All metrics

HEC

Measure your hand-eye coordination

Compare fairly: use the same device, browser and pointer (mouse, pen, tablet or touch) between rounds — the hardware affects the measurements.

Privacy: no data is stored or sent — everything is measured locally and disappears when you close the page.

Fine-tune pace, hit areas and accessibility under .

Read what each game measures under .

By Norrtou Creations

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About the games

Each game is based on an established test paradigm from experimental psychology or sports science and measures its own aspect of hand-eye coordination.

Rising bubbles

Bubbles rise steadily from below and must be caught before they float out of view. Because the targets move, this tests your ability to read trajectory and speed and meet a target in motion — a simple form of interception, the same skill as catching a ball.

Random pop

Targets appear at random positions and vanish after a while. The baseline test of visuomotor reaction: detect, aim, hit. Yields reaction time, precision and hit rate across the whole screen.

Grid

Targets are distributed evenly across nine screen zones in shuffled order, so every direction gets equal exposure. That is what makes the zone statistics and directional analysis meaningful — revealing, for instance, whether one side is slower or more error-prone.

Go / No-Go

Two kinds of bubbles: pop the green ones, leave the red ones alone. A classic Go/No-Go paradigm measuring response inhibition — the ability to hold back an already-prepared movement. The metrics are the rate of incorrect taps on red targets (commission errors) and how reaction time is affected by having to choose.

Fitts tapping

Targets of varying size and distance following Fitts' law (1954), the standard method for measuring pointing performance (ISO 9241-9). The result is summarised as throughput in bits per second — a single comparable number capturing the whole speed-precision trade-off.

Finger tapping

Tap a large stationary target as many times as you can. Equivalent to the classic finger tapping test from the Halstead-Reitan battery, measuring raw motor speed and rhythm consistency, with no aiming or decision component.

Timing

A moving bubble must be hit exactly as it crosses a marked ring. Measures coincidence anticipation — the ability to predict where a moving target will be — with the timing error in milliseconds as the metric. A classic in sports science (the Bassin timer), where ball-sport athletes tend to excel.

Number trail

Six labelled bubbles appear at once and must be tapped in order; every other wave is numbers only (1–6) and every other alternates numbers and letters (1-A-2-B). Based on the Trail Making Test: link time in the number waves measures visual scanning, and the difference against the alternating waves (B−A) isolates cognitive flexibility. Out-of-order taps count as sequence errors.

Stop signal

Like Go/No-Go, but the stop signal arrives only a moment after the target appears, with the delay adapting to your ability. Yields the SSRT (stop-signal reaction time) — the sharpest established measure of how quickly an initiated action can be cancelled.

Memory sequence

Bubbles flash in a sequence that must then be reproduced in the same order; the length grows until you fail. A touch-screen version of Corsi block-tapping (1972), the standard measure of visuospatial short-term memory.

Pursuit

Keep your finger or pointer on a bubble moving along a path. Equivalent to the classic pursuit rotor task, measuring continuous tracking — time on target and deviation — rather than discrete taps.

Odd one out

The screen fills with 6–18 bubbles, exactly one of which differs. In easy waves it differs by a single feature (a ring) and "pops out" — search time barely depends on the count. In hard waves a combination of two features (ring and dot) is required, forcing a serial search. Based on Treisman & Gelade's classic visual search paradigm (1980); the headline measure is the search slope in milliseconds per item. The difference is form-based, never color-based.

Rotate your device to landscape to play.