Where every click landed
All 30 targets stacked on top of each other. A tight cluster in the middle means precise aim. A cluster pushed to one side is a habit: you tend to stop short or overshoot in that direction.
Far and small is slow. By exactly how much?
Paul Fitts found that pointing time grows with a target's "index of difficulty": how far away it is relative to how big it is. Double the distance or halve the size and it takes about one extra step of time. It's why designers put the most important buttons big and close by.
Seeing, deciding and moving, in one click
Every target is a tiny chain: spot it, plan the movement, move, and stop on it. The game trains how smoothly those stages hand over to each other.
Moments that use the same skill
The brain areas doing the work
Step through each area, or tap one below. The matching marker grows on the brain; dashed markers sit deep inside.
Split your aim into its parts
Aiming is seeing, deciding and moving. Each of these games isolates one stage, with a typical score to beat.