The Wayne Directional Sequencer is a multi-purpose self-directed instrument that integrates all the senses required for learning. It is a contemporary state-of-the-art version of the La Barge Electro Therapist instrument, which has been considered one of the basic instruments for visual motor training.
The instrument has 63 membrane keys arranged in a grid of seven rows by nine columns. Below each key is an LED which lights up when the key is pressed. Pressing a key also provides immediate auditory feedback in the form of a short beep. A built-in metronome, adjustable from zero up to 200 beats per minute, provides auditory stimulus and can be used to pace the training activity. A liquid crystal display shows the time elapsed during the activity and a count of the keys pressed.
The Wayne Directional Sequencer offers several advanced features that weren't available in the original La Barge instrument:
The power adaptor supplied with the unit plugs in here. Do NOT plug in any power adaptor other than the one supplied with the unit; damage to the unit could result.
This knob controls the volume of the auditory feedback tones and the metronome, and turns the unit on and off.
This knob controls the speed of the metronome. Turning it fully counterclockwise turns the metronome off.
This key begins or ends an activity. It lights up when an activity is in progress.
This key is used when changing the unit's settings. It selects the setting to change.
This key is also used when changing the unit's settings. It selects the value for a setting.
This display shows the elapsed time and counts of correctly and incorrectly pressed keys. It also shows the metronome speed and guides you through the process of changing the settings.
Pull down the metal hinge on the back of the unit and place the unit on a flat, well-lit surface. Turn the metronome speed control fully counterclockwise and turn the volume control to the off position. Plug the power adaptor into an outlet and insert its plug into the power jack.
Turn the volume control knob on. Some of the grid keys may flash briefly and then the LCD display will show
STOPPED 0 BPM
STOPPED means that there is no activity in progress. 0 BPM means that the metronome is set to zero beats per minute (which is to say that it's turned off).
Press start/stop. The key will light up and the display will now read
RUNNING 0 BPM 00:00 0/ 0
The "00:00" is the elapsed time for the activity in minutes and seconds; you'll see it counting up. The "0/0" is the count of correct and incorrect keys that have been pressed.
Turn the metronome speed control clockwise. The metronome will begin ticking and the display will change to show the metronome speed in beats per minute. Adjust the volume control to set the metronome tick to a comfortable level.
Press any one of the grid keys. The key will light up, the unit will beep, and the "0/0" will change to "1/0". Press a few more keys, and you will see them light up and the counter advance.
Press start/stop. The "RUNNING" on the display will change back to "STOPPED" and the light behind start/stop will go out. The metronome will stop ticking and the timer will stop counting up. The keys that you pressed will remain lit, but if you press any more grid keys at this point, they will not light up or be counted.
When the display says "RUNNING" and start/stop is lit up, an activity is in progress; the grid keys will respond when pressed, and the timer will run, and the metronome will tick unless it's set to 0 beats per minute. When the display says "STOPPED" and start/stop is not lit, the activity is finished; the grid keys will not respond, the metronome will stop, and the unit will hold the elapsed time and counts from the last activity.
Press start/stop again. It will light up and the grid keys that were previously lit will go out. The timer and counter will reset to zero and the metronome will start ticking. Each time you start an activity, the unit will clear out the lights that had been turned on during the previous activity and reset the timer and counts.
At this point, you've learned all you need to know in order to use the Wayne Directional Sequencer as a replacement for the La Barge instrument.
This chapter will familiarize you with the basics of using the Wayne Directional Sequencer's advanced features.
To use the advanced features of the Wayne Directional Sequencer, you need to change its settings by using the built-in menu system. Each of the seven settings can be set to several different values.
Make sure the unit is stopped (the LCD display is showing "STOPPED" and the start/stop light is out). Press menu. The display will now read
ACTIVITY TIME Unlimited
You are now in the unit's menu system. The top line of the display shows the name of the setting that you're viewing or changing, in this case the ACTIVITY TIME setting. The bottom shows the current value of the setting, in this case "Unlimited."
Pressing menu when the unit is stopped takes you into the menu system. Pressing menu while the unit is running will not enter the menu system. You can only view or change settings when the unit is stopped.
