FocusZone – Manual
Game descriptions & admin evaluation
📗 User manual

FocusZone Manual

This document describes all ten concentration games in FocusZone, their clinical neuropsychological background, and the evaluation options in the admin board. As of: May 2026.

Contents
  1. Overview & concept
  2. Game 1 – Memory Storm
  3. Game 2 – Number Ninja (Zahlen-Ninja)
  4. Game 3 – Pattern Catcher
  5. Game 4 – Focus Dash
  6. Game 5 – Signal Counter (Signal-Zähler)
  7. Game 6 – Arrow Counter (Pfeil-Zähler)
  8. Game 7 – Star Scanner DT (Sternen-Scanner DT)
  9. Game 8 – Herb Search (Kräutersuche)
  10. Game 9 – Lightning Reaction (Blitz-Reaktion)
  11. Game 10 – Pathfinder (Pfadfinder)
  12. Admin board – evaluation
  13. Practice settings
  14. Patient management
  15. Glossary
  16. Professional access

🎯 Overview & concept

FocusZone is a web-based training platform with ten concentration games that translate neuropsychological test paradigms from the clinical setting into playful exercises. The system is aimed at children and adolescents with concentration or attention difficulties (e.g. ADHD) and enables longitudinal monitoring of progress through the integrated admin board.

The games train established attention constructs from neuropsychology, a standardized test battery for assessing different components of attention. Each game specifically targets one or more cognitive constructs.

Attention components
Selective · Focused · Divided · Sustained attention · Inhibition
Data storage
Every click / input is saved with a timestamp and level (max. 300 sessions per game)
Daily note
After login, medication, dosage and mood can be entered – this appears with every session
Level system
Every game starts at level 1 and automatically increases difficulty, speed and complexity
Device support
PC · Tablet · Smartphone – mouse, keyboard and touchscreen are supported
🖥️ Device consistency for meaningful comparison values Reaction times, click accuracy and response patterns vary depending on the input device (mouse vs. touchscreen) and display size. For valid longitudinal comparisons, every session should be carried out on the same device and with the same input method. Changing devices between sessions means the measured values are not directly comparable and should be noted accordingly in the evaluation.

🃏

Game 1 – Memory Storm

Working memory · Sustained attention

Game principle

On the playing field, cards with emojis flash up briefly and are immediately covered again. The task is to find matching pairs by tapping and to remember them. With every level the playing field grows (more card pairs) and the time the cards are visible becomes shorter, which places higher demands on working memory.

During the memorization phase a countdown is shown at the top. As soon as the player has the positions in mind, they can end the phase at any time with the Ready → button – the cards are then turned over immediately and the game clock starts. In levels 1–4 the maximum viewing time is 45 seconds; from level 5 it is shortened progressively down to 8 seconds at very high levels.

Clinical background

Memory Storm is based on classic paired-associate memory paradigms. Briefly memorizing the card positions requires active visual working memory, and persevering over many rounds trains sustained attention.

Cognitive constructs: sustained attention & working memory Both subtests measure the ability to stay concentrated over a longer period (sustained attention). Memory Storm combines this demand with a memory component.

Level progression

LevelGridCard pairsViewing time (max)Game timeSpecial feature
14×36 pairs45 s90 sIntroduction
24×48 pairs45 s120 sLarger field
35×410 pairs45 s160 sMore to remember, time penalty for errors
46×412 pairs45 s210 sFull field
56×412 pairs35 s200 sViewing time drops for the first time
66×412 pairs25 s190 sShort time window for memorizing
77×414 pairs30 s230 sLarger grid, more pairs
87×414 pairs20 s215 sHigh working memory required
98×416 pairs25 s260 sMaximum grid
108×416 pairs15 s245 sVery short viewing time
11+8×416 pairs8–13 s245 sViewing time keeps dropping (minimum 8 s)

The player can end the memorization phase at any time with Ready →; the stated time is the maximum. From level 5 the viewing time drops progressively — this is the central difficulty feature of the higher levels.

Recorded measurement data (per flip attempt)

FieldDescription
seqSequential number of the attempt within the session
levelLevel at the time of the attempt
matchedtrue = pair found, false = no match
card_a, card_bThe two emoji symbols that were revealed
time_msTime between the first and second card click (recognition time of the pair)
iti_msInter-trial interval: time from the end of a trial (cards flipped back) to the first click of the next trial – short = impulsive, long = deliberation time
re_errortrue if the same wrong card pair is revealed a second time (repetition error). Measures whether the player remembers their own errors.
t_msTime since session start (for placing the attempt in the course of the game)

Session summary

MetricMeaning
max_levelPrimary indicator – highest level started (= ceiling of working memory)
accuracy_completedPair accuracy for completed levels only (excluding the last, failed level) – a fairer measure than overall accuracy
error_rateOverall error rate including the last level (structurally high, since failing at the ceiling is expected – for reference only)
avg_flip_msAverage recognition time for successful attempts (low = fast recognition)
pairs_foundAbsolute number of pairs found over the whole session
total_missesAbsolute number of failed attempts over the whole session
combo_maxHighest combo streak (consecutive hits without errors)
re_error_countAbsolute number of repetition errors (same wrong pair revealed again)
re_error_rateProportion of failed attempts in which the same wrong pair was revealed again (0 = no forgotten error pair; 1 = all errors are repetition errors). Measures memory for one's own errors.
avg_iti_msMean inter-trial interval over all attempts (short = impulsive, long = deliberation time before the next click)
avg_iti_after_match_msMean ITI after hits
avg_iti_after_miss_msMean ITI after errors (typically longer than after hits = post-error slowing)
Staircase effect on accuracy The game ends when the lives in the last level are used up – failing there is expected by the game design and is not a sign of poor performance. Overall accuracy is therefore artificially depressed. accuracy_completed and max_level are the clinically more meaningful values.
Clinical interpretation: re_error_rate A high re_error_rate (close to 1.0) means that the player, even after a failed attempt, does not remember which pair was wrong – and reveals it again next time. This is a sensitive marker of impaired error memory and reduced self-monitoring, which is frequently observed in ADHD and working memory weaknesses.
Clinical interpretation: avg_iti_ms A very short mean ITI indicates an impulsive approach – the player hardly waits before making the next card click. A markedly longer avg_iti_after_miss_ms compared to avg_iti_after_match_ms is a sign of post-error slowing (adaptive behavior after errors), which is often absent or attenuated in ADHD.

