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The ability behind the score

Visuospatial ability

Visuospatial abilities help you represent shapes, locations and their relationships. In one Italian study, average rotation accuracy was 61.4% in children aged 6–9, 88.0% in adults aged 20–28 and 72.5% in adults aged 60–82; those are research-group results, not norms for our different task. 1

Last reviewed · 13 references

Explore the tests and tools ↓

01 / Understand

What it is

Seeing, imagining and finding your way

Turning a shape mentally, remembering where squares were and finding a route on a map share spatial demands, but they are different tasks. Large-scale navigation also requires learning the environment and relating a current view to a route. You should not assume that a strong rotation result guarantees equally strong wayfinding. Research on navigation tests examines that relation separately. 2

Visual imagery is another related dimension: the experience of having a picture in mind. Imagery research describes interactions among visual representations and control processes. Spatial thinking does not require every person to report the same subjective vividness, and a vividness questionnaire is not an objective measure of rotation accuracy. 3

A simplified brain-system account involves visual and parietal systems for representing and transforming spatial information, with medial temporal systems contributing to learning and remembering layouts. Frontal control helps maintain a goal and compare alternatives. These systems overlap with other abilities; there is no single visuospatial score that measures all of them. 3 4

This distinction is especially useful on Helibrain: mental rotation, visual memory, sequence memory, navigation and imagery are separate activities. Their different formats can reveal which part of a task you find challenging without turning the results into a diagnosis.

How we measure it

TaskMain questionAn important difference
Mental rotationAre two shapes the same after a turn?Rotation versus reflection; angle and time limit
Visual pattern memoryWhich locations were occupied?Simultaneous storage rather than transformation
Spatial sequenceIn what order did locations occur?Order as well as location
NavigationWhere should you go, or point back to?Learning an environment and choosing a reference frame
Imagery questionnaireHow vivid does an imagined scene feel?A self-report rather than an accuracy task

Classic rotation studies used carefully controlled shape pairs. Changing from three-dimensional blocks to hands or faces can change task difficulty and strategies, as the age study below demonstrates. The stimulus is part of the measurement. 5 1

A navigation game can have useful real-world associations without being a complete assessment of everyday navigation. Published validation of one mobile navigation task does not automatically validate Helibrain’s maze and pointing game. 2

Research on aphantasia also distinguishes object details, spatial layout and subjective imagery. A low vividness report should not be interpreted as absence of all spatial memory. 6

Age and norms: what is a fair comparison?

The following is a study comparison, not a representative norm table. Iachini and colleagues tested untimed accuracy with two-dimensional lines, hands and faces; the averages combine stimulus conditions. 1

Group’s age rangeParticipantsMean rotation accuracy
6–9 years3661.4%
20–28 years3088.0%
60–82 years3072.5%

The study’s original proportions were 0.614, 0.880 and 0.725; percentages above are those proportions multiplied by 100. Accuracy differed with stimulus type, and the groups differed in education and recruitment. These numbers cannot score our three-dimensional rotation game. 1

For broader adult context, Salthouse reported age-group differences in spatial visualization across ages 18–60, while also showing why repeat exposure complicates longitudinal interpretation. Neither result defines what one person should score on a different screen task. We do not have a representative age calibration for the Helibrain rotation, map or grid versions presented here. 7

02 / Put it in context

What affects it

Evidence labels answer “is there an effect on this outcome?” They do not promise a particular gain. Where a Helibrain evidence-base rating exists, its population and outcome stay attached. “Not graded” means we have no matching rating; it does not mean no effect. Age and device findings are measurement evidence, not treatment grades.

Sleep

Not graded for spatial ability

Attention and memory findings are indirect.

Sleep loss can affect supporting attention and memory processes. Our vigilance evidence does not establish a specific loss in rotation accuracy or navigation ability. 8

Stress

Not graded for rotation

Low-certainty working-memory evidence is indirect.

Stress may alter the control demands of a spatial task, but we have no matching graded estimate for this rotation or maze score. 9

Exercise

Too little evidence

Stored rating: general cognition, mixed populations.

