UK train driver selection uses timed aptitude tests of concentration, reaction, visual search, memory, rules, and judgement. These tests practise those task formats so assessment day is not the first time you sit this kind of work, under a clock.
You watch a dull square for a long stretch. Click only when it turns pure black. Nothing else counts.
Why it is useful
On a long drive, most of the time nothing happens, then something that matters does. Operators need people who keep watching. Misses and false clicks both count, and a short run does not train the second half of a long one.
A target shape and colour, then a busy grid. Mark every match.
Why it is useful
A cab and the lineside are busy. You have to find the thing that matches and ignore near-misses. Some grids have no matches. Clicking because the clock is loud is a fail. Scan in a method, row by row.
A tangle of lines. Follow the marked start to the exit it comes out of.
Why it is useful
Displays are full of lines that cross. You have to follow one path and not jump to a neighbour that only looks like yours. Trace it through, rather than guessing the exit.
A cab desk with speed, AWS, aspect, and radio all live at once. Act only on the one that needs you. Drive on if none do.
Why it is useful
Several instruments can look busy while only one needs an action. You have to pick that one, or drive on if none do. Common mistakes are answering radio chatter, treating yellow as stop, or cancelling AWS that is already cancelled.
A busy street scene flashes, then it is gone. Tick the kinds of thing that were there. Wrong ticks cost you as much as misses.
Why it is useful
You do not get a long look at a platform or a junction. The skill is what you keep after the picture has gone, not how carefully you can study a still that stays on screen.
A page of dot clusters. Each sheet has its own target. Mark every matching group, not the near-misses.
Why it is useful
The job often means checking the same kind of thing, again and again, without drifting. This is a dense page, a simple rule, and a clock. Rushing invents matches. Going too slowly leaves most of the page unmarked.
Beeps in a pattern. Click when the count matches the number on screen. The target will change.
Why it is useful
Not everything that matters is on the screen. You have to listen, keep a rule, and ignore the rest. The usual trap is clicking the old target after it has changed.
The same clusters, but each sheet gets harder. One miss ends the run. Climb as far as you can.
Why it is useful
A short Bourdon run teaches the rule. This one keeps going as the page gets denser, and one miss ends it. It trains staying accurate after the easy hits have gone.