{"schemaVersion":1,"record":{"key":"mechanic/mouse--family-timing","type":"mechanic","id":"mouse--family-timing","lang":"en","title":"Timing, rhythm and reaction","summary":"A click’s result depends on its timing. Human Benchmark asks the player to wait for green and respond as quickly as possible.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-timing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-timing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-timing.md","aliases":[],"tags":["Mouse interactions","Applied Mechanics"],"sourceIds":["source-24f9d145885e7fad"],"sources":[{"id":"source-24f9d145885e7fad","title":"Human Benchmark","url":"https://humanbenchmark.com/tests/reactiontime","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The same click or gesture gets a result depending on the moment, duration and tempo."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-timing-variants\"></a>\n\n- Click on the signal. Action: Press after the enabled signal appears. Application: Race start, operator reaction, test of attentiveness. Conditions: Device and image delay affects the measured result. <a id=\"variant-mouse-11-01\"></a>\n- Click to the rhythm. Action: Press on specified musical or visual beats. Application: Rhythm game, machine cycle, musical instrument. Conditions: Delay settings and clear accuracy categories are needed. <a id=\"variant-mouse-11-02\"></a>\n- Holding a note. Action: Press at the beginning of the interval and release at the end. Application: Long notes, continuous signal, holding access window. Conditions: Start, maintenance and end can be assessed separately. <a id=\"variant-mouse-11-03\"></a>\n- Stopping the moving scale. Action: Click when the indicator enters the desired area. Application: Lock, strike, forge, reload, precise dosing. Conditions: Show the boundaries of the successful window. <a id=\"variant-mouse-11-04\"></a>\n- Letting go out the window. Action: Hold the button in advance and release at the right moment. Application: Throw, parry, release of the mechanism. Conditions: Provide for cancellation if the user started preparing by accident. <a id=\"variant-mouse-11-05\"></a>\n- Series with limited pauses. Action: Execute a chain of commands at acceptable intervals. Application: Combo, series of operations, neutralization sequence. Conditions: Show the continuation of the chain and the reason for its break. <a id=\"variant-mouse-11-06\"></a>\n- Maintaining the pace. Action: Click or move the mouse at a steady rate. Application: Rowing, hand generator, maintaining machinery. Conditions: Frequency and maximum click speed are different tasks. <a id=\"variant-mouse-11-07\"></a>\n- Quick series over time. Action: Complete the required number of commands before the deadline. Application: Release from grip, emergency manual launch, short test. Conditions: Requires an alternative for users with limited motor skills. <a id=\"variant-mouse-11-08\"></a>\n- Prohibition of premature action. Action: Wait for permission and do not click on false signals. Application: Checking attention, shooting discipline, threat recognition. Conditions: Recognize a false signal visually or according to a previously learned rule. <a id=\"variant-mouse-11-09\"></a>\n- Movement according to a rhythmic pattern. Action: Perform the necessary gestures and changes of direction at certain moments. Application: Conducting, dance input with the mouse, assembly by beat. Conditions: Estimation of the path and time should be explained separately. <a id=\"variant-mouse-11-10\"></a>"},{"id":"context","title":"Context and limits","body":"Author's working classification for designing games and interactions. Options can overlap and combine; the list is not a generally accepted standard or proven exhaustive list. Application examples are conditional unless a specific verifiable observation is indicated nearby. Sources support individual techniques and technical limitations."}],"relations":[],"placements":[{"catalogId":"mouse","id":"family-timing","title":"Mouse interactions","url":"https://gamemechanics.pro/en/mechanics/mouse/#family-timing","categoryIds":["section-2"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Timing, rhythm and reaction","description":"A click’s result depends on its timing. Human Benchmark asks the player to wait for green and respond as quickly as possible.","image":{"src":"images/mechanics/learning-human-benchmark-reaction.webp","width":1280,"height":464,"game":"Human Benchmark","sourceUrl":"https://humanbenchmark.com/tests/reactiontime","originalUrl":"https://humanbenchmark.com/tests/reactiontime","credit":"Human Benchmark; public test capture, 2026-10-22","rights":"© Human Benchmark. Actual unsigned test session captured 2026-10-22. Cropped to the application header and task area; advertising outside the task omitted. All rights reserved; excluded from MIT and CC BY 4.0.","caption":"Human Benchmark: the red state requires waiting for the green signal","alt":"Human Benchmark: the red state requires waiting for the green signal","markers":[{"x":50,"y":51,"label":"Wait for green requires withholding the click"}]},"tips":["Distinguish premature input, missed input and late responses."],"examples":[{"title":"Human Benchmark","url":"https://humanbenchmark.com/tests/reactiontime"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/mouse"}}