Aim Trainer
Hit thirty targets as fast as you can. The average time per target is your score.
The ladder
Bar widths show roughly how many people land in each band on the provisional curve. Thirty targets at five fixed distances, each six times: one lucky hit happens, thirty do not.
What moves it
What you point with. A mouse, a trackpad and a thumb on glass are three different instruments, and this is the test where it shows most. Compare yourself to yourself on the same setup; the curve does not split by device, everyone plays in one pool.
Distance and size. Fitts's law: the time to reach a target grows with the distance to it and shrinks with its size, in a straight line against the log of their ratio. The five distances scale with your field, so every run travels the same relative path and a phone gets its own version of the same test.
The speed-accuracy trade. A miss adds no penalty, only the time it takes to try again, which is about what one whole target costs. Going faster pays until the misses start; the best number sits just before that point.
What this measures
Pointing at things has a law. Fitts's law, published in 1954, says the time to reach a target grows with the distance to it and shrinks with its size, in a straight line against the log of their ratio, and it has held for every instrument since: mice, trackpads, fingers, styluses. An aim trainer is that law run as a sport, and this one is built so you can watch it in your own numbers.
Thirty targets, one at a time, each somewhere new: five fixed distances, each visited six times, all scaled to your field so a phone plays the same relative course as a monitor. Each target's clock runs from the frame it is painted to the press that lands on it, so the gap between targets is never on you. A miss costs the time of another trip and nothing else. The score is the average time per target; the run chart plots your times by distance, which is Fitts's line drawn by your own hand.
No test on this site depends more on the instrument: a mouse, a trackpad and a thumb on glass are three different machines. The lag your device adds rides every one of the thirty, so compare same against same; the pool is one, and its starting shape is declared on the Method page.
Questions people ask
The time from a target appearing on screen to your tap landing on it, averaged over the thirty. The clock starts when the target is painted, not when the previous one was hit, so the frame between targets is not on you. A miss keeps the clock running on that target and is counted separately.
Only in time. The target stays until you hit it, so a miss costs you the trip back and nothing more: no penalty is added and no target is skipped. The card shows your misses and accuracy next to the time so the trade is visible. Only your first finger counts, so a spray of taps on a phone does not cover the field.
On the provisional curve, 500 ms per target is the middle and under 330 is sharp, for a mouse. A thumb on a phone is a different instrument and lands elsewhere; until humanlag has its own runs the percentile is declared an assumption, and everyone plays in one pool.
The clock is the only score, so the question becomes where time is cheapest. A miss costs about what a whole extra target costs, so pushing the pace pays exactly until the misses begin; the best averages sit just under that threshold, fast enough to feel loose, controlled enough to keep accuracy in the nineties. The card shows misses and accuracy beside the time so you can find your own break-even point.
It starts as an assumption worth 1000 runs, shaped from published norms, and every run played here adds one to it, everyone in one pool. The Method page says which norms, how the percentile is read, and how many runs this test has measured so far.