Press value. The display will now read
ACTIVITY TIME 30 Seconds
When you're in the menu system, pressing value changes the value of the setting that's being shown. Press value again, and you will see
ACTIVITY TIME 1 Minute
Press value again:
ACTIVITY TIME 5 Minutes
And again:
ACTIVITY TIME 10 Minutes
Press value once again, and you will see
ACTIVITY TIME Unlimited
Each time you press value, you "advance" to the next possible value of the setting. For the ACTIVITY TIME setting, there are five possible values: "Unlimited," "30 Seconds," "1 Minute," "5 Minutes," and "10 Minutes." If the display is showing the last possible value for a setting, pressing value will take you back to the first possible value.
Press and hold down value. You'll see the bottom line rapidly cycling through the possible values. Release the key when "Unlimited" appears on the display (if you accidentally went past it, just repeatedly Press value until it shows up). Whenever you have a lot of possible values, holding down value will step through them quickly.
Now that you've seen one setting, let's look at the rest. Press menu. The display will now show
SELECT PATTERN None
SELECT PATTERN is the second of the seven settings. We'll explain what it does and how to use it later on in this chapter. For now, just note that the current value of the setting is "None."
Press menu again and the display will show
PROMPTING None
Press it again and you'll see
METRONOME SYNC None
Press it again and you'll see
LIGHTS Turn on
Again:
BEEP ON CORRECT Yes
Again:
BUZZ ON WRONG Yes
Press menu yet again and now you'll see
DISPLAYING WRONG BUTTONS
This isn't actually a setting; there's no value for you to change. Instead, going to this part of the menu lets you look at any off-pattern or other incorrect lights; you'll see what this means later in this chapter.
Press menu one last time, and you'll see the STOPPED display again. When you're on the last entry in the menu, pressing menu takes you out of the menu system.
Now that you've seen how the menu system works, let's try changing some settings.
You can use the ACTIVITY TIME setting to put a time limit on an activity. For example, you might want to see how many buttons a patient could push in one minute. Let's set a 1-minute time limit.
Press menu and the display will show
ACTIVITY TIME Unlimited
Press value once and the display will change to
ACTIVITY TIME 30 Seconds
Press value again and the display will change to
ACTIVITY TIME 1 Minute
You now have the ACTIVITY TIME setting set the way you want. Now you need to get out of the menu. In the last section you saw that you could get out of the menu by pressing menu until you went past the last entry in the menu. That's one of the three ways to get out of the menu. There's a quicker way if you want to start an activity right after changing a setting.
Press start/stop. It will light up and the display will change to
RUNNING 0 BPM 1:00 0/ 0
You'll notice that the time display starts out at 1 minute, which is the time limit you set, and counts down rather than up. Press a few grid keys and they'll light up, beep, and increase the displayed count.
When you're in the menu, pressing start/stop will take you out of the menu and start the activity, just as if you pressed it while the display was showing STOPPED.
Wait for the timer to count all the way down to 0:00. When it does, you'll hear a "boop" sound, the timer will stop counting down, the start/stop light will go out, and the display will show STOPPED. If you press any grid keys, nothing will happen.
Press start/stop and the timer and counts will reset. Now see how many grid keys you can press before the time runs out.
You can set time limits of unlimited, 30 seconds, 1 minute, 5 minutes, and 10 minutes.
When you change a setting, the new value will stay set until you change it. You can turn the unit off, turn it back on, and it will still retain all your settings.
Turn off the unit by pushing in the volume control knob. Now turn it back on and press start/stop. You'll see that the 1-minute time limit is still in effect. Press start/stop to stop the activity. Notice that the timer "freezes" and shows the amount of time that was remaining when you stopped the activity.
If you wanted to remove the time limit, you could go into the menu and set it to "Unlimited." But you can also use a shortcut that lets you restore all of the unit's settings to their factory values (which make the unit work like the original La Barge instrument).
Press value. The display will briefly change to
SETTINGS RESTORED
and then go back to STOPPED.
pressing value while the unit is stopped and you are not in the menu will restore all settings to their factory values. pressing value while the unit is running (an activity is in progress) will not do anything. pressing value while you're in the menu will change the current setting.
Press start/stop. Now the timer will begin counting up from zero, since the factory value for ACTIVITY TIME is "Unlimited." Press start/stop again.
