How Huekle measures your color perception

What the numbers mean, how they're worked out, and where they stop.

Every Huekle game ends with some kind of score. Before you read too much into one, here's the honest frame: each result is an informal, on-device estimate of how you did on that task, right then, on that screen. It's a practice tool giving you feedback, not a clinical measurement of your color vision. Keep that in mind and the numbers become genuinely useful. Treat them as lab results and they'll mislead you.

The one caveat that changes everything: your display

Start here, because it colours the rest. Two shades that look clearly different on one screen can look nearly identical on another. A phone on low brightness, a laptop in an uncalibrated color profile, an older panel, a warm "night" tint — each one shifts what actually reaches your eye. The lighting in your room matters just as much: sunlight, a warm lamp, or glare on the glass all change how a color reads. And people see color differently to begin with, which is normal rather than a fault (the guide on color vision differences covers that).

Huekle can't see your screen or your room, so it can't correct for any of this. What it means in practice: your absolute numbers aren't comparable across devices. A difference you catch easily on a calibrated monitor in a dim room might be invisible on a bright phone outdoors, even if your eye is exactly as good. Don't compare your score to a friend's on different hardware, and don't compare your own scores across a device switch or a big change in lighting. The fix is simple: stay on one screen in similar light and watch how you change over time on that setup. If your display lets you pick an sRGB color profile and a steady brightness, that helps too.

What the games actually measure

Huekle's games fall into a handful of families, each probing a different piece of color perception. They borrow their logic from tasks used in perception research, adapted into something you can finish in about a minute.

The units, and how scoring works in principle

Different families call for different yardsticks. A detection game reports a threshold: the smallest color difference between two shades that you handled reliably. Because raw RGB steps don't match how the eye actually perceives distance, expressing this as a perceptual color difference (a Delta-E-style measure) makes more sense, and it lets light and dark colors share one scale — the guide on Delta-E and the just-noticeable color limit explains it. Matching and reproduction games report closeness to a target, often as how far off you were in perceptual distance. Real-time games report time on target. And several games track a streak, the run of correct calls before your first clear miss.

The scoring idea underneath most of them is the same. The game nudges the difficulty toward the edge of what you can do, then reads off where that edge falls. In a detection game, it makes the two shades closer when you're right and further apart when you're wrong, homing in on the smallest gap you can still catch. That converged gap is your threshold for the session. In a matching or interpolation game, the score is just how near you landed to the correct answer. There's no curve grading you against other players. It's you against the task.

Game familyWhat it estimatesRough unit
Detection (JND)Smallest color difference you can reliably tell apartThreshold, as perceptual distance (Delta-E)
MatchingHow close your color is to a targetPerceptual distance off, or % off in HSL
Reproduction from memoryHow well you hold a color once it disappears% drift from the original
OrderingWhether you can rank shades into a gradient correctlyCorrect placements, streak
InterpolationWhether you can find a color between two anchorsDistance off from the midpoint
Real-time controlHow long you keep a drifting color matchedTime on target

Difficulty adapts to you

Most games don't sit at a fixed level. They watch how you're doing and adjust: get several right and the task tightens, slip and it eases back. That keeps you near the boundary of your ability, which is both where practice pays off most and where the measurement is most informative. It also means the game meets a first-timer and a trained designer at their own edges rather than boring one and crushing the other. The flip side is worth stating plainly. Because the difficulty moved to find your edge, the final number reflects that adaptive search, not a single fixed test everyone takes identically.

What a score does not mean

Being clear about the limits is the point of this page. A Huekle result is not a diagnosis of anything, and it is not a clinical color-vision test. It is not an Ishihara plate, and a low score tells you nothing medical about whether you have a color vision difference. If you're curious about how your color vision compares, or you have a specific concern, see an eye-care professional rather than reading it off a game. A Huekle result also isn't a fixed verdict on your ability. Any single session is noisy. Sleep, screen, room light, focus, and the display itself all push a result around. One low score doesn't mean you're bad at color, and one great score doesn't mean you've arrived. Your "true" ability is not a number you got on a Tuesday.

How to read repeated measurements

This is where the tool earns its keep. Don't fixate on today's number. Play on a regular schedule, keep the same screen and similar lighting, and watch the trend across days and weeks. A single point tells you almost nothing; a line sloping the right way over a couple of weeks tells you a lot. Expect wobble from day to day even as you improve, and judge progress by the direction of the cloud of points, not by whether today beat yesterday. If you want the deeper theory behind the perceptual thresholds, the guide on Delta-E and the just-noticeable color limit goes into it, and the broader picture lives in how many colors humans can see.

More about the project