🥷

Game 2 – Number Ninja (Zahlen-Ninja)

Selective attention · Inhibitory control · Cognitive flexibility

Game principle

Arithmetic problems fall from the top of the screen. Red problems must be solved and the answer entered via a number pad – before the block reaches the bottom edge. From level 4, colorful distractor blocks (blue, green, purple, yellow) also appear, with real arithmetic problems that must be deliberately ignored.

Number pad – phone layout The answer is entered via a number pad. The pad is arranged in the phone layout (1–2–3 in the top row, as is usual on mobile phones) – not in the calculator layout (7–8–9 at the top). The ✓ key confirms the input, ⌫ deletes the last digit.
Dual demand from level 4 The player has to calculate and at the same time decide whether a block may be answered at all. This is a classic combination of Go/No-Go and selective attention.

Clinical background

The basic mechanic (finding targets among distractors and responding correctly) corresponds to the visual search paradigm (searching for targets among distractors) as well as Herb Search (Kräutersuche) (targeted searching in space). The inhibition component (ignoring colorful blocks although they show solvable problems) corresponds to the Go/No-Go paradigm.

Level progression

LevelOperationsDistractor blocksMax. simultaneous blocks
1–2+ −No1
3+ −No1–2
4+ −1 color (rare)2
5–6+ − ×2 colors2–3
7–8+ − ×2–3 colors (more frequent)3
8++ − × ÷3–4 colors3

Recorded measurement data (per attempt)

FieldDescription
seqRunning number of the attempt
levelLevel at the time of the attempt
taskThe problem as text, e.g. "7 + 5"
correct_ansCorrect answer
user_inputAnswer entered (null on timeout)
reaction_msTime between the block appearing and the input
correcttrue/false
reasontimeout = block missed · wrong_input = wrong answer · inhibition_failure = colorful block answered
t_msTime since session start
Inhibition error (inhibition_failure) If an answer is entered that happens to match a colorful problem, this is scored as an inhibition error and recorded separately. This can be a clinically relevant indication that the impulse to respond could not be suppressed.

Session summary

MetricMeaning
avg_reaction_msMean reaction time of correctly answered trials (time between the block appearing and the input)
correctNumber of correctly answered red blocks
missedNumber of missed (timeout) and incorrectly answered blocks
accuracyCalculation accuracy: correct / total trials (0–1)
combo_maxHighest combo streak (consecutive correct answers)
operationsArithmetic operations used in this session (array: add / sub / mul / div)

💠

Game 3 – Pattern Catcher

Visual-spatial working memory · Sequence memory

Game principle

Squares light up in a particular order on a 3×3 grid. The task is to reproduce the same sequence exactly afterwards by tapping the squares. With every level the sequence gets longer. Errors are visible immediately – the wrong square lights up red.

Clinical background

Pattern Catcher is a direct implementation of the Corsi block-tapping test, the standard paradigm for measuring visual-spatial memory span. The maximum sequence length that can be reproduced without error corresponds to the “Corsi span” and is an established clinical marker of visual-spatial working memory.

Corsi block-tapping test The original test was developed by Philip Corsi in 1972 and is used worldwide today in neuropsychological diagnostics. According to reference values of the original Corsi test, the span in 15-year-olds is typically ≥ 5 squares; values of 3–4 may be taken as an indication of possible difficulties in visual-spatial working memory — a clinical assessment by a qualified professional remains necessary, however.

Level progression

LevelSequence lengthNotes
13 squaresEntry level
2–34–5 squaresNormal range of Corsi span
4–56–7 squaresAbove average, high demand
6+8+ squaresRequires excellent visual working memory

Recorded measurement data (per round)

FieldDescription
roundRound number within the session
levelCurrent level
seq_lenLength of the sequence to be reproduced
target_seqOrder shown (square numbers 0–8)
user_seqOrder tapped by the player
press_timesTime of each tap in ms (from the start of the round)
error_atPosition of the first error (null = correct)
correcttrue = completely correct
time_msTotal duration of the reproduction
t_msTime since session start

Session summary

MetricMeaning
max_seq_lenPrimary indicator (Corsi span) – longest sequence reproduced correctly. Corresponds to the clinical Corsi span: norm for 15-year-olds ≥ 5.
accuracyProportion of completely correct rounds / total rounds (0–1)
perfect_roundsAbsolute number of error-free rounds
errorsAbsolute number of rounds with at least one error
avg_recognition_msMean total duration of the reproduction in correct rounds (low = fast, confident reproduction)
grid_sizeGrid size at the end of the session (3×3 / 2×3 / 2×2) – shows the complexity level at which the game was played

★

Game 4 – Focus Dash

Go/No-Go · Response inhibition · Conjunction tasks

Game principle

Circular targets appear and disappear again after a short time. Each target shows a symbol and has a colour. The task: tap only the correct targets, ignore all the others. From level 4, colour becomes an additional criterion – only certain colour-symbol combinations are GO targets.

Rule structure

Level 1–3 (simple)
★ Tap ✦ Ignore
Only the symbol decides.
Level 4+ (conjunction)
🟢★ Tap 🔵★ Tap
🔴★ Ignore 🟠★ Ignore ✦ Ignore
Colour AND symbol must both match.

Colour progression of the NOGO colours

LevelNOGO colours with ★GO colours with ★
1–3none (only ✦ is NOGO)Green (all ★)
4RedGreen, Blue
5Red, OrangeGreen, Blue
6Red, Orange, PurpleGreen, Blue
7+Red, Orange, Purple, YellowGreen, Blue

Clinical background

The Go/No-Go test (levels 1–3) follows the classic and measures response inhibition (the ability to suppress an impulse). The conjunction task from level 4 (colour AND symbol) corresponds cognitively to the Opposite Worlds subtest: a learned response (tap ★) has to be overridden by a rule (wrong colour = ignore). This is a higher level of inhibitory control, which is often impaired in ADHD-typical profiles.