Very often you'll want the patient to push only certain grid keys during an activity. If you're trying to teach directionality, you might put an overlay on top of the unit with arrows pointing in various directions. You'd want the patient to push the grid keys in the order called out by the arrows. Or you might want to teach letter discrimination by putting on an overlay where the grid keys were marked with different letters and having the patient push only the keys marked with a certain letter.
If you were using the original La Barge instrument, any key would light up when pressed so you'd have to observe the patient and tell him if he was pressing the wrong keys. But the Wayne Directional Sequencer lets you specify which keys are "active" during an activity. These specifications are called patterns. The Wayne Directional Sequencer comes with nine built-in patterns, each of which works with an overlay supplied with the unit, four random patterns (about which you'll learn more later), and four patterns that you can specify yourself.
One of the built-in patterns requires that the grid keys be pressed in a clockwise spiral starting at the top left corner. Let's select it and use it.
Press menu. The display will change to
ACTIVITY TIME Unlimited
Press it again and you'll see
SELECT PATTERN None
Now we're on the setting that we want to change. Press value and the display will change to
SELECT PATTERN Instant
You'll learn about the Instant pattern later on. Press value again and you'll see
SELECT PATTERN Random 10 Lights
Press it again and you'll get
SELECT PATTERN Random 30 Lights
Again:
SELECT PATTERN Random 63 Lights
Again:
SELECT PATTERN Random Bimanual
Press it once again, and you'll see
SELECT PATTERN Spiral
That's the pattern we want. Press and hold down menu. You'll see the display briefly change to
PROMPTING None
and then go back to STOPPED. You've now seen the third of the three ways to get out of the menu. If you hold down menu after pressing it, the unit will go out of the menu and go back to the stopped state (remember that the other two ways are to keep stepping through the menu items until you reach the end, which takes you back to STOPPED, and to press start/stop, which takes you to RUNNING).
Press start/stop to begin the activity. Press the top left grid key and it will light up, beep, and count. Now press the grid key immediately to the right of it. It will also light up (and beep and count). Continue pressing the grid keys on the top row from left to right until you've lit up all of them.
Now press the second key from the top in the leftmost column. It won't light up, and you'll hear a buzz. The count on the bottom line of the display will now show 9/1. You just pressed a key that wasn't the next one in the pattern, so it was counted as a wrong keypress. When you press a key that's "off pattern" it doesn't light, it buzzes to give negative auditory feedback, and it's counted as incorrect. As you'll see later, once the activity is finished you can take a look to see which keys were pressed incorrectly.
Now press the second key from the top in the rightmost column. Since that's the next key in the pattern, it will light up and count. Press all the unlit keys in the rightmost column, going from top to bottom, then all the unlit keys in the bottom row, going from right to left. Continue pressing the unlit keys in a clockwise spiral. You'll notice that if you accidentally press a key that was already lit, you'll get a buzz and the wrong-key count will go up.
When you press the last key in the pattern (the one immediately to the right of the key in the center), you'll hear a "boop" and the display will go to STOPPED. All of the grid keys will now be lit up. When you've pressed all the keys in a pattern, the activity is finished. The timer will show how long you took to follow the pattern, and the counters will show both the number of correctly-pressed keys and the number of incorrectly-pressed (off-pattern) keys.
Press menu and the display will go to
ACTIVITY TIME Unlimited
Repeatedly press menu (but don't hold it down; holding it down will take you out of the menu) until the display reads
DISPLAYING WRONG BUTTONS
Most of the lit-up grid keys will turn off, but a few will remain lit. Those are the off-pattern keys that you pressed. Whenever the display shows
DISPLAYING WRONG BUTTONS
only the incorrect keys from the most recent activity will light up.
Press menu again. The display will go back to STOPPED and all the grid keys will light up again.
Press start/stop and then press the first few keys in the spiral pattern again. Now press start/stop. The display will go to STOPPED as usual. You can stop an activity that involves a pattern before the pattern is finished, just as you can stop an activity that doesn't use a pattern.
There's a lot more to patterns than we've covered so far. See the chapter More About Patterns for the details.
Sometimes, instead of using an overlay to show the patient the pattern to follow, you'll want the Wayne Directional Sequencer itself to prompt the patient for which key to press next. There are several ways to prompt.
Repeatedly press menu until the display shows
PROMPTING None
Now Press value and you'll see
PROMPTING Light Up
Now press start/stop to leave the menu and start the activity. You'll see that the grid key in the top left corner, the first key in the spiral pattern, has lit up. Press it and the next key in the pattern will light up.
Press start/stop to end the activity and use menu to select the PROMPTING setting again. Press value; the display will now show
PROMPTING Blink
Press start/stop and now the first key in the pattern will blink. Press it and it will light up solid and the next key in the pattern will start blinking.
End the activity, go back to the PROMPTING setting, and press value. Now the bottom line will show
Flash 1/10 Sec
Start the activity and you'll see that the first key in the pattern flashes on for one tenth of a second and then goes out. Press it and it will light up and the next key will flash. One tenth of a second is a pretty short flash, so you might miss it. Press menu and the key will flash again. Whenever you're running and you have prompting enabled, pressing menu will repeat the last prompt (you could call it the "cheat" key).
If you go back to the PROMPTING setting, you'll find that the next three values are "Flash ¼ Sec," "Flash ½ Sec," and "Flash 1 Sec." These work just like "Flash 1/10 Sec" except that the flash times are longer. The next four settings, "Visual Mem 1/10," "Visual Mem ¼," "Visual Mem ½," and "Visual Mem 1" are for visual memory activities and will be covered in the More About Patterns chapter.
When you want to train a patient's motor timing or develop impulse control, you can use the METRONOME SYNC setting to force the patient to pace his activity according to the metronome beat.
Make sure the unit is stopped and Press value to restore all the settings to their factory values. Press menu until the display shows
METRONOME SYNC None
Press value and the value will change to
Once Per Beat
Now press start/stop and adjust the metronome to 30 beats per minute. Press two grid keys in rapid succession. You'll see that the first one will light up and beep, but the second one will buzz and will be counted as wrong. Press another grid key, which will light up and beep. Now wait for the next metronome beat and then press another key. This time it will be counted.
When METRONOME SYNC is set to "Once Per Beat," only one keypress per metronome beat will be accepted. Any key pressed before the next beat will be counted as wrong.
Stop the activity and change METRONOME SYNC to "Half Second." Start the activity and you'll find that you have to press a grid key within half a second of the metronome beat or else it will be counted as wrong. If more than half a second goes by, you'll have to wait for the next beat.
The other two METRONOME SYNC values, "One Second" and "5 Seconds," work the same as "Half Second" except that the allowed interval is longer.
You can use metronome synchronization with or without patterns or prompting.
Stop the activity, restore the settings, and then select the LIGHTS setting, which will have the value
Turn On
Change it to "Turn Off" and start the activity. Now all the grid keys will light up, and pressing one will turn it off. The keys will beep and count as usual.
Stop the activity, change the LIGHTS setting to "Toggle," and start the activity. This time all the lights will be out and pressing a grid key once will light it up. Pressing a lit-up key will turn it off, and pressing it again will turn it back on.
You can use any of the LIGHTS values with or without patterns or prompting.
You can turn off the positive feedback beep when a correct key is pressed by changing the value of the BEEP ON CORRECT setting from "Yes" to "No."
You can turn off the negative feedback buzz when an incorrect key is pressed by changing the value of the BUZZ ON WRONG setting from "Yes" to "No."
The spiral pattern you saw in the last chapter is an example of an exact-order pattern; you have to press the keys in the pattern in a specific order. The Wayne Directional Sequencer can also work with another kind of pattern: an any-order pattern. With an any-order pattern, you can press the keys in any order, but only the keys in the pattern will light up and count.
One common use for any-order patterns is teaching discrimination between easily-reversed letters. The "Letter Reversals" overlay supplied with the unit labels the grid keys with the letters "b", "d", "p", and "q". There are four built-in patterns that correspond to each letter.
Place the "Letter Reversals" overlay on the key grid. Restore the settings, then go to the SELECT PATTERN setting and set it to "Recognition 1." This pattern enables all the keys labeled by the overlay with the letter "b".
