Fitts Law

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

作者 owl-listener9a6930cf84a8無授權條款2.8K 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫4 週前更新

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`.

僅含說明Design & Creative
AI 產生的概覽

運用菲茨定律為互動控件設定尺寸與位置,尤其適用於觸控介面。

功能
此技能提供菲茨定律的應用指引,也就是目標取得時間取決於目標大小與距離。它說明移動時間公式,列出觸控與指標目標的最小尺寸,並涵蓋螢幕邊緣、拇指可及範圍、對話框操作等位置考量。它也列出常見設計模式及其菲茨定律應用,以及測試與擴大點擊區域的最佳實務。
適用情境
在為互動控件、按鈕、導覽或點擊目標設定尺寸或位置時使用。它尤其適合觸控介面,以及排查誤觸、誤點等高錯誤率互動。若需決定一次顯示多少控件,文件會指向另一個 hicks-law 技能。
執行需求
不需要任何工具、套件或憑證;僅為說明性指示,不附帶指令碼。

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

來源與署名

來源:owl-listener/designer-skills位於interaction-design/skills/fitts-law提交9a6930c

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