Recorded measurement data (per target)

FieldDescription
seqRunning number of the trial
levelLevel at that time
type go = GO target · nogo_shape = ✦ target (shape rule) · nogo_color = ★ with the wrong colour (colour conjunction)
colorColour of the target (green, blue, red, orange, purple, yellow)
reaction_msReaction time in ms (null = not tapped / correctly ignored)
correcttrue = responded correctly (GO tapped or NOGO ignored)
t_msTime since session start

Session summary

MetricMeaning
avg_reaction_msMean reaction time for GO targets (including the mouse-movement component)
median_reaction_msMedian reaction time (more robust against outliers than the mean)
rt_sdStandard deviation of reaction time – a measure of consistency of attention (ADHD marker)
rt_p1010th percentile – the fastest 10 % of reactions. Since the cursor is already close to the target when tapping, P10 approaches the pure cognitive RT.
go_accuracyProportion of GO targets tapped correctly (0–1)
nogo_inhibitionProportion of NOGO targets correctly ignored (0–1, both types: shape and colour NOGO)
color_nogo_inhibitionInhibition rate specifically for colour-conjunction NOGOs (★ wrong colour, level 4+)
hitsAbsolute number of GO targets tapped correctly
missesAbsolute number of GO targets not tapped (omission errors)
false_alarmsAbsolute number of NOGO targets tapped in error (commission errors)
max_comboHighest combo streak (consecutive correct responses)

💡

Game 5 – Signal-Zähler

Sustained attention · Divided attention · Inhibition

Game principle

Symbols appear on the screen in rapid succession – including the target symbol 💡 (light bulb) and various distractor symbols (💥 ✨ 🌀 etc.). The task is: count only the light bulbs 💡, ignore all other symbols. A sound may play at the same time – from level 3 the distractors also have their own sounds, and from level 4 sounds and images may deliberately not match (mismatch). When the sequence is over, the player enters the number they counted.

From level 4 a special mechanism is added: the target sound sometimes plays with a distractor (and vice versa). This tempts players to react to the sound alone – the player must still count only the visual 💡 symbol.

Visual distinctness To make sure two consecutive flashes can be told apart, a short blank is enforced between every event – even when two events follow each other quickly. The target sound is a distinctive rising ping that stands out clearly from all distractor sounds.

Clinical background

Signal-Zähler trains sustained attention: children count a tone sequence having to listen and count how often two tones follow each other directly. In FocusZone the paradigm is extended bimodally: image AND sound must be perceived at the same time. This trains two components at once:

Cognitive constructs: sustained attention The original test requires monitoring a monotonous tone sequence for 1–2 minutes and counting target pairs. This sustained-attention aspect is often particularly pronounced in ADHD-typical profiles, since the level of attention can drop markedly after a few minutes.

Level progression & timing

The number of targets and distractors is chosen randomly per round within the stated range – so no level is exactly predictable.

Level Targets 💡 Distractors Interval Display time Active features
14–702000 ms800 msVisual only (no sound)
28–143–91700 ms650 msSound for targets · first distractors
310–177–151550 ms580 ms+ sound for distractors too
410–1710–201380 ms540 ms+ sound-image mismatch 8%
512–2015–281200 ms470 ms+ similar distractor sound · 14% mismatch
614–2320–361050 ms400 ms22% mismatch
716–2726–46900 ms330 ms28% mismatch
820–3232–56750 ms270 ms35% mismatch
924–3840–70580 ms210 ms42% mismatch
Mismatch mechanism (level 4+) The target sound can play with a distractor – and conversely a 💡 can stay silent or be accompanied by a distractor sound. Anyone who relies on the sound alone will count wrongly. From level 5 there is additionally a “similar” sound that resembles the target ping but is clearly lower.

Adaptive staircase rule

Like all FocusZone games, Signal-Zähler uses a 2-back staircase: 2 consecutive exact hits (counting error = 0) → raise the level. 2 consecutive errors → lower the level. Difficulty thus adapts automatically to the current performance level.

Recorded measurement data (per round)

FieldDescription
rndRound number within the session
lvlLevel at the time of the round
tgtExpected number of hits (target symbols 💡 that actually occurred in this round)
dstNumber of distractors in this round
misTgtNumber of sound-image mismatches for targets: sound plays but no 💡 symbol appears (level 4+)
misDstNumber of sound-image mismatches for distractors: target sound with the wrong symbol (level 4+)
ansNumber of hits entered by the player
errAbsolute deviation (|ans − tgt|)
ptsPoints: 100 × level for err = 0, 60 × level for err = 1

Session KPIs in the admin area

MetricMeaning
roundsRounds played (max. 10 per session)
exact_hitsAbsolute number of rounds with counting error = 0 (exact hit)
near_hitsAbsolute number of rounds with counting error = 1
missesAbsolute number of rounds with counting error ≥ 2
accuracyHit rate: (exact_hits + near_hits) / rounds (0–1)
avg_errorMean deviation across all rounds (low = accurate counting)
distractor_effectAccuracy difference between rounds without and with distractors (positive = distractors worsen performance). Inhibition indicator.
total_mismatch_eventsTotal number of sound-image mismatches that occurred across all rounds
Clinical interpretation: distractor_effect A high distractor_effect shows that distractor symbols noticeably reduce counting accuracy. This is an indicator of inhibition: the player cannot prevent distractors from disrupting their attention. In ADHD-typical profiles this effect is often disproportionately pronounced and is well suited as a sensitive marker for tracking change over time.

🧭

Game 6 – Pfeil-Zähler (Arrow Counter)

Cognitive flexibility · Mental arithmetic · Working memory

Game principle

Arrows appear on the screen one after another. The rule is simple: → adds 1 to the running count, ← subtracts 1. The player has to keep track of the count entirely in their head – no intermediate value is shown. The sequence begins with a random starting number (8–15). After the last arrow, the player enters the calculated final value.

A change of direction (← after → or vice versa) is signalled by a brief yellow ring around the arrow and is also highlighted by a sound. From level 5 onwards, ↑↓ arrows also appear as distractors that have to be ignored.

Clinical background

Pfeil-Zähler trains cognitive flexibility. In the comparable paradigm, little animals climb up or down a ladder; the counting direction changes with every reversal. The paradigm measures:

Cognitive constructs: Cognitive flexibility & task switching In the original test, a Corsi-like logic applies: the more changes of direction a sequence contains, the more the cognitive flexibility is taxed. Children with ADHD typically show a disproportionate drop in performance at a higher switch rate, because switching the mental set places increased demands on the prefrontal cortex.

Level progression & timing

Level Arrows Switches Display time Pause Ø presentation Distractors (↑↓)
1811600 ms650 ms~18 s—
21221470 ms600 ms~25 s—
31631340 ms550 ms~30 s—
42041210 ms500 ms~34 s—
52451080 ms450 ms~37 s10%
6286950 ms400 ms~38 s20%
7327820 ms350 ms~37 s30%
8368690 ms300 ms~36 s30%
Why does the duration decrease again at high levels? From level 7, the pace (shorter display and pause times) increases faster than the sequence length grows. As a result, the pure presentation phase becomes shorter from level 7 – even though more arrows are shown. The cognitive load nevertheless rises sharply, because sequence length, switch rate and distractors increase at the same time.