Start the activity. Pressing a "b" will light up the key, but pressing a "d", "p", or "q" will result in a buzz and count as incorrect. Once you've pressed all the "b"s, the activity will terminate. You may press the "b"s in any order.
Normally you won't be using prompting with any-order patterns. If you do have prompting set, the keys will be prompted in one possible order, which may not appear to make much sense.
The Wayne Directional Sequencer includes four random patterns. With a random pattern, you get a different sequence of lights each time you perform the activity. Random patterns are particularly useful for training and testing reaction time and for visual memory activities (see below).
The "Random 10 Lights" pattern gives a sequence of 10 different lights which may appear anywhere on the grid. The "Random 30 Lights" and "Random 63 Lights" patterns work similarly. The "Random Bimanual" pattern is a sequence of 54 lights in which each successive light appears on the opposite side of the grid from the previous one. Typically you would have the patient use the left hand to press keys on the left side and the right hand to press keys on the right side (you could also have the patient cross hands).
Since random patterns are unpredictable, they can't be used with overlays and require prompting. If you have selected a random pattern but have left PROMPTING set to "None," the unit will prompt by blinking the next light in the pattern as if PROMPTING had been set to "Blink."
You're not limited to using the 13 patterns (4 random and 9 fixed) built into the Wayne Directional Sequencer. You can create your own patterns and use them just like the built-in ones.
The Wayne Directional Sequencer can store up to three custom patterns which the unit will "remember" until you change them. They're named "Custom 1," "Custom 2," and "Custom 3" and can be selected from the SELECT PATTERN setting in the menu (some models can store more than three custom patterns; if you have one of those, you'll also see "Custom 4," "Custom 5," etc.). Let's create a custom pattern that consists of the four corners of the grid in clockwise order.
Restore the settings, go to the SELECT PATTERN setting and Press value until the display shows
SELECT PATTERN Custom 1
You'll notice that the start/stop light will start blinking slowly. This means that you now have the opportunity to record a pattern which will be stored as the "Custom 1" pattern. Press the grid key in the top-left corner. It will light up and the display will change to
RECORDING Exact Order
The start/stop light will start flashing rapidly, which means that you're in the middle of recording a pattern. Now press the top-right grid key, and the bottom-right grid key. Now press the center grid key. That shouldn't be part of a four-corners pattern, should it? Press value and the center key will go out. Press it again and the bottom-right key will go out. When you're recording a pattern, value works like the backspace key on a keyboard.
Press menu and you'll see the display change to
RECORDING Any Order
When you're recording a pattern, menu switches back and forth between an exact-order pattern and an any-order pattern. Since we want this to be an exact-order pattern, press menu again. Press the bottom-right and bottom-left keys to complete the pattern.
Now that you've recorded all the lights in the pattern, press start/stop. The blinking light will slow down and the display will go back to
SELECT PATTERN Custom 1
The four-corners pattern you just recorded has now been stored as "Custom 1" and will be used whenever you select it. You don't need to re-record it unless you want to change it. Now press start/stop to begin the activity; you'll have to press the 4 corner keys in clockwise order.
For a very simple custom pattern like a four-corners one, you don't need to use an overlay or prompting. For more complex patterns, you can use prompting or you can make up your own overlay using one of the blank overlays supplied with the unit.
Custom patterns stay in the unit even after you restore settings. Once you've recorded them, you can select them the same way you'd select built-in patterns. You don't have to record them each time you select them.
If you set the SELECT PATTERN setting to "Instant," you can make up and record a pattern "on the fly" each time you run an activity. Unlike custom patterns, the instant pattern doesn't "stick around"; you need to record it each time you use it. Usually you'd use the instant pattern to demonstrate a pattern to the patient and then have him/her repeat what you did.
Set SELECT PATTERN to "Instant" and then press start/stop. Now instead of getting the usual RUNNING display, you'll see
RECORDING Exact Order
And the start/stop light will be blinking rapidly. Press each grid key on the top row in sequence from left to right and then press start/stop. Now the display will change to RUNNING and the start/stop light will come on steadily. Repeat the sequence of key presses and the activity will finish.
When you've selected the instant pattern, running an activity turns into a two-step process: first you record the pattern, and then you (or the patient) follow it. Press start/stop again; you'll once again be prompted to record a pattern. Record another one, and then follow it.
