← UX laws

Fitts's Law

Paul Fitts, 1954Motor controlInteractive

The time it takes to hit a target depends on how far you have to travel and how big the target is when you get there.

Reach for a doorknob and watch your own arm. It moves fast for most of the distance and then slows down at the end. That slow part isn't caution, it's correction — your hand overshoots slightly and pulls back, overshoots less, pulls back less, until it lands. The travelling is cheap. The correcting is what costs you, and it costs more the smaller the thing is.

Paul Fitts measured this in 1954 and found it was predictable enough to write down. Double the distance and you pay roughly a fixed amount more. Halve the size and you pay about the same amount again. The two trade off against each other, which is the useful part: a big button far away can be faster than a small one close by.

You don't have to take my word for it, and you shouldn't. Hit the targets below and the page will plot your own times.

PRESS START BELOW
fifteen targets, as fast as you can
Each target's difficulty is log₂(distance ÷ width + 1) — a number in bits, which is Fitts's actual insight: acquiring a target is an information problem, not a muscle one. A wide near target is about 2 bits, a small far one about 5. If the law holds for you, your times will climb in a straight line against that number, and the line is drawn from your points, not from a textbook.

What it costs you

Big beats pretty. A 32-pixel icon button with 8 pixels of padding around it is a 32-pixel target, not a 48-pixel one, unless the padding is inside the hit area. Half the icon buttons I have shipped failed this and looked fine in review.

Distance is measured from where the cursor already is, not from the middle of the screen. If someone has just used a control, the next control they need should be near it. This is the whole argument for context menus, and most of the argument against toolbars.

The four edges of the screen are infinitely deep. You cannot overshoot them — the pointer stops. A target pinned to an edge behaves as if it were enormous, which is why the Mac menu bar is fast and a menu three pixels below the top of a window is not.

The worst target is small, far, and beside something destructive. Each of those is survivable alone. Together they are how people delete work they meant to keep, and then blame themselves for it.

On a phone the pointer is a fingertip. About nine millimetres wide, arriving from below, covering the thing it is aiming at. Everything above is still true and all the numbers are worse.

None of this is hard to know. It is hard to keep holding onto at the point in a project where someone senior wants the button smaller.

← UX laws

Where the list comes from. The collection I'm working through is Laws of UX by Jon Yablonski — the canonical version, and worth reading in full. His content is licensed CC BY-NC-ND 4.0, which permits sharing but not rewriting, so none of the wording here is his. The laws themselves belong to the psychologists who found them.

Who wrote it. Claude did. The prose, the demonstrations and the statistics, all of it, working from my direction and my edits. I picked the laws, decided what each page had to prove, and threw out the versions that did not. I would rather say that than let you assume otherwise.