🧪 Special Education Assistive Technology Simulation
Interactive assistive-technology simulator: tap alternating on-screen targets while adjusting target size, distance, hand-tremor noise, and pointer smoothing to see Fitts's Law predict — and your own timed trials confirm — why switch, eye-gaze, and AAC device interfaces are designed the way they are.
This simulation demonstrates assistive technology for special education by putting the real evaluation method behind it in your hands: the ISO 9241-9 reciprocal tapping test that governs how switch-access, eye-gaze, and AAC communication-board interfaces get sized and tuned. Two targets sit at a distance D you control, each with a width W you control; you tap between them while a hand-tremor noise model and a pointer-smoothing filter — the same accommodations built into real assistive devices — shape how your cursor actually behaves. Fitts's Law predicts your movement time from the index of difficulty log2(D/W + 1); the simulator tracks your real taps and computes your actual average movement time, throughput and error rate live, so you can see directly why enlarging a target or shortening its distance — not just "make it accessible" in the abstract — is what makes an interface usable for someone with limited fine-motor control.
This simulation demonstrates assistive technology for special education, focusing on tools designed to support learning and communication. It explores how technology can be adapted to meet the specific needs of individuals with disabilities. The core principle is accessibility and personalized learning.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install