You can turn any pattern into a visual memory activity by setting PROMPTING to any one of "Visual Mem 1/10," "Visual Mem ¼," "Visual Mem ½," or "Visual Mem 1." Visual memory activities are easier to demonstrate than to explain, so let's try one. Restore settings, set PATTERN to "Random 10 Lights," set PROMPTING to "Visual Mem 1," and press start/stop.
One of the grid keys will light up for one second and go out. Press it, and it will beep and count. It will then flash again for one second, and then another light will flash for one second. Press the first light and it will turn out but will not beep or count. Press the second light and it will beep and count. Now you'll see three lights flash on in sequence; the first two will be the ones you just pressed, and the third will be a new one. The idea is that you have to remember a longer and longer sequence of lights.
Press menu and you'll see the three lights flash on again. When you're in a visual memory activity, menu is the "cheat" key; it will repeat the sequence that you need to follow. You can press it at any time during the sequence, even if you've already pressed some of the keys in the sequence. After you do it, though, you'll have to start at the beginning of the sequence again. See if you can remember the sequence until it becomes 10 lights long (at which point the activity will be finished).
The other "Visual Mem" values for PROMPTING work the same way, but flash the lights for shorter intervals. You can use visual memory with any pattern, though usually you'll want to use it with a random pattern or one of the built-in "Directions" patterns. You'll usually want to use it without an overlay.
TBD
"Stopped" means that no activity is currently in progress.
"Running" means that an activity is currently in progress.
"In the menu" means that you are displaying/adjusting the value of one of the unit's settings.
"Recording" means that you are recording the instant pattern or one of the custom patterns.
The top line of the LCD display shows what the unit is doing. If the unit is not in the menu, it will display "STOPPED," "RUNNING," or "RECORDING." If the unit is in the menu, it will display the name of the setting that's currently being displayed/adjusted. If the unit is either stopped or running, the top line will also show the metronome speed in beats per minute.
The bottom line of the display shows information about the current activity. If you've just turned the unit on and haven't yet performed an activity, it will be blank. If you're performing an activity it will show:
When the unit is stopped after an activity (because you pressed start/stop, the time for the activity ran out, or the pattern was completely followed) the bottom line will show the same information, but the time display won't count up or down.
When the unit is in the menu, the bottom line will show the current value of the setting you're displaying/adjusting.
When the unit is recording, the bottom line will show "Exact Order" or "Any Order" depending on which kind of pattern you're recording.
When the light behind start/stop is off, the unit is either stopped or in the menu. When the light is on steadily, the unit is running. When the light is blinking slowly, you can begin recording the pattern shown on the bottom line of the display by pressing any grid key. When the light is blinking rapidly, the unit is recording a pattern.
When the unit is stopped, pressing start/stop begins the activity. The timer will reset to zero and begin counting up (or to the selected time limit and begin counting down), the correct-key and incorrect-key counts will reset to zero, the metronome will start ticking, and any lights that were turned on from a previous activity will be turned off. If, however, you have set SELECT PATTERN to "Instant," the unit will first begin recording.
When the unit is running, pressing start/stop will terminate the activity. The timer will stop counting, the metronome will stop, and pressing the grid keys will have no effect.
When the unit is in the menu, pressing start/stop will take the unit out of the menu and begin running.
When recording, pressing start/stop signals that you've finished recording the pattern. If you were recording the instant pattern, the unit will begin running. If you were recording a custom pattern, the unit will go back to the menu.
When the unit is stopped, pressing menu takes the unit into the menu, displaying the first setting (ACTIVITY TIME).
When the unit is in the menu, pressing menu advances the top line of the display to the next setting in the menu. If the unit was on the last setting in the menu (DISPLAYING WRONG BUTTONS), the unit will leave the menu and go back to the stopped state. If you continue to hold menu down after the display has advanced to the next setting, the unit will also leave the menu and go to the stopped state.
When the unit is running, pressing menu will repeat any prompt for the current light in the pattern. For example, if PROMPTING was set to "Flash 1/10 Sec" pressing menu would cause the next light in the pattern to flash for 1/10 of a second. If prompting was set to one of the "Visual Mem" settings, pressing menu would repeat the sequence that needs to be followed.
