Training/Processing speed/Choice Reaction

Choice
Reaction

A light flashes in one lane, hit that lane's key. You'll climb from one lane to two to four, and see exactly what each extra choice costs you.

1 lane0/82 lanes0/84 lanes0/8
Three short rounds
Round 1 has one lane, round 2 has two, round 3 has four. Eight hits each. Press the key under the lane that lights up.
Keys D F J K, or tap the lane0 wrong keys
HICK'S LAW · YOUR DATA

Every doubling of choices costs the same

Going from 1 to 2 lanes adds about as much time as going from 2 to 4. Reaction time grows with the doublings, bits of information, not the raw count.

–
–
–
1 choice
0 bits
2 choices
1 bit
4 choices
2 bits
Complete at least two rounds above and your own Hick’s-law line appears here.

How fast would you be with 10 buttons?

Hick's law lets you predict it. Slide the number of choices, the forecast uses your own round once you've played, or typical values until then.

4 choices · 2.0 bits450 ms
Using typical values (230 ms + 110 ms × bits) until you play.

Hick's law is everywhere

Menus & apps

Designers trim options because every extra choice slows people down.

Driving

Braking for a red light is simple; choosing to swerve left or right takes longer.

Sport

Penalty takers disguise their shot to force the keeper into more choices.

Ordering food

A long menu is slower to decide from, the reason many restaurants keep theirs short.

INSIDE YOUR BRAIN

The extra step is choosing

Simple reaction skips straight from seeing to moving. Choice reaction adds a selection step in between. Pick a region.

Side view of the brain with the four lobes shaded in different coloursFRONTALPARIETALTEMPORALOCCIPITALCEREBELLUM
1
Based on Gray's Anatomy, fig. 728 (public domain)
1952Hick's lamps

William Hick wired up to ten lamps, each with its own key, and found reaction time rose with the logarithm of the number of choices. Ray Hyman confirmed it a year later.

log₂the rule

Reaction time = a + b × log₂(n + 1) in Hick's original form: a fixed cost, plus a cost per bit of uncertainty.

SourcesHick (1952), Quarterly J. Experimental PsychologyHyman (1953), J. Experimental PsychologyProctor & Schneider (2018), Quarterly J. Experimental Psychology
WHAT THIS GAME TRAINS

Speed when you have to choose

With more options, reactions slow in a predictable way (Hick's law). This game measures how quickly you can pick the right response from several.

corestrongsomelight
coreDecision speedMapping a signal to the right response.
strongProcessing speedTaking in the signal quickly.
strongResponse selectionChoosing between competing keys or buttons.
someAccuracy controlBalancing speed against mistakes.

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