Move between several targets in sequence.
This task records switch latency on a fixed, repeatable version of the task. Your result is comparable to your own previous attempts on the same device.
It does not diagnose anything, and it does not claim to improve anything beyond performance on this task. Reported times include display and input latency from your own hardware.
Stop if you feel dizzy, nauseous or strained.
Several targets sit on screen. One is lit. Click it, and the next one lights up. The time it takes to move from one to the next is your switch time.
Efficiency score (median switch time ÷ accuracy). Lower is better. Each difficulty (Easy, Normal, Hard) keeps its own personal best, and custom settings are saved but not ranked, so your bests stay comparable.
Most of the switch time is letting go of one target and committing to the next, not hand speed. Getting better at these drills is well supported. Whether it carries into a particular game depends on that game, your sensitivity and your setup, so we don't promise it.
Aiming follows a well-known rule called Fitts's law: the further and smaller the target, the longer it takes to hit. That is why we report throughput and time per target, not just hits.
There is always a trade-off between speed and accuracy. Getting better at an aim drill is well supported. Whether it carries into a particular game depends on that game, your sensitivity and your setup, and research does not show reliable carry-over from training tasks to real-world performance.