Staircase rule (Pfeil-Zähler)

Pfeil-Zähler uses a somewhat more tolerant staircase rule than the other games, since exact counting is particularly difficult in long sequences:

Errors (err)RatingEffect on staircase
0 or 1GoodconsGood++; after 2× good → level +1
2NeutralNo change (no streak reset)
3 or morePoorconsBad++; after 2× poor → level −1

Recorded measurement data (per round)

FieldDescription
rndRound number
levelLevel in this round (before the staircase adjustment)
startRandom starting number (8–15)
correctMathematically correct final value of the sequence
ansValue entered by the player
errMagnitude of the deviation (|ans − correct|)
switchesNumber of changes of direction in this round
seqLenNumber of regular arrows (without distractors)
dstCountNumber of ↑↓ distractors that actually appeared
ptsPoints: 100×level (err=0), 60×level (err=1), 25×level (err=2)

Session KPIs in the admin area

MetricMeaning
roundsRounds played (max. 12 per session)
exact_hitsAbsolute number of rounds with counting error = 0 (exact hit)
near_hitsAbsolute number of rounds with 0 < err ≤ 2 (near hits)
missesAbsolute number of rounds with err > 2
accuracyExact-hit rate: exact_hits / rounds (0–1)
avg_errorØ deviation across all rounds
switch_effectDifference in errors between rounds with a high vs. low number of switches (positive = switches impair accuracy). Clinically sensitive for cognitive flexibility deficits.
total_scoreTotal score of the session
Clinical interpretation: switch_effect A high switch_effect (e. g. +2.5) means that counting accuracy with many changes of direction is clearly worse than with few. This is a sensitive marker for deficits in cognitive flexibility and in working memory under switching load – typical of ADHD and executive function weaknesses.

Game 7 Dual task

Game 7 – Sternen-Scanner DT (Star Scanner DT)

Sternen-Scanner DT is a dual-task game: the player works on two tasks at the same time – visual symbol search and auditory counting. The game measures how well attentional capacity can be divided between two parallel demands.

Clinical background

Sternen-Scanner DT trains divided attention. In the classic paper test, children search a sheet for pairs of stars (visual) while counting tones (auditory). The key measure is the dual-task cost: how much does performance on each single task drop when both tasks have to be carried out in parallel?

Cognitive constructs: Divided attention (dual task) In the original test, single-task performance (searching for symbols alone, counting tones alone) is the baseline. Dual-task cost = single-task performance − dual-task performance. A value close to 0 means no resource competition; high values (>25 percentage points) indicate impaired divided attention – this can be particularly conspicuous in ADHD-typical profiles and with executive function weaknesses.

Game structure (3 phases)

The game is divided into three consecutive phases that run automatically one after the other:

PhaseTaskRoundsPurpose
Phase AVisual symbol search only1 (fixed)Visual baseline
Phase BCounting tones only1 (fixed)Auditory baseline
Phase CBoth at the same timeup to 15 (adaptive)Dual-task measurement

Visual task (phase A & C)

Pairs of symbols appear on the playing field – two characters side by side (e. g. ◉◉ or ◉▲). The player clicks only on pairs with identical symbols. Pairs with different symbols are distractors and are ignored. Each symbol pair disappears automatically after a level-dependent time. Missed targets and false clicks are recorded.

Auditory task (phase B & C)

During the round, short tones sound at random times. The player silently counts all the tones. At the end of the round, they enter the counted number on a numpad.

Staircase rule (phase C)

Phase C adjusts the difficulty automatically:

Level configuration

LevelVisual itemsDisplay durationTones per round
134.5 s3–5
254.0 s3–6
373.5 s4–7
493.0 s5–8
5112.6 s5–9
6132.6 s6–10
7152.4 s6–11
8172.2 s7–12
9192.0 s7–13
10221.8 s8–13

Session KPIs in the admin area

MetricMeaning
Visual single (A)Ø visual hit rate from phase A (baseline without distraction by tones)
Tone single (B)Ø tone counting accuracy from phase B (1.0 = exact, 0.5 = ±1, 0 = wrong)
Visual dual (C)Ø visual hit rate in phase C under dual-task conditions
Tone dual (C)Ø tone counting accuracy in phase C under dual-task conditions
DT cost visualDual-minus-single difference, visual (negative value = performance drop; 0% = no effect)
DT cost auditoryDual-minus-single difference, auditory (central progress indicator for divided attention)
Max. levelHighest difficulty level reached in phase C (informational value, not a rated metric)
Phase C roundsNumber of dual-task rounds completed (max. 15)

🔬 Performance metrics (analysis of game performance)

MetricGoodNormalExplanation
Visual single (phase A)≥ 80%≥ 65%Baseline visual hit rate
Tone single (phase B)≥ 85%≥ 70%Baseline tone counting accuracy
Visual dual (phase C)≥ 75%≥ 55%Visual performance under dual task
Tone dual (phase C)≥ 80%≥ 60%Tone performance under dual task
DT cost visual≤ 10%≤ 25%Performance drop, visual · 0% = no effect
DT cost auditory≤ 10%≤ 25%Performance drop, auditory · central progress indicator
Max. level phase C– InfoNot a rated metric – shows the difficulty level
Clinical interpretation: dual-task cost A dual-task cost of −25% or more (i. e. performance drops by more than 25 percentage points when switching from single to dual task) can be regarded as indicative. In ADHD-typical profiles, one channel is often affected more than the other – e. g. the auditory channel. Looking at the two modalities separately allows more differentiated monitoring of progress.

