The search contexts consisted of 15 L-shaped distractors and 1 T-shaped target, aligned on an invisible 12 × 7 grid (35.5° × 20.7°) with a minimum of 1.7° between two items. The distractors (Ls) were rotated 0°, 90°, 180°, or 270° and the target (T) was tilted to either the left or right. All items were presented in the same size (1.4° × 1.4°). In every trial, the target appeared in one of four fixed locations, each located in one quadrant of the screen (12.4° eccentricity from screen center, cf.,
Figure 1). To rule out target location probability effects, the same target locations were used in novel, local, and global contexts, and in contexts associated with low and high reward. Using the same locations ensured that the target location was unpredictive of context novelty and of reward magnitude. Of the 16 items, eight were gray (RGB 128, 128, 128; 56.75 cd/m
2), and eight were homogeneously colored. The background was dark gray (RGB 64, 64, 64; 28.23 cd/m
2). The search contexts were generated by randomly placing seven distractors on the target's side of the display and eight on the other side. We distributed the colored items equally to both sides of the display, four colored items on the left and four on the right side. The colored items were green (RGB 29, 173, 69; 56.65 cd/m
2) or orange (RGB 252, 104, 4; 56.78 cd/m
2), both colors were isoluminant to the gray items. The target was either gray or colored. We defined a 21-cell patch surrounding the target (cf.,
Figure 1). This patch always contained three distractors and the target. Two items within the patch were always colored and two were gray. The target patch covered one quarter of the grid's cells (21 of 84) and contained one quarter of the items (four of 16). All contexts were generated individually for each participant.