Product Design Reference
Design Manager Hub
  • đź––Hello!
  • Methods
    • 🔍Discovery
      • Affinity Diagramming
      • Analytics Review
      • Behavioural Analytics
      • Benchmark Analysis
      • Card Sorting
      • Clickstream Analysis
      • Competitor Analysis
      • Concept Testing
      • Content Inventory
      • Contextual Inquiry
      • Context Mapping
      • Contextual User Interviews
      • Customer Journey Mapping
      • Design Brief
      • Diary Studies
      • Empathy Mapping
      • Expert Review
      • Feasibility Study
      • Field Studies
      • First Principles Thinking
      • The 5 Whys
      • Focus Groups
      • IA Research Study
      • Jobs-to-be-Done (JTBD)
      • Kick-Off Meeting
      • User Mental Models
      • Observation
      • Personas
      • Problem Statements
      • Project Brief
      • Requirements Engineering
      • Requirements Workshops
      • Stakeholder Interviews
      • Surveys
      • User Experience Mapping
      • User Flows
      • User Interviews
      • User Scenarios
    • đź’ˇIdeation
      • Analogous Inspiration
      • Attribute Listing
      • Brainstorming
      • Co-Creation Workshops
      • Crazy Eights
      • Design Excursions
      • Design Specifications
      • Design Sprint
      • Gallery Walk
      • How Might We
      • Idea Box
      • Ideation Cards
      • Interaction Modelling
      • Mind Mapping
      • Mood Boards
      • Prototyping
      • Paper Prototyping
      • Proof-of-Concept (PoC)
      • Prioritisation Matrix
      • Question Storming
      • Random Word Association
      • Role Playing
      • Reverse Ideation
      • SCAMPER
      • SCAMPER+
      • Scenario Mapping
      • Sitemaps
      • Sketching
      • Speed Dating
      • Storyboards
      • Tree Testing
      • Use Cases
      • User Flow Diagrams
      • User Stories
      • User Story Mapping
      • Wireframing
      • What-If Scenarios
      • Worst Possible Idea
      • Vision Workshops
    • 🎯Testing
      • 5 Second Test
      • 10 Second Test
      • A/B Testing
      • Acceptance Testing
      • Beta Testing
      • Design Failure Mode & Effects Analysis (DFMEA)
      • Eye Tracking
      • Expert Review
      • First Click Testing
      • Guerrilla Testing
      • Hallway Testing
      • Heart Framework
      • Heatmaps
      • Lab Usability Testing
      • Measuring Design Success
      • Prototype Testing
      • Retrospective Testing
      • Screen Recording Analysis
      • Surveys
      • Usability Testing
      • Usability Testing Partners
      • Usability Testing Platforms
  • Laws & Principles
    • ⚖️Laws & Principles
      • Accot-Zhai Steering Law
      • Aesthetic-Usability Effect
      • Anchoring Principle
      • Authority Principle
      • Availability Heuristic
      • Campbell's Law
      • Doherty Threshold
      • Fitts's Law
      • Fresh Start Effect
      • Gestalt Principles
        • Closure
        • Common Fate (Synchrony)
        • Common Region
        • Connectedness
        • Continuation
        • Figure/Ground
        • Focal Points
        • Parallelism
        • Past Experiences
        • Proximity
        • Prägnanz
        • Similarity
        • Symmetry (And Order)
        • Uniform Connectedness
      • Goal-Gradient Effect
      • Halo Effect
      • Hick's Law
      • Hook Model
      • Jakob's Law
      • Miller's Law
      • Occam's Razor
      • Pareto Principle
      • Parkinson's Law
      • Peak-End Rule
      • Poka-Yoke Principle
      • Postel's Law
      • Principle of Commitment and Consistency
      • Principle of Contrast
      • Principle of Least Astonishment
      • Principle of Readability
      • Principle of Repetition
      • Principle of Scale
      • Rule of Thirds
      • Rule of Three
      • Scarcity Principle
      • Serial Position Effect
      • Tesler's Law
      • Three Pillars of User Delight
      • Von Restorff Effect
      • Zeigarnik Effect
  • Resources
    • đź§°Resources
      • General
      • Books
      • Glossary
      • Education
Powered by GitBook
  1. Laws & Principles
  2. Laws & Principles

Fitts's Law

PreviousDoherty ThresholdNextFresh Start Effect

Last updated 1 year ago

Fitts's Law, named after psychologist Paul Fitts, is a principle that describes the relationship between the time it takes to move to a target and the size of the target. It suggests that the time it takes to point or click on something depends on two main factors. The distance to the target: If a target is farther away, it will generally take more time to reach it. And, the size of the target: Larger targets are easier to click or point at and usually take less time. Fitts's Law helps designers understand how to create user interfaces that make it easier and faster for people to interact with digital devices by considering the size and placement of clickable elements.

⚖️
Fitts’s Law | Laws of UXLaws of UX
What is Fitts’ Law? — updated 2023The Interaction Design Foundation
Fitts's Law and Its Applications in UXNielsen Norman Group
Logo
Fitts’s Law: The Science of Interaction DesignKubo
Fitts's Law | uxtoast
UX Design Principle #002 — Fitts’s LawPerpetual
Logo
Logo
Logo
Logo
Logo