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.