The broad exercise rating is Very low. It cannot predict an individual spatial-score improvement or identify an effective dose for our games. 10

Age

Age comparisons

Stimuli, strategy, education and task format matter.

The table shows age-group differences for one stimulus set. Age should not erase the substantial overlap or the differences among spatial subskills. 1

Practice

Not formally graded here

Spatial-training meta-analysis; do not substitute a broad-training grade.

Spatial training can improve measured spatial skills in the reviewed studies. The result’s relevance depends on the trained and transfer tasks; it is not an age norm. 11

Devices

Measurement context

Display geometry and input can alter the task.

A screen change can alter shape size, visual angle and response demands. Timing evidence supports keeping hardware context attached to speeded comparisons. 12

What transfers, and what does not?

Spatial skills are trainable, but scope still matters

Uttal and colleagues’ meta-analysis is evidence against treating spatial ability as wholly fixed. It examines training and transfer across spatial tasks. That supports a narrower conclusion than promising that practising any spatial game improves every everyday ability or academic outcome. 11

At the same time, general brain-training reviews caution against treating an improvement on a trained task as broad cognitive enhancement. Useful practice should name the outcome: rotating unfamiliar objects, remembering a layout, drawing accurately or learning a route. Those are meaningful skills even when a claim of universal transfer is unwarranted. 13

Our imagery questionnaire is not a training target that everyone must maximize. The relation between subjective imagery and performance is more complex than “clearer picture means better spatial thinking.” Select a goal that matters to you and use an outcome that actually tests it. 3

03 / Try and compare

Try it on Helibrain

Compare a transformation task with a memory task and, if useful, a navigation task. Read the response rule carefully: mirror images and rotated copies can look similar at first. Keep timed and untimed scores separate.

The drawing game is included as a neighboring visuomotor task: it uses hand control as well as a visual target. The memory tools let you practise chosen strategies; they do not establish a shared visuospatial percentile across the activities.

Tests and games

Tools and practice

Related answers

Frequently asked questions

Is a vivid mind’s eye necessary for spatial ability?

Subjective vividness and spatial performance are different measurements. Aphantasia research finds that some spatial-memory performance can be preserved despite weak imagery. 6

Are mental rotation and navigation interchangeable?

No. They share some spatial demands, but wayfinding adds learning an environment and selecting routes or reference frames. 2

Can I improve with practice?

Spatial-training research supports improvement in measured spatial skills, with scope depending on the task. It does not guarantee broad benefit from every game. 11

References

Links lead to the original DOI or source record. Research comparisons describe the cited tasks, not a validation of our browser versions.

  1. Iachini et al. (2019). The Effect of Body-Related Stimuli on Mental Rotation in Children, Young and Elderly Adults.
  2. Coutrot et al. (2019). Virtual navigation tested on a mobile app is predictive of real-world wayfinding navigation performance.
  3. Pearson (2019). The human imagination: the cognitive neuroscience of visual mental imagery.
  4. Squire (2009). Memory and Brain Systems: 1969–2009.
  5. Shepard et al. (1971). Mental Rotation of Three-Dimensional Objects.
  6. Bainbridge et al. (2021). Quantifying aphantasia through drawing: Those without visual imagery show deficits in object but not spatial memory.
  7. Salthouse (2009). When does age-related cognitive decline begin?.
  8. Lim et al. (2010). A meta-analysis of the impact of short-term sleep deprivation on cognitive variables..
  9. Shields et al. (2016). The effects of acute stress on core executive functions: A meta-analysis and comparison with cortisol.
  10. Singh et al. (2025). Effectiveness of exercise for improving cognition, memory and executive function: a systematic umbrella review and meta-meta-analysis.
  11. Uttal et al. (2013). The malleability of spatial skills: A meta-analysis of training studies..
  12. Anwyl-Irvine et al. (2020). Realistic precision and accuracy of online experiment platforms, web browsers, and devices.
  13. Simons et al. (2016). Do “Brain-Training” Programs Work?.