Free tools · Experiment ·

Fitts’s law

The edge of the screen is the fastest target to hit.

Take the experiment

Press the dot in the middle, then the colored target, as fast as you can. After fifteen rounds you’ll see your own times.

Press the dot in the middle to begin · 1 of 15

1.8 bitsdifficulty of one tapwidth 120distance 3003.1 bitsdifficulty of one tapwidth 60distance 4504.4 bitsdifficulty of one tapwidth 30distance 6001 the basetap the plates, fast as you can
Fitts, 1954: as the plates narrow and part, each tap gets harder by a measurable number of bits, and slower.

Why should I care?

The thing you most want people to press should be the biggest, nearest thing to press.

  • 1954Paul Fitts timed people tapping between two metal plates.
  • 1978the mouse beat the joystick and the arrow keys.
  • About 15%faster: a ring of options around the pointer beat a list.
File Edit Viewa window’s own menustops at the edge: infinitely deepa menu inside a window: easy to overshoot, then come back
Tognazzini: a target against the screen’s edge cannot be overshot, so it is, in effect, infinitely deep.

What it means for your website

  1. Put the most common button close and large.
  2. Use the edges and corners of the screen.
  3. Make touch buttons as wide as a fingertip.
Share ›EmailMessageCopy link1 it narrowsnarrower path, slower pointerthe spreada fingertip landswithin a spread
Two limits: a path that has to be followed gets slower as it narrows (the steering law), and a fingertip lands within a spread of its own (FFitts law).

More, if you want it

Why this matters

Picture a customer reaching for your Call button with one thumb. The time it takes depends on two things: how far away the button is, and how big it is.

Press the dot in the middle, then the colored target, as fast as you can. There are fifteen rounds, with targets of different sizes at different distances. At the end you’ll see your own times, and the line that predicts them.

It started with two metal plates

In 1954 the psychologist Paul Fitts asked people to tap back and forth between two metal plates with a stylus, as fast as they could, and changed how wide the plates were and how far apart.

He found that the time grew with a single number: the distance divided by the width. Double the distance or halve the width and the movement gets harder by the same fixed step. He borrowed the idea from information theory, the mathematics of sending messages down a wire, and measured difficulty in bits. The form used today, time = a + b × log₂ (distance ÷ width + 1), was set out by Scott MacKenzie2 in 1992.

In 1978 Stuart Card and colleagues at Xerox used it to compare ways of pointing at a screen, and the mouse beat the joystick and the arrow keys, years before most people had seen one. Its slope, they noted, was close to that of the hand pointing on its own.

The edge of the screen is enormous

The time grows with the logarithm, a curve that climbs steeply at first and then flattens. So doubling a small button helps a great deal, and doubling a large one helps very little.

The edges of a screen are a lovely consequence. The pointer stops when it reaches one, so a target along the edge cannot be overshot: the designer Bruce Tognazzini calls it “infinitely deep”4. That is why the Mac’s menu bar, fixed to the top of the screen, is faster to hit than a menu inside a window. Pie menus, which open in a ring around the pointer, put every item the same short distance away; in a 1988 study they were about 15% faster than a list.

The numbers a and b are not universal. They change from person to person and device to device, by as much as four times between studies, which is why this page fits the line to you. For anyone with a tremor or an unsteady hand, the slope is steeper still, and a phone number set in small type is harder to hit than it looks.

What the law does not cover

Fitts’s law describes the reach for the button, and nothing before or after it.

It does not include the time spent reading the options, deciding which one you want, or recovering from a mistake. On touchscreens, a fingertip is less precise than a pointer, and the plain law breaks down for small targets; a version called FFitts law6 (2013) accounts for the finger. And when the pointer has to travel along a path, as through a cascading menu, a different rule applies, the steering law7, and the time grows much faster with every step narrower the path gets.

All the advice, in full
  1. Continuenearfar, and small

    Put the common action close and large

    The thing most people do next should be near where their pointer or thumb already is, and big enough to hit without care.

  2. the edge stops it

    Use the edges and corners

    On computers, a target against the edge of the screen cannot be overshot. It is the cheapest large target there is.

  3. sameall equal

    Open menus where the pointer is

    A context menu or a ring of options around the pointer keeps every choice a short, equal distance away.

  4. wide and short

    Make cascading menus forgiving

    A long, thin path to a submenu is slow and easy to fall out of. Make them wide and short, add a short delay before they close, or avoid them.

  5. BEFOREAFTER9–10 mm44–48 px

    Size touch targets for fingers

    For touch, size by the finger’s imprecision rather than by the formula: about 9 to 10 millimeters, or 44 to 48 pixels.

  6. closebut which one?

    Cut the thinking, not only the distance

    A big button in the right place cannot rescue a confusing choice. Fitts’s law handles the hand; the rest of the page has to handle the mind.

An experiment on you

This one runs here, on this page: it measures you, not a design. Use what it shows you when you review a prototype or a live page with the other tools.

What people get wrong
Fitts studied computer mice
He studied a stylus tapping metal plates, in 1954, decades before the mouse was in use.
Bigger is always better
The gain is logarithmic. Past a comfortable size, more size buys almost nothing; distance and spacing matter as much.
It predicts how long a task takes
It predicts the movement only. Reading, deciding and recovering from mistakes are separate costs.
Screen edges are always infinitely large
Not on touchscreens, not between two monitors, and not where a window border or a gap sits at the edge.
Where these numbers come from

Every figure on this page comes from one of these 8 sources. The small numbers in the text point here.

  1. Peer-reviewed study

    The information capacity of the human motor system in controlling the amplitude of movement

    Fitts ·

    Journal of Experimental Psychology

    psycnet.apa.org

  2. Review

    Fitts’ law as a research and design tool in human–computer interaction

    MacKenzie ·

    Human–Computer Interaction

    yorku.ca · cited in I

  3. Article

    On Card, English and Burr (1978)

    MacKenzie

    York University

    yorku.ca

  4. Article

    A quiz designed to give you Fitts

    Tognazzini

    AskTog

    asktog.com · cited in II

  5. Peer-reviewed study

    An empirical comparison of pie vs. linear menus

    Callahan and others ·

    CHI ’88

    semanticscholar.org

  6. Peer-reviewed study

    FFitts law: modeling finger touch with Fitts’ law

    Bi, Li and Zhai ·

    CHI 2013

    semanticