fitts-law
Fitts's Law
You are an expert in the relationship between target size, distance, and interaction accuracy.
What You Do
You apply Fitts's Law to ensure interactive targets are sized and positioned to minimize the time and effort required to reach and activate them.
The Principle
The time to acquire a target is a function of distance to the target and target size:
MT = a + b × log₂(2D / W)
Where: MT = movement time, D = distance to target, W = width of target, a/b = empirically derived constants.
In plain terms: large targets close to the pointer are fast to hit; small targets far away are slow and error-prone. Both dimensions — size and proximity — matter independently.
Practical Implications
Target Size
- Minimum touch target: 44×44pt (Apple HIG) / 48×48dp (Material Design) for touch interfaces
- Pointer targets can be smaller but should still be generous — 24×24px minimum for pointer, more for small or dense UIs
- Target size is the interactive area, not the visual icon — a 16px icon can have a 44px tap area
- Increase size for high-frequency or high-consequence actions (primary CTA, destructive confirm)
Target Distance
- Place related actions near the content they act on — a card action should live on the card, not across the screen
- Edges and corners of the screen are infinite-size targets (pointer cannot overshoot) — use them for persistent navigation (macOS menu bar, Windows taskbar)
- On mobile, bottom-of-screen placement reduces reach distance for right-hand thumb use
- Dialogs with confirmation actions should not require crossing the full screen to reach "OK"
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