Stored trial data (per round)

FieldMeaning
phaseA (visual alone) / B (auditory alone) / C (dual task)
roundRound number within the phase
levelAdaptive difficulty level (phase C only; null in A and B)
visual_targetsNumber of target symbol pairs in the round
visual_hitsOf these, correctly clicked
visual_faFalse alarms: false clicks on distractors
visual_accVisual hit rate (hits / targets, 0–1)
tone_targetActual number of tones (null in phase A, as there are no tones)
tone_givenNumber of tones entered
tone_errorMagnitude of the tone deviation (null in phase A)
good_roundStaircase rating (true/false, phase C only)
adapt_msgLevel adjustment message after the round: ↑ (level up) / ↓ (level down) / null (no change). Phase C only.
scorePoints for this round (phase C only: hits ×10 + tone bonus; phase A/B = 0)

Session summary

MetricMeaning
visual_acc_singleØ visual hit rate phase A (baseline without tone task)
tone_acc_singleØ tone accuracy phase B (baseline without search task; 1.0 = exact, 0.5 = ±1 error, 0 = wrong)
visual_acc_dualØ visual hit rate phase C (dual-task condition)
tone_acc_dualØ tone accuracy phase C (dual-task condition)
dt_cost_visualDual-task cost, visual = visual_acc_dual − visual_acc_single (negative = performance drop under dual task)
dt_cost_auditoryDual-task cost, auditory = tone_acc_dual − tone_acc_single (central progress indicator for divided attention)
max_levelHighest level reached in phase C (adaptive difficulty level, not a norm value)
rounds_totalTotal number of rounds played (all phases)
rounds_aNumber of phase A rounds (always 1, visual baseline)
rounds_bNumber of phase B rounds (always 1, auditory baseline)
rounds_cNumber of phase C rounds (max. 15, dual-task measurement)

Game 8 Visual search

Game 8 – Kräutersuche (Herb Hunt)

Kräutersuche (Herb Hunt) is a visual search game: 450 symbols are scattered across a large, scrollable flower meadow. Among them are 68 target plants (🌿 herbs and 🍀 clover). The player has to track down the target plants systematically within 3 minutes and mark them by clicking on them.

Clinical background

Kräutersuche trains selective attention and visual search strategy. The task requires identifying relevant target stimuli (target symbols) among a large number of irrelevant distractors, while proceeding systematically.

Cognitive constructs: visual search & search strategy The game records not only how many targets are found, but also how the search is carried out. The systematicity score indicates how purposeful and orderly the search path was – an important progress indicator for executive planning abilities.

Game setup

ParameterValue
Game time3 minutes
Meadow size2048 × 1536 px (scrollable flower meadow)
Total symbols450
Target plant 1🌿 Herbs – 38 items
Target plant 2🍀 Clover – 30 items
Distractors382 colourful flowers (🌸🌺🌻🌼🌷🌹 etc.)
Symbol sizeSmall, greyscale – targets recognisable by shape only
MarkingClick → symbol turns green + numbered badge (order)

Controls

Score calculation

Score = hits × 80 + remaining seconds × 5 − false hits × 50

Session KPIs in the admin area

MetricMeaning
HitsNumber of target symbols correctly found (max. 68)
MissedTarget symbols not found
False hitsClicks on distractors
AccuracyHits / total target symbols (0–100 %)
Ø distance (px)Mean distance between consecutive hits – a measure of search efficiency
SystematicityProportion of consecutive hit pairs without a strong backward movement (upwards) – measures orderly scanning (0–100 %)
Path length (px)Total length of the search path travelled between all hits

🔬 Performance metrics (analysis of game performance)

MetricGoodNormalExplanation
Hit rate≥ 78 %≥ 55 %Proportion of target symbols found
False-hit rate≤ 5 %≤ 18 %False hits / (hits + false hits + missed)
Systematicity≥ 70 %≥ 45 %Orderliness of the search path
Ø distance– InfoNot a rated metric; lower values = more efficient search

Search path visualisation in the admin area

Each Kräutersuche session shows a canvas minimap in the admin area (compact thumbnail, click to enlarge in a full-screen overlay):

Clicking the minimap opens an overlay at full resolution (up to 90 % of the screen). Close with ESC or by clicking outside.

Stored trial data (per click)

FieldMeaning
actionmark = hit on a target plant · false_alarm = click on a distractor
idInternal symbol ID
iconSymbol character (🌿 herbs or 🍀 clover)
typetarget / distractor
orderOrder of the hit (1, 2, 3 … – chronological sequence of finds)
x, yClick position on the map (in map pixels)
t_msTime since game start in ms

Session summary

MetricMeaning
hitsTotal target symbols found (max. 68)
hits_t1🌿 Herbs found (out of 38)
hits_t2🍀 Clover found (out of 30)
missesTarget symbols not found (68 − hits)
false_alarmsClicks on distractors (false hits)
accuracyHit rate: hits / total_targets (0–1)
false_alarm_rateFalse-hit rate: false_alarms / (hits + false_alarms + misses)
time_used_secGame time actually used, in seconds (max. 180)
total_targetsTotal number of target symbols: 68 (38 herbs + 30 clover)
total_symbolsTotal symbols on the meadow: 450
avg_dist_pxØ distance between consecutive hits in pixels (low = efficient, spatially concentrated search)
total_path_pxTotal length of the search path (sum of all distances between consecutive hits)
systematicityProportion of consecutive hit pairs without backward movement (0–100 %). Measures orderly, row-by-row searching.
hit_sequenceChronological hit list: per hit order, x, y, icon, t_ms
false_alarms_seqFalse-hit list: per click x, y, t_ms
missed_targetsTargets not found: per symbol x, y, icon
distsArray of distances between consecutive hits (basis for avg_dist_px and total_path_px)

⚡

Game 9 – Blitz-Reaktion (Lightning Reaction)

Sustained attention · Impulse control · CPT

Blitz-Reaktion (Lightning Reaction) is a Continuous Performance Test (CPT): a stimulus briefly appears in the middle of the screen – either ⚡ (go stimulus) or 🛑 (no-go stimulus). The player responds to the go stimulus by clicking or pressing Enter, and ignores the no-go stimulus. The inter-stimulus interval (ISI) varies randomly to prevent anticipation.

Clinical background

The CPT paradigm is one of the best-validated neuropsychological instruments for assessing sustained attention and impulse control. The most important clinical markers:

Advantage over Focus Dash: Because the stimulus appears at a fixed central position (no mouse-movement component), the measured reaction times are much closer to the true cognitive processing time. The ISD is therefore more comparable with clinical CPT norms than with moving targets.

Game setup

ParameterValue
Trials75
Go proportion72 %
ISI (min/max)1000–2600 ms
Stimulus duration200 ms
Response window1000 ms

Controls

Score calculation

Hit: 100 points + speed bonus (up to +60) + streak bonus · Commission: −60 · Omission: −15 · Correct rejection: +25

Session summary

MetricMeaning
n_goNumber of go trials
n_nogoNumber of no-go trials
hitsCorrect responses to go stimuli
omissionsMissed go stimuli (omissions)
commissionsIncorrect responses to no-go stimuli (commission errors = failure of impulse control)
hit_rateHit rate: hits / n_go (0–1)
omission_rateOmission rate: omissions / n_go (0–1)
commission_rateCommission rate: commissions / n_nogo (0–1)
mean_rt_msØ reaction time across all hits
median_rt_msMedian of the hit RTs (more robust against outliers than the mean)
sd_rt_msStandard deviation of RT (ISD) – strongest clinical CPT signal, ADHD marker
lapse_countNumber of hits with RT > 2×median (attention lapses)
commission_rt_msØ RT for commission errors (typically faster than hit RT = impulsive response)
rt_block1_msØ RT in the first third of the session
rt_block3_msØ RT in the last third of the session
vigilance_decrementVigilance decrement: rt_block3 − rt_block1 (positive = slowing towards the end of the session = vigilance decrement)
post_error_rt_msØ RT of the trials immediately after an error (post-error slowing)
streak_maxLongest streak of hits without an error
Clinical interpretation: sd_rt_ms (ISD) The intra-individual standard deviation of reaction time is the strongest clinical signal of the CPT paradigm. High ISD values indicate inconsistent regulation of attention, with alternating fast and slow responses – a robust ADHD marker. Reference values: ≤ 80 ms good, ≤ 180 ms normal, above that suggestive of a problem.
Clinical interpretation: commission_rt_ms Commission errors in CPTs typically occur very quickly – faster than correct hits. This points to an impulsive response tendency: the player responds without fully processing the stimulus type. A low commission_rt_ms compared with mean_rt_ms is a sensitive indicator of impaired impulse control.
Clinical interpretation: lapse_count & vigilance_decrement lapse_count counts responses that are more than twice as slow as the median – attention lapses that are often associated with daydreaming or brief drops in vigilance. vigilance_decrement measures whether reaction time increases over the course of the session (fatigue-related decline). Both markers are frequently elevated in ADHD and are suitable as progress indicators.
Clinical interpretation: post_error_rt_ms Post-error slowing (slower response after an error) is a sign of adaptive self-regulation: after an error, the player becomes more cautious. If this pattern is absent (i.e. post_error_rt_ms ≈ mean_rt_ms), it may point to reduced error processing – a finding that is frequently described in ADHD.

🔬 Performance metrics (analysis of game performance)

MetricGoodNormalExplanation
Hit rate≥ 92 %≥ 78 %Go stimuli detected
Commission rate≤ 5 %≤ 15 %Response to no-go = impaired impulse control
ISD (RT-SD)≤ 80 ms≤ 180 msVariability of RT – ADHD marker
Median RT≤ 300 ms≤ 500 msCognitive reaction speed
Vigilance decrement≤ 30 ms≤ 80 msStable course vs. fatigue-related decline
Post-error slowing– InfoPositive = normal adaptive behaviour; often absent in ADHD

Stored trial data (per trial)

FieldMeaning
seqSequential number of the trial within the session
typego = go stimulus (⚡) · nogo = no-go stimulus (🛑)
outcomehit = correct response to go · omission = go missed · commission = incorrect response to no-go · correct_rejection = no-go correctly ignored
rt_msReaction time in ms (only for hit and commission; null otherwise)
t_msTime since session start

⚜️

Game 10 – Pfadfinder (Path Finder)

Spatial working memory · Visuo-spatial · Corsi span

Pfadfinder (Path Finder) is a visuospatial memory game modelled on the Corsi block test: on a grid of dots (3×3 → 4×4 → 5×5), the dots of a connected path light up one after another – each with its step number. The player then has to tap exactly this path in the correct order. As the level rises, the path gets longer and the display time shorter – from level 6 on, diagonal connections are added, and from level 12 on the path may also cross itself.

Clinical background

The Corsi block test is one of the most widely used instruments for assessing visuospatial working memory. The maximum error-free path length (Corsi span) is regarded as a direct measure of the spatial capacity of working memory. Children and adolescents with ADHD frequently show reduced Corsi spans and increased latencies in spatial recall – both are captured by Pfadfinder.

↶ Step back & manual confirmation: During the input phase, a ↶ Step back button appears directly below the playing field. It lets the player undo the most recently tapped step – even if all steps have already been entered. In that case the Done → button lights up green as a signal that all steps are filled – but it still has to be confirmed manually. This allows corrections up to the last moment before the result is scored.
Staircase difficulty adjustment: Pfadfinder uses the same adaptive staircase procedure as all FocusZone games: 2 errors → level down, 2 correct rounds → level up. This keeps the difficulty stable near the individual capacity limit and optimises the training effect.

Level progression

LevelGridPath lengthDirectionsCrossingms / step
13×33H/Vno580
23×33H/Vno548
33×34H/Vno516
43×34H/Vno484
54×45H/Vno452
64×45H/V + diagonalno420
74×46H/V + diagonalno388
84×46H/V + diagonalno356
95×57H/V + diagonalno324
10–115×57–8H/V + diagonalno300
12+5×58–maxH/V + diagonalyes300

Session: 20 rounds. Staircase: 2 correct → level+1 · 2 errors → level−1 (min. 1). H/V = horizontal/vertical. Diagonal = all 8 directions.

Stored trial data (per round)

FieldMeaning
roundRound number (1–20)
levelCurrent staircase level
path_lenNumber of cells in the path
gridGrid size: "3x3" (levels 1–4), "4x4" (levels 5–8) or "5x5" (level 9+)
target_pathCorrect cell indices in order (e.g. [2,7,11,15])
user_pathCell indices tapped by the player
first_error_atIndex of the first error in user_path (null = correct)
correcttrue if user_path === target_path
recall_start_msLatency until the first tap after the end of the display (ms)
total_time_msTotal duration of the input phase (ms)
t_msTime since session start (ms)

Session summary

MetricMeaning
max_path_lenLongest correctly remembered path – Corsi-span analogue, primary clinical measure
accuracyShare of correct rounds (0–1)
perfect_roundsNumber of error-free rounds
errorsNumber of rounds with errors
avg_recall_start_msØ latency until the first tap – retrieval speed / mental rotation
avg_step_time_msØ time per tap step – motor planning speed

🔬 Performance metrics (analysis of game performance)

MetricGoodNormalExplanation
Max. path length≥ 6≥ 4Corsi span: norm for 15-year-olds ≥ 5; ≤ 3 = clearly reduced
Accuracy≥ 75 %≥ 50 %Share of correct rounds over the session
Ø Start latency≤ 800 ms≤ 1500 msFast retrieval = good spatial processing speed

📊 Admin Board – Evaluation

The admin board is available at admin.php?mandant=praxis-code and requires the administrator access set up by the platform. It offers four analysis tabs: Overview, Sessions, Comparison and Analysis.

