Fitts's law
In 1954 the psychologist Paul Fitts showed that the time to point at a target grows with distance and shrinks with target size. Far, small targets take longest.
This simple rule still guides how designers size buttons and place menus.
Speed and Precision
Targets pop up across the arena and you hit them one by one. The aim trainer measures how quickly you move to a new location and how precisely you land.
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Targets always appear at least 120 pixels away from the last one, so every hit needs a real movement.
Each target time runs from the frame it is painted to the moment your pointer goes down.
Pointing speed has been studied since the 1950s, and the same ideas guide interface design today.
Use a mouse, a trackpad, a pen or your finger. Targets shrink slightly on small screens.
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Average, median, best and worst times, accuracy and a chart of every target.
A quick 10 target warm-up, a 30 target standard run, or a 50 target endurance test.
The main score: how long, on average, it took you to reach and hit each target.
How it is calculatedSum of target times divided by hits
How many of your clicks landed on a target.
How it is calculatedHits divided by hits plus misses
The median shows your typical hit. Best and worst show your range.
How it is calculatedMiddle, minimum and maximum target time
The full time spent on all counted targets.
How it is calculatedSum of all target times, in seconds
These bands are site-defined guidance for adults on a desktop computer or a recent phone. They are not population norms and not a diagnosis.
| Band | Range | What it means |
|---|---|---|
| Exceptional | below 400 ms | Very fast and direct movements. |
| Excellent | 400-499 ms | Quick and controlled. |
| Good | 500-599 ms | Solid speed for most setups. |
| Average | 600-749 ms | Typical, especially on a trackpad. |
| Needs practice | 750 ms or more | Try a mouse and a steady rhythm. |
In 1954 the psychologist Paul Fitts showed that the time to point at a target grows with distance and shrinks with target size. Far, small targets take longest.
This simple rule still guides how designers size buttons and place menus.
The aim trainer combines several skills: spotting the new target, planning a movement, moving quickly and making a fine correction at the end.
The first part is visual search, the last part is precision. Your average time blends them together.
Moving faster usually means more overshoot and more misses. Moving carefully costs time.
Good aim finds a balance. That is why the result shows accuracy next to speed, so you can see which side you lean toward.
Input device matters most. A mouse is usually faster than a trackpad, and pointer speed settings change how far your hand must move.
Screen size, posture and warm-up also play a part. Compare sessions on the same device with the same settings.
The chart shows how long each target took. A flat line means steady performance. Spikes usually mark targets that appeared far away or near an edge, or moments when your attention slipped.
A line that drifts upward toward the end can be a sign of fatigue in longer modes. A line that drifts down shows you warming up.
Clicking quickly in the general area of a target can feel fast, but it creates misses. Counting misses keeps the score honest.
If your accuracy is below 80 percent, try slowing down slightly. Many people find that their average time improves when they stop overshooting.
Each input device moves differently. A mouse lets you use larger arm movements and usually gives the fastest times. A trackpad needs more small finger movements, and touch screens skip the cursor entirely but can be less precise near edges.
There is no right device. What matters is using the same one when you compare sessions, and keeping your pointer speed setting unchanged.
If you switch devices, treat the first few sessions as a new baseline rather than comparing them with your old results.
Pointing tasks help researchers study motor control, aging and the usability of input devices.
A hands-on way to teach Fitts's law and why interface design matters.
Gamers and designers use short aim sessions to warm up and to compare devices.
Pointing tasks are sometimes used in motor research. This online version is not a medical test.
Bigger muscles handle long movements. Use the wrist for the final adjustment.
The inner square is the safest landing spot. Edge hits often turn into misses.
Avoid rushing after a slow target. Consistency lowers your average more than a few fast hits.
Keep pointer speed and screen the same between sessions so results stay comparable.
It is a pointing task where you hit targets as fast and accurately as possible. It measures movement speed and precision.
You click a starting target in the center. Then targets appear one at a time at random places. Each is timed from the moment it appears until you hit it.
Practice has 10 targets, Standard 30 and Challenge 50. Most runs take less than a minute.
Yes. Press P, use the pause button, or switch tabs. The current target is replaced when you resume. Stop shows your result after at least 5 hits.
Computers with a mouse or trackpad, and phones or tablets with touch. Times differ between devices.
Average time per target is your main score. Accuracy shows how many clicks hit. Fast times with low accuracy suggest rushing.
On this site an average below 500 ms is Excellent and below 400 ms is Exceptional. These are site guidance bands only.
Use History in the menu. Results are compared within the same mode length.
It stays in your browser. Nothing is uploaded.
Reload the page. On touch devices, make sure you are not zoomed in, since that can hide parts of the arena.
Yes. On a larger screen targets can appear farther apart, which adds movement time. Compare results on the same screen and window size.
No. The first target in the center only starts the run, so you have time to get your hand ready.
Targets that appear far from the previous one, or close to an edge of the arena, need a longer and more careful movement. A few slow targets are normal, which is why the median is shown next to the average.
Results depend on age, device, sleep, language, mood and practice. Average several sessions before drawing conclusions. This is not a medical or psychological diagnostic tool.
It takes about a minute. Your results stay private in this browser.