Fig. 2From: A robot goes to rehab: a novel gamified system for long-term stroke rehabilitation using a socially assistive robot—methodology and usability testingThe Target and the Cup Games. Left: A patient playing the Target Game with the instructions provided by the robot. Inset: an example of instruction in this game, where three colored cups should be placed along a circle; white circles denote empty spaces. Top right: an illustration of the Target Game with all seven cup locations occupied. Bottom right: an illustration of the Cup Game with four occupied cup locations, out of the possible sixBack to article page