Field notes

Keep the claims smaller than the evidence.

Human Precision is a game, not a lab instrument. These notes retain the useful ideas from the earlier site while removing the old test-first framing.

Precision under pressure

What the game measures, what changes a run, and what the score cannot prove.

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Mouse and touchscreen scores are not equivalent

Why hardware is part of the measurement.

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Your display is part of the loop

Refresh rate matters, but it is only one part of end-to-end latency.

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Reaction time is only one part of fast play

Prediction, positioning, and continuous control matter too.

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Sports reactions happen inside a richer environment

Why browser control and sport performance overlap only partially.

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Cursor control is one narrow form of hand-eye coordination

What the game captures and what real-world movement adds.

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Simple reaction is not the same as choosing

Why continuous control is more than one stimulus and one response.

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Fast response is not a complete measure of processing speed

Why the terms should not be treated as interchangeable.

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An average is not your baseline

Why task and device context matter before comparing numbers.

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Age is one variable among many

Why Human Precision does not use age-adjusted game scores.

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The field is designed to compete for your attention

How choosing what matters next can reduce wasted movement.

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Improve the run by reducing wasted movement

Practical ways to get better at this specific game.

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Getting better at the game is real, but narrow

Practice effects matter before making broad claims about cognition.

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Sleep changes the conditions of a run

Why tiredness can affect sustained attention without making the score diagnostic.

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Caffeine can change the feel of a run

Why alertness and fine control are not the same thing.

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