When the unit is recording, pressing menu will switch between recording an exact-order pattern and recording an any-order pattern. When you start recording a pattern, it's considered exact-order; pressing menu once will change it to any-order and pressing it again will change it back to exact-order.
When the unit is stopped, pressing value will restore all settings to their factory values, which make the unit work like the original La Barge instrument. The display will briefly show "SETTINGS RESTORED."
When the unit is running, pressing value has no effect.
When the unit is in the menu, pressing value will advance the bottom line of the display to the next possible value for the setting shown on the top line. If the last value is being displayed, it will advance back to the first value. Holding down value will rapidly step through the possible values.
When the unit is recording, pressing value acts as a "backspace"; it removes the most-recently-pressed key from the pattern.
This section describes the purpose of each of the eight settings in the unit's menu. Each description is followed by a list of all possible values for the setting. Pressing menu steps from one setting to the next; pressing value steps from one value to the next.
Puts a time limit on activities (for example, to see how quickly the patient can follow a pattern).
Selects a pattern of keys that the patient must follow.
Controls how the unit will prompt the patient for the next key in the pattern. It has no effect if SELECT PATTERN is set to "None."
Requires the patient to pace himself or herself according to the metronome beat.
Controls how the grid keys light up when they're pressed.
Controls whether or not the unit beeps when the patient presses a correct grid key.
Controls whether or not the unit buzzes when the patient presses an incorrect (off-pattern or out of sync with the metronome) grid key.
This isn't actually a setting. When the display is showing this, any grid keys that were incorrectly pressed during the last activity will light up; grid keys that were correctly pressed or were not pressed will not be lit.
There are two circumstances in which you need to record a pattern. If SELECT PATTERN is set to "Instant" you will need to record a pattern each time you start an activity. If you want to use one of the three custom patterns that the unit can store, you will need to record it first; you only need to do this once unless you want to change a custom pattern that you already stored in the unit.
If you have selected the instant pattern, whenever you press start/stop the unit will immediately go into the recording state. The start/stop light will begin blinking rapidly and the display will show
RECORDING Exact Order
If you want to record a custom pattern, you will need to go to the SELECT PATTERN setting in the menu and select "Custom 1," "Custom 2," or "Custom 3" as the value. When you do this, the start/stop light will begin blinking slowly. When you press the first grid key in the pattern, it will light up, the start/stop light will begin blinking rapidly, and the display will show
RECORDING Exact Order
If you want the pattern that you're recording to be exact-order (the patient has to press the keys in the same order you pressed them while recording), you don't have to do anything if the bottom line of the display is showing "Exact Order." If you want the pattern to be any-order (the patient can press the keys in any order as long as they're keys that you pressed while recording), press menu and the bottom line of the display will change to "Any Order."
You can switch between exact-order and any-order at any time while you're recording the pattern.
Each time you press a grid key, it will light up and will be stored as part of the pattern. Patterns can contain at most 63 keys; if you exceed that limit, the unit will buzz each time you try to enter a new key.
You can include the same key more than once in an exact-order pattern (for example, one that requires the patient to go down a row and then back up that same row). If you press the same key more than once when recording an any-order pattern, it will be treated as if it were pressed only once (in other words, you can't create an any-order pattern that requires some keys to be pressed more than once).
If you press a key and decide that you don't want it in the pattern, you can "erase" it by pressing value. This will turn off the light on the last key you pressed. If you made a mistake and then entered several keys after it, you can continue to press value several times; it will "erase" each key that you entered in reverse order. The unit will buzz if you press value when there are no keys left to erase.
When you've entered all the keys in your pattern, press start/stop. If you were recording the instant pattern, start/stop will light up and the activity will begin. If you were recording a custom pattern, the display will go back to the menu and the start/stop light will resume a slow blink. If you want to run with the custom pattern, just press start/stop again and the activity will begin with the custom pattern you just recorded. Or you could press value to select the next custom pattern and then record it.
Remember that once you record a custom pattern the unit will remember it. You do not have to re-record it each time you want to use it. Nor do you have to use it right after you recorded it; after you've recorded a custom pattern, you can select another pattern (or no pattern) for the next activity.
TBD