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Getting Started: Restricted Focus Viewer for Usability Testing

Scrutinizer works as a Restricted Focus Viewer (RFV) — a tool that limits visual information to what the eye can actually resolve at the current fixation point. This lets you evaluate peripheral discoverability, visual hierarchy, and information density without eye tracking hardware.

This guide covers setup, calibration, and the two features that make Scrutinizer practical for design dialogue: Visual Memory and Comfort Mode.


1. Quick Setup

  1. Download the latest release or build from source (npm install && npm start)
  2. Navigate to the page you want to evaluate
  3. Press Cmd+E to toggle the foveated effect on/off
  4. Move your cursor — the clear zone follows it, everything else degrades

The effect is immediate. What you see around the cursor is roughly what a first-time visitor sees at a glance before their eyes move.


2. Foveal Size Calibration (Preliminary)

The foveal radius determines where degradation begins. Getting it right matters — too large and the simulation is too generous, too small and it's artificially punishing.

Default

Out of the box, Scrutinizer uses 45px radius (~1 degree of visual angle on a MacBook Pro Retina at 50cm viewing distance). This maps to the anatomical fovea — the region of peak cone density where acuity is highest.

Why calibrate?

The default assumes specific hardware and viewing distance. If you're on a different display or sitting closer/further away, 45px may not correspond to 1 degree for you. The pixel-to-degree mapping depends on:

  • Display pixel density (PPI)
  • Viewing distance
  • Display scaling (Retina vs standard)

Running the calibrator

Simulation > Foveal > Run Calibration opens the Motion Silence staircase. The tool presents a field of rotating crosses that appear to freeze in your periphery due to crowding. By adjusting the radius where you can still detect motion, it converges on your perceptual foveal boundary.

The procedure takes about 2 minutes. Follow the on-screen instructions:

  1. Fixate the central cursor (don't move your eyes)
  2. Press spacebar when you notice the rotation stop or start
  3. The system adjusts the radius up or down based on your responses
  4. After ~8 reversals, it locks in your calibrated radius

Adjusting manually

If you prefer a quick manual adjustment:

  • Arrow keys (Up/Down) adjust the foveal radius by 10px per press while the effect is active
  • Watch the boundary ring in the eccentricity overlay (Simulation > Utility > Eccentricity Overlay) to see the current extent

For most design review sessions, the default is close enough. Calibration matters more for research or when comparing results across evaluators.


3. Visual Memory

Real users don't see one fixation at a time — they build up a scene representation through a sequence of fixations. Visual Memory simulates this accumulation.

What it does

When Visual Memory is on, Scrutinizer tracks where you've fixated and keeps those areas partially clear. As you move the cursor across a page, previously-fixated regions retain some clarity instead of immediately returning to full peripheral degradation. This simulates iconic and short-term visuospatial working memory.

Modes

Simulation > Behavior > Visual Memory:

Mode Fixations retained Use case
Off (default) 0 Strictest: what can you see right now, at this fixation?
Limited (5) 5 Simulates a quick scan — what do you know after ~5 glances?
Extended (10) 10 Longer exploration — approaching familiarity
Infinite All Cumulative reveal — shows how much of the page a thorough scan covers

When to use each

  • Off for evaluating first-glance discoverability: "Can a user find this button without searching?"
  • Limited/Extended for evaluating scan efficiency: "How many fixations until the user has oriented to the page structure?"
  • Infinite for evaluating information coverage: "Even with unlimited viewing, are there regions that peripheral vision simply cannot resolve?"

Inhibition of Return

There is also an Inhibition of Return mode (10 fixations, inverted — previously-fixated areas get more degradation). This is separated from the modes above because it serves a different purpose.

In real viewing, inhibition of return is an automatic oculomotor mechanism — the visual system suppresses re-fixation of recently attended locations, biasing the eyes toward novel regions. In an RFV session, visual memory already externalizes this function: the clarity trail shows you where you've been, which naturally discourages revisiting. You can see you've already looked there.

IOR mode makes the cost of revisitation explicit by degrading previously-seen areas. Use it to evaluate how much a layout depends on re-reading — if a user needs to return to a region they already scanned, how much has been lost? Layouts that require frequent re-fixation (dense reference tables, forms with validation feedback far from the input) will feel especially punishing under IOR.

Design dialogue prompt

Show stakeholders the page with Visual Memory set to Limited (5). Move the cursor through a natural scan path (logo, headline, primary CTA, navigation). After 5 fixations, stop and ask: "This is roughly what your user knows after their first scan. Is everything important represented?"


4. Comfort Mode

Strict foveal simulation (1 degree clear zone) is biologically accurate but can feel punishingly small. In practice, microsaccades and tiny eye movements give us near-instant access to content slightly beyond the fovea — without the perceptual cost of a full saccade.

What it does

Simulation > Behavior > Comfort Mode (+1 degree clear zone) extends the distortion-free region from 1 degree to approximately 2 degrees. This covers the microsaccade envelope — the zone where small fixational eye movements provide free access without saccadic suppression.

When active, a subtle dashed ring appears at the original 1 degree fovea boundary, marking the microsaccade sweet spot within the larger clear zone.

The science

Zone Radius Access cost Movement type
Foveola 0-0.5 deg Zero Already resolved
Fovea 0.5-1 deg Near-zero Microsaccades (10-30ms, no suppression)
Comfort zone 1-2 deg Very low Tiny saccades (20-30ms, negligible suppression)
Parafovea 2-5 deg Moderate Voluntary saccades (planning + suppression)

The key boundary: within ~2 degrees, eye movements are fast enough and small enough that the visual system maintains near-continuous perception. Beyond 2 degrees, saccade planning and saccadic suppression introduce real cost — the user must decide to look there, and they briefly lose vision during the movement.

When to use it

  • Comfort Mode OFF (strict 1 deg): Research, validation, measuring worst-case peripheral discoverability
  • Comfort Mode ON (+1 deg): Design review sessions, collaborative walkthroughs, stakeholder presentations

The strict mode answers: "What can the anatomical fovea resolve?" Comfort mode answers the more practical question: "What can a user comfortably access from this fixation point without real effort?"

For most design dialogue, Comfort Mode gives a more honest picture. The 1-degree simulation overstates the user's constraint because it ignores microsaccade-mediated refresh. Comfort mode still shows meaningful peripheral degradation beyond 2 degrees — the parafovea and periphery are fully simulated.


5. A Typical RFV Session

Setup

  1. Open the target page in Scrutinizer
  2. Turn on the effect (Cmd+E)
  3. Enable Comfort Mode (for design review) or leave it off (for strict evaluation)
  4. Set Visual Memory to Limited (5 fixations)

First pass: orientation scan

Move the cursor through the page as if you were a first-time visitor. Start at the top-left (where Western readers begin), move through the headline, scan the layout. After 5 fixations, stop.

Ask: What do you know about this page? What is it for? Where would you go next?

Second pass: task completion

Set a task: "Find the pricing page" or "Sign up for a trial." Move the cursor deliberately. Count fixations. Note where you get stuck — where the layout doesn't guide you to the next fixation target.

Third pass: peripheral audit

Turn Visual Memory to Off. Park the cursor on the primary content area. Without moving it, evaluate: What can you see in the periphery? Can you read navigation labels? Can you tell that a sidebar exists? Is the page footer discoverable?

Discussion points

  • Regions that require many fixations to discover have poor peripheral salience
  • Content that is invisible at comfortable viewing distance (2-5 deg) needs stronger visual differentiation
  • Dense text regions that become unreadable at small eccentricities may need layout intervention (spacing, grouping, contrast)

6. Interpreting What You See

What peripheral degradation means for design

What you see What it means Design response
Element invisible at 3-5 deg Low peripheral salience — users may not notice it without directed search Increase size, contrast, or spacing; consider motion or color distinction
Text unreadable at 2-3 deg Normal — text requires foveal resolution Not a bug unless the text needs to be scannable (nav labels, headings)
Button blends into background at 5 deg Low figure-ground separation in periphery Increase contrast ratio, add border or shadow, increase padding
Two elements look identical at 5 deg Crowding — peripheral vision pools nearby features Increase spacing between elements, differentiate by color or size
Page structure unclear after 5 fixations Poor visual hierarchy — no strong landmarks guide the scan Strengthen heading/section contrast, add whitespace between regions

Reading span and text evaluation

When evaluating text-heavy pages, keep in mind that reading uses a different spatial strategy than scene viewing. Rayner (1998) established that the perceptual span during reading extends ~14-15 characters to the right of fixation (~5 degrees) but only 3-4 characters to the left. Within this span, useful letter information comes from about 7-8 characters on each side (~2 degrees) — the visual span (Legge et al. 2007).

Forward reading saccades average ~7-9 characters (~2 degrees), meaning readers hop through text in roughly foveal-width steps. This has practical implications for RFV evaluation: if you can't read a navigation label or heading at its eccentricity from a natural fixation point, a real user would need to explicitly saccade to it. That's the signal — the label lacks peripheral discoverability and requires a deliberate eye movement to read.

Scrutinizer has a Reading Span overlay (Simulation > Behavior > Reading Span) that visualizes this asymmetric perceptual window.

What Scrutinizer does NOT simulate

  • Attention and expectation — real users have goals and experience that guide their eyes. Scrutinizer shows the sensory input, not the cognitive interpretation.
  • Familiarity — returning users know where things are. Scrutinizer shows the first-visit constraint.
  • Motion — animations and video attract peripheral attention more effectively than static elements. Scrutinizer operates on static snapshots.

Further Reading

References

  • Jansen, Blackwell & Marriott (2003). A tool for tracking visual attention: The Restricted Focus Viewer. Behavior Research Methods, Instruments, & Computers.
  • Rayner (1998). Eye movements in reading and information processing. Psychological Bulletin.
  • Rolfs (2009). Microsaccades: Small steps on a long way. Vision Research.
  • Rosenholtz, Li & Nakano (2007). Measuring visual clutter. Journal of Vision.
  • Ball & Owsley (1993). The useful field of view test. Optometry and Vision Science.