Tenant URL Each practice has its own code (e. g. dr-meyer). Patients log in via focuszone.php?mandant=dr-meyer — the login then automatically shows the practice logo, applies the configured default theme and hides locked games on the server side. Practice admins reach their admin login via admin.php?mandant=dr-meyer, which also shows the practice logo. The mandant= parameter is not case-sensitive.

Overview tab

Progress charts (4 mini charts)

Sessions tab

Date filter

Session entry

Session detail view: KPI cards

Ignore result (◎ / ⊘)

Trial chart (progress chart)

Each session shows a game-specific progress chart. All charts share the same basic logic:

GameY axisColor codingSpecial feature
🃏 Memory StormReaction time (ms)Green = match · Red = error–
🥷 Zahlen-NinjaReaction time (ms)Green/cyan/yellow = fast→slow · Red = error✕ = timeout, ✗ = wrong input
💠 Pattern CatcherSequence lengthGreen = correct · Red = errorRed line = error position in the sequence
★ Focus DashReaction time (ms)Green/cyan/yellow = fast→slowCircles = GO · Diamonds = NOGO · Red line = accuracy line
💡 Signal-ZählerTarget count per roundGreen = exact · Yellow = ±1 · Red = errorOrange stripe at top = deception events (mismatch)
🧭 Pfeil-ZählerSequence length per roundGreen = exact · Yellow = ±1 · Red = errorYellow dots at top = number of direction changes
🔭 Sternen-Scanner DTVisual accuracy (0–100 %)Cyan = phase A · Green/red/yellow = phase C (good/poor/neutral)Purple/red bars at bottom = tone errors · L = level of the round · dashed = phase boundary

Trial table

Comparison tab

Cross-player comparison

Analysis tab

Statistical evaluation per game

For each game, the Analysis tab offers a compact statistical summary of all active sessions of the selected player.

Trend & consistency

CV valueRating
< 15 %Very consistent
15–30 %Consistent
30–50 %Variable
> 50 %Very variable

Overall rating

Interpretation: What do the values mean clinically?

ValueClinical relevance
rt_sd (reaction time SD) High SD = inconsistent attention, typical in ADHD. Low SD = stable, even concentration.
nogo_inhibition Values below 0.8 (80%) can be taken as an indication of difficulties with impulse control. Clinical classification by a professional is required.
color_nogo_inhibition Specific to conjunction inhibition (color + shape). Lower values than nogo_inhibition = color rules harder to retain.
Corsi span (max seq_len) Age-appropriate for 15-year-olds: ≥ 5. Below 4 = possible indication of a visuospatial working memory weakness.
Course of rt_sd If rt_sd is higher at the start of the session and lower towards the end: settling-in effect, to be seen as positive.
inhibition_failure (Zahlen-Ninja) Shows that an automatic response impulse was not suppressed – Go/No-Go failure despite the task.
DT cost value (Sternen-Scanner DT) Central progress indicator for divided attention. Values below −25% can be considered indicative. In ADHD-typical profiles one channel is often more affected – comparing both modalities can complement progress monitoring.
Tone counting accuracy (Sternen-Scanner DT) Auditory working memory under dual-task conditions. Errors ≥ 3 in a round count as a poor round. Comparing phase B vs. phase C accuracy shows the pure dual-task effect on the auditory channel.

🔬 Analysis of game performance – detail view

Every session detail view contains a “Analysis of game performance” button. The detail view rates the session’s metrics on four levels and shows an overall verdict.

Rating levels

LevelSymbolMeaning
Unremarkable ★●All core values in the upper reference range
Within reference range ✓●Values within the reference range, no notable indication
Noteworthy ~●Individual values just below the reference range – monitor progress
Indicative ⚠●Clear deviation – consultation with a professional recommended

The overall verdict is based on the worst single value. Metrics without a rating (grey “– Info”) are not included in the overall verdict.

Reference values per game

Note on the thresholds The values given are reference values derived from the literature on established neuropsychological paradigms. FocusZone is not a standardized or formally validated instrument — reliability, validity and norms for this implementation are not available. The values serve to monitor progress and can prompt a consultation with a professional, but they do not replace a clinical assessment.

★ Focus Dash

MetricGoodNormalBorderlineNote
Go hit rate≥ 90 %≥ 75 %≥ 64 %Primary accuracy marker
NoGo inhibition≥ 90 %≥ 75 %≥ 64 %Strongest ADHD marker
Median reaction time≤ 600 ms≤ 1000 ms≤ 1300 msIncl. mouse movement time; median more robust than mean
RT variability (SD)≤ 100 ms≤ 220 ms≤ 286 msStrongest clinical signal – consistency of attention
Fastest 10 % (P10)— information only, no rating —Cleanest cognitive RT estimate (cursor close to the target)

🧠 Memory Storm

MetricGoodNormalBorderlineNote
Max. level (working memory span)≥ 7≥ 5≥ 3Primary indicator – highest level reached before the end of the session
Pair accuracy of completed levels≥ 82 %≥ 65 %≥ 55 %Only trials from fully completed levels (excluding the ceiling level) – corresponds to accuracy_completed

The game always ends at the ceiling level (the last level that was no longer passed). The pair accuracy of the ceiling level is therefore not included, since failing there is inherent to the design and not clinically meaningful.

