PROCESSING SPEED · HAND–EYE · 30 TARGETS

Aim Trainer

Click 30 targets as fast as you can. Simple, but it measures three things at once: how quickly you spot a target, how fast you move to it, and how precisely you land. Gamers train it daily; psychologists have studied it since the 1950s.

Mode
Difficulty
EXAMPLE ROUND · PLAY TO SEE YOURS

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.

solid ring = target edge · dashed = inner halfyour average
617 msaverage per target
29 / 30targets hit
3misclicks
66%precision
TIME FOR EACH TARGET, IN ORDER
target 1orange = far away, grey = close by30
Your clicks drift to the right of centre. That's a consistent habit, and easy to correct once you know it. Tight grouping: your precision is good, so speed is where to gain.
FITTS'S LAW, 1954

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.

start
ID = log₂(D ÷ W + 1)=4.39 bits
1031 mspredicted, typical mouse user
5.4 bits/stypical throughput
Every extra bit of difficulty costs a typical user about 185 ms. Here the target is 20× further away than it is wide. A medium-difficulty target.
EVERYDAY EXAMPLES
WHAT THIS GAME TRAINS

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.

corestrongsomelight
coreVisuomotor coordinationTurning what you see into a precise hand movement.
strongVisual processing speedDetecting a new target and locating it quickly.
strongMotor precisionStopping exactly on the target without over- or undershooting.
someSustained attentionStaying sharp for all 30 targets, or through Moving mode.
ON AN ORDINARY DAY

Moments that use the same skill

MOMENT 01“Faster computer work”Quicker, more accurate clicking in everyday software.
MOMENT 02“Precise editing”Grabbing small handles and points in design or photo apps.
MOMENT 03“Hand–eye coordination”Fine control useful in sports, crafts and driving.
INSIDE YOUR BRAIN

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.

Side view of the brain with the four lobes shaded in different coloursFRONTALPARIETALTEMPORALOCCIPITALCEREBELLUM
1
Based on Gray's Anatomy, fig. 728 (public domain)
AREA 1 OF 5
1Occipital lobeback of the brain
The brain's visual centre. It takes raw signals from your eyes and picks out edges, colours, motion and shapes within a tenth of a second.
ITS JOB IN THIS GAMEBuilds the picture you see on screenVisual cortex detects the target and its position.
DID YOU KNOWAbout a fifth of the cortex is involved in vision, more than any other sense.
ALL AREAS
WHERE TO GO FROM HERE

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.

All processing-speed games →

Fast hands, sharp eyes. How's your reasoning?

Our full IQ test covers reasoning, memory, spatial and verbal ability: 60 questions, about 30 minutes.

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