT for all correct Go trial responses
Excludes omission errors (no RT to average)
No-Go Trials Mean RT:
Average RT for commission errors only
Shows how quickly participant made inhibition failures
Overall Task Mean RT:
Average RT across all responses
Includes both correct Go and commission errors
RT Interpretation:
- Faster Go RT = better processing speed
- Faster No-Go RT on errors = impulsive responding
- Slower Go RT = cautious/careful approach
14. Data Recording Structure
14.1 Per-Trial Data
Essential Fields:
{
trialNumber: 1-82,
phase: 'practice' | 'main',
blockNumber: 0 | 1 | 2 | 'practice',
trialInBlock: 1-25,
stimulus: 'potion' | 'bomb' | 'red' | 'blue',
trialType: 'go' | 'no-go',
currentRule: "description",
participantResponse: 'responded' | 'no-response' | 'timeout',
responseTime: number | null,
responseAccuracy: 0 | 1,
feedbackShown: string | null,
timestamp: number
}
14.2 Summary Statistics
Performance Metrics:
- Total Trials: 75 (main test)
- Total Correct: Sum of all correct responses
- Total Incorrect: Sum of all errors
- Overall Accuracy %
- Hit Rate %
- False Alarm Rate %
Error Counts:
- Commission Errors: Total count
- Omission Errors: Total count
- Commission Error Rate %
- Omission Error Rate %
Timing Metrics:
- Mean Go RT
- Mean No-Go RT (commission errors)
- Overall Mean RT
- Fastest RT
- Slowest RT
15. Instructions Text
15.1 Generic Instructions (Both Groups)
"In this game, you'll see simple symbols appear on the screen. Your job is to react quickly when the rules tell you to tap, and to hold back when the rules say not to tap. The rules may change as you go, so stay focused and be ready to adjust. Let's begin!"
"Before the main game starts, you'll do a few practice rounds to get familiar with the task. Try to respond quickly and correctly!"
"Each time you see a plus sign (+), get ready and pay close attention for the next round."
15.2 Practice Instructions - Adolescents
"In this practice round, tap the screen as fast as you can when you see a Potion 🧪, and don't tap when you see a Bomb 💣. Try to respond quickly and correctly — let's see how well you can follow the rules!"
"When you feel set to take on the challenge, tap 'Let's Go!' below and the game begins!"
15.3 Practice Instructions - Adults
"In this practice round, tap the screen when you see a Red circle, and don't tap when you see a Blue circle. Respond quickly and accurately to learn the task!"
"When you're prepared to begin the task, press 'Let's Go!' below to start."
15.4 Practice Complete - Adolescents
"Great job finishing the practice! Now get ready for the real task. Tap 'Let's Go!' below and the game begins!"
15.5 Practice Complete - Adults
"Great job finishing the practice! Now get ready for the real task. Tap 'Let's Go!' below and the game begins!"
16. Block-Specific Instructions
16.1 Block 1 Instructions - Adolescents
"Welcome! In this game, you'll see two designs appear — a magic potion 🧪 or a bomb 💣. • If you see a potion 🧪, tap it as fast as you can. • If you see a bomb 💣, don't touch the screen. • You'll need to react quickly. • Stay sharp! Sometimes you'll need to act, and sometimes you'll need to stop yourself. • There are three rounds. Let's begin the first one — good luck!"
16.2 Block 1 Instructions - Adults
"Welcome! This is a quick reaction game. You'll see a red circle or a blue circle appear. • If it's red, tap it fast. • If it's blue, don't tap. • You won't have much time, so react quickly before the game moves on. • There are three rounds — let's start with the first one!"
16.3 Block 2 Instructions - Adolescents
"Great job! Now the rules are changing. • This time, if you see a bomb 💣, you must tap it fast. • If you see a potion 🧪, don't tap. • Keep your focus — the game is trickier now!"
16.4 Block 2 Instructions - Adults
"Nice work on Round 1! The rules are changing now. • If it's blue, tap it fast. • If it's red, don't tap. • Stay alert."
16.5 Block 3 Instructions - Adolescents
"Final round! The rules are back to how they were at the beginning. • Tap for potion 🧪, don't tap for bomb 💣. • Play carefully and finish strong!"
16.6 Block 3 Instructions - Adults
"Final round! We're going back to the first rule. • Tap when you see red. • Don't tap when you see blue. • Be quick and accurate to finish strong!"
17. Completion Messages
17.1 Task Complete - Adolescents
"Awesome work! You've completed this challenge — stay sharp, the next one is coming up!"
17.2 Task Complete - Adults
"Well done! You've successfully finished this task — let's move on to the next part."
18. Key Behavioral Measures
18.1 Response Inhibition Capacity
Measured By: No-Go trial accuracy
Interpretation:
- High accuracy = strong inhibition ability
- Low accuracy = weak impulse control
- Commission errors indicate failures
18.2 Cognitive Flexibility
Measured By: Performance change across blocks
Interpretation:
- Block 2 accuracy drop = difficulty adapting
- Block 3 recovery = good flexibility
- Persistent errors = rigid thinking
18.3 Processing Speed
Measured By: Mean reaction time on Go trials
Interpretation:
- Faster RT = quicker processing
- Very fast RT with errors = impulsive
- Slow RT = cautious approach
18.4 Sustained Attention
Measured By: Consistency across trials and blocks
Interpretation:
- Stable accuracy = good attention
- Declining accuracy = attention fatigue
- Omission errors = attention lapses
19. Clinical Relevance
19.1 Applications
Research Areas:
- ADHD assessment
- Impulse control disorders
- Executive function evaluation
- Cognitive development studies
- Neuropsychological assessment
What It Reveals:
- Ability to suppress automatic responses
- Adaptation to changing rules
- Attention maintenance
- Processing speed under time pressure
19.2 Performance Patterns
Healthy Performance:
- High Go trial accuracy (>90%)
- Moderate-high No-Go accuracy (>75%)
- Quick Go trial RT (~400-600ms)
- Good adaptation in Block 2
Impaired Inhibition:
- High commission errors (>30%)
- Fast RT on commission errors
- Difficulty in Block 2 and 3
- Inconsistent performance
Attention Issues:
- High omission errors
- Variable RT
- Declining accuracy over time
- Similar errors across all blocks
20. Test Validity Requirements
20.1 Administration Standards
Must Follow:
- Exact trial sequences from specification
- Precise timing for each phase
- Consistent instructions
- No interruptions during test
Must NOT:
- Provide hints or coaching
- Show performance during main test
- Allow breaks mid-block
- Modify trial order or timing
20.2 Data Quality Indicators
Valid Test Administration:
- All 82 trials completed
- No technical errors recorded
- Response times within plausible range (100-2500ms)
- No extended pauses between trials
Invalid Data Flags:
- Participant not paying attention
- Technical failures
- Interruptions during test
- RT patterns suggest random responding
This completes the comprehensive specification of the Response Inhibition Task, covering all essential details for accurate understanding and implementation of the test protocol.