- 1. Move the pointer
- 2. Choose what you land on
- 3. Move between things without aiming
Turn the camera on, then start.
A fist is what takes a circle in a run. Make a few here first, to find out whether yours reads as one — mid-run is a bad time to learn that it does not.
All three are kept with every run, and runs are only ever compared against others at the same settings.
Escape stops it
- gone
- 0
- last
- —
- middling time
- —
- rate
- —
- wander
- —
- overshot
- 0
- wrong one
- 0
Use the mouse for these. Your hand is not being read while the questions are up, and the pointer is put away.
How was that?
Asked with the mouse on purpose: these are questions about whether the hand reading can be trusted, and putting them to the hand reading would make the answer depend on the very thing being asked about.
One thing to try
One setting at a time. Two moved together and the next run cannot say which of them did it.
How it has gone
One bar a run, oldest first. The big number under each is its rate — bits of difficulty a second, higher better, and the small one is the pointer travel it was run at. Click one to see what it was made of.
| go | how far | how wide | difficulty | time | rate | wander |
|---|
This run was kept before the details were, so only its summary survives.
No runs yet. Do one and it will be kept.
Reading it
- rate
- The number to watch. How much difficulty you got through each second, in bits. A far, small circle is worth more than a near, big one, so this can be compared between rounds even though every round is laid out differently — which plain timing cannot. Higher is better. A mouse manages something like 4; a hand in the air will not, and that is fine. What matters is whether yours climbs.
- wander
- How far the pointer actually travelled against how far it needed to. One is a straight line. Three means three times the distance — a hand hunting for the circle rather than going to it. This usually falls before the times do, so it is the first sign that something is being learned.
- overshot
- Times you crossed into the right circle and back out before settling. Mostly a question of gain: a lot of these means the pointer moves further than your hand expects.
- wrong one
- Times you settled on a circle nobody asked for. If this is high while wander is low, the trouble is reading the prompt rather than moving the hand.
- middling time
- The middle of your times, not the average — one round where you looked away would drag an average across the room and leave a middle where it was.
Make each shape and hold it. A card lights when it is read, and counts how many times it has been.
Tick the shapes to work on, then start.
Hold your hand up
- made
- 0
- asked
- 0
- missed
- 0
- middling
- —
Escape stops it
Wave your hand about. Slowly, then quickly, then as fast as you can — across the picture, toward the camera and away, turned flat and turned edge-on. Nothing is being read here but whether the hand is still there.
Turn the camera on
- held
- —
- speed now
- —
- fastest
- —
- dropouts
- 0
- middling gap
- —
- worst gap
- —
- pictures a second
- —
- the camera says
- —
Each of these fires once and then waits for your hand to settle. If one fires when you did not mean it, that is the thing worth knowing.
Start, and it will ask for one movement at a time.
Hold your hand up
- done
- 0
- asked
- 0
- missed
- 0
- middling
- —
Escape stops it
Two ways of choosing the same thing. The first never asks you to aim; the second does. Time yourself on both.
Choose without aiming
Swipe left or right to move the frame. Pinch to take it.
Not started
Choose by aiming
Move your hand to steer the pointer. Pinch to take it.
Not started
Confirm by holding
Hold an open palm still until the ring closes. For anything you would not want done by accident.
Move a long list
Pinch and pull, the way you would drag paper. Let go and it runs on.
Close your hand on a ball — every fingertip onto the thumb, or a pinch on any one of them, whichever comes easier — carry it to the ring of its colour, and open your hand to let go. Three things at once: taking hold, keeping hold while you move, and letting go where you meant to.
Turn the camera on, then start.
no hand 0of5- carried
- 0
- middling carry
- —
- dropped
- 0
- wrong ring
- 0