🥷 Zahlen-Ninja

MetricGoodNormalBorderlineNote
Calculation accuracy≥ 88 %≥ 70 %≥ 60 %Primary evaluation value – central progress indicator
Median response time— information only, no rating —RT includes block fall time + level-dependent task difficulty; not suitable as a performance metric

💠 Pattern Catcher

MetricGoodNormalBorderlineNote
Max. sequence length (Corsi span)≥ 7 cells≥ 5 cells≥ 4 cellsAge-appropriate for 15-year-olds: ≥ 5
Pattern precision≥ 80 %≥ 60 %≥ 51 %Share of sequences reproduced completely correctly

💡 Signal-Zähler

MetricGoodNormalBorderlineNote
Hit rate (±0 or ±1)≥ 82 %≥ 60 %≥ 51 %Share of rounds with at most 1 counting error
Mean counting error per round≤ 0.8≤ 2.0≤ 2.6Average deviation from the correct signal value
Distractor effect≤ 8 %≤ 28 %≤ 36 %Performance drop caused by distractor stimuli (0 = no effect)

🧭 Pfeil-Zähler

MetricGoodNormalBorderlineNote
Exact rate (error 0–1)≥ 70 %≥ 45 %≥ 38 %Share of rounds with counting error 0 or 1
Mean counting error per round≤ 1.2≤ 2.8≤ 3.6Average deviation from the correct final value
Switch effect≤ 0.8≤ 2.5≤ 3.3Performance drop at direction changes – > 2.5 to be considered indicative

🔭 Sternen-Scanner DT

MetricGoodNormalBorderlineNote
Visual single (phase A)≥ 80 %≥ 65 %≥ 55 %Baseline – without tone distraction
Tone single (phase B)≥ 85 %≥ 70 %≥ 60 %Baseline – without visual distraction
Visual dual (phase C)≥ 75 %≥ 55 %≥ 47 %Visual under dual-task load
Tone dual (phase C)≥ 80 %≥ 60 %≥ 51 %Auditory under dual-task load
DT cost visual≤ 10 %≤ 25 %≤ 33 %Drop: dual minus single; 0 % = no effect
DT cost auditory≤ 10 %≤ 25 %≤ 33 %Central progress indicator – often conspicuous in ADHD-typical profiles
Max. level phase C— information only, no rating —Adaptive difficulty level, not a norm value
⚕️ Supplementary training — not a substitute for diagnosis or therapy FocusZone is designed as an accompanying training program. The platform supports an existing treatment and enables longitudinal documentation of progress — it replaces neither a full neuropsychological assessment nor a therapeutic intervention. For a clinical diagnosis or treatment decision, a professional (physician, psychologist, therapist) must always be consulted.

⚙ Practice settings

The Practice settings section is located in the left sidebar of the admin board. Changes affect your own practice only. After every change, click Save.

Configurable fields

Active games (default for all patients)

Below the address fields there is a grid of checkboxes for all 9 games. On the FocusZone start page (focuszone.php), deactivated games are hidden on the server side for all patients of this practice — they are not visible in the source code either. This setting is the default; it can be overridden individually for single patients (→ Patient management).

Light/dark theme

Order of priority of the theme

The theme toggle button (☀️/🌙) at the bottom right of every page switches immediately and saves the choice. On tenant pages, a tenant-specific value is saved in addition.


👤 Patient management

In the admin board, clicking a patient in the left sidebar opens the detail view. Above the game cards there are three management areas.

Edit master data (✏)

Next to the patient's name there is a small ✏ symbol. Clicking it opens the master data panel:

After saving, name and email are updated immediately in all statistics tables.

Game activation per patient

Directly below the master data is the section 🎮 Game activation. Here the practice's default configuration can be overridden for a single patient.

Server-side filtering When focuszone.php is loaded, the games are filtered on the server side based on the login cookie. Deactivated tiles are not visible in the browser source code — there is no client-side hide/show that could be bypassed.

📖 Glossary

TermExplanation
Go/No-GoParadigm in which the person should respond to certain stimuli (Go) and not respond to others (No-Go). Measures response inhibition / impulse control.
Inhibitory controlAbility to suppress automatic or impulsive responses. Core function of the prefrontal cortex.
Conjunction taskTask in which several features (here: colour AND shape) must be taken into account at the same time.
Corsi block testStandardised test of visuospatial short-term memory. Measures the Corsi span (maximum sequence length that can be reproduced correctly).
Reaction time (RT)Time between the appearance of a stimulus and the motor response to it, measured in milliseconds.
RT-SDStandard deviation of the reaction time. Measure of the consistency / variability of the response.
Percentile (p10)10th percentile: The reaction time value below which 10% of all measurements lie – corresponds to the fastest responses.
Rolling accuracyAccuracy calculated over a sliding window of 5 consecutive trials. Shows local trends during the course of the game.
Working memoryShort-term temporary storage and manipulation of information. Trained in Memory Storm and Pattern Catcher, among others.
Selective attentionAbility to filter relevant information out of a set of stimuli and to ignore irrelevant ones.
Sustained attentionAbility to stay focused on a task over a longer period of time (vigilance).
Divided attentionSimultaneous processing of several sources of information (e.g. auditory + visual). Opposite of focused attention.
Cognitive flexibilityAbility to switch mentally between rules, strategies or tasks (task switching). Trained by frequent changes of direction in the Pfeil-Zähler (Arrow Counter).
Task switchingSpecific aspect of cognitive flexibility: switching from one mental task to another. Coping with every change of direction in the Pfeil-Zähler (Arrow Counter) requires task switching.
Mismatch (Signal-Zähler)Event in which the tone and the visual symbol do not coincide in time. Tempts the player into wrong counts. The share rises from 8% (level 4) to 38% (level 9).
Switch effect (Pfeil-Zähler)Difference in counting accuracy between rounds with many vs. few changes of direction. A high value = cognitive flexibility is the bottleneck.
Staircase procedureAdaptive difficulty procedure: 2 consecutive correct answers → level up, 2 errors → level down. Keeps the player in the optimal learning zone at all times.
Dual-task costCentral progress indicator of Sternen-Scanner DT. Calculated as dual-task performance minus single-task performance (negative values = decline). Values below −25% can be regarded as indicative of impairments of divided attention.
Sternen-Scanner DTDual-task paradigm: searching for symbol pairs (visual) AND counting tones (auditory) at the same time. Baseline phases (A and B) allow the dual-task cost to be calculated.
Visual hit rateShare of correctly clicked target symbol pairs out of the total number of targets in a round. Evaluated separately for single-task (phase A) and dual-task (phase C).
Resource competitionCompetition of two simultaneous tasks for the same limited cognitive capacity. Leads to performance losses in one or both tasks – measurable as dual-task cost.

🏥 Professional access

Therapists, physicians and psychologists receive their own practice admin access to the protected evaluation area. This is set up by the super admin.

What practice admins can see and do

Setting up access Please send requests by email to [email protected] with a short note on the setup and the treatment context. Login is then done at admin.php?mandant=praxis-code — the page shows the stored practice logo and the configured default theme.

FocusZone · ruthner.at · As of May 2026