Fitts Law

owl-listener/designer-skills/interaction-design/skills/fitts-law

作者 owl-listener9a6930cf84a8无许可证2.8K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库4周前更新

Apply Fitts's Law — target acquisition time depends on size and distance. Use when sizing and positioning controls, especially for touch. For how many controls to show at once, use `hicks-law`.

仅含说明Design & Creative
AI 生成的概览

运用菲茨定律为交互控件设定尺寸与位置,尤其适用于触控界面。

功能
该技能提供菲茨定律的应用指导,即目标获取时间取决于目标大小与距离。它解释了移动时间公式,给出触控与指针目标的最小尺寸,并涵盖屏幕边缘、拇指可达范围、对话框操作等位置考量。它还列出常见设计模式及其菲茨定律应用,以及测试和扩大点击区域的最佳实践。
适用场景
在为交互控件、按钮、导航或点击目标设定尺寸或位置时使用。它尤其适用于触控界面,以及排查误触、误点等高错误率交互。若需决定一次显示多少控件,文档指向单独的 hicks-law 技能。
运行要求
无需任何工具、软件包或凭据;仅为说明性指令,不附带脚本。

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"

What Fitts's Law Does Not Cover

  • Cognitive cost: it models motor time, not the time to decide what to tap. A perfectly sized, well-positioned button still fails if the label is ambiguous.
  • Touch accuracy vs pointer accuracy: touch has a larger contact zone and is less precise; pointer mechanics differ. The law applies to both but parameters vary.
  • Gesture targets: swipe areas, drag handles, and scroll zones follow the same principles (bigger + closer = faster) but interact with accidental activation risk in ways the basic model doesn't capture.

Common Design Applications

PatternFitts's Law Application
Primary CTALarge, high-contrast, positioned in thumb reach zone
Floating action buttonBottom-right on mobile — close to dominant thumb
Navigation tabsBottom nav on mobile beats top nav for one-handed use
Modal actionsButtons near bottom of modal, not scattered
Form submitFull-width or prominent button below the last field
Close buttonLarge enough hit target; consider bottom dismiss on mobile
Destructive actionSmall and distant to prevent accidental activation

Best Practices

  • Always test tap target size on real devices — what looks adequate in design tools is often too small in hand
  • Use padding, not visual size, to expand hit targets
  • Do not apply Fitts's Law in isolation to justify oversized buttons; balance with visual hierarchy and spacing
  • On desktop, exploit screen edges for persistent navigation; don't waste them
  • Audit high-error interactions (mis-taps, mis-clicks) first — they are almost always Fitts's Law failures

来源与署名

来源:owl-listener/designer-skills位于interaction-design/skills/fitts-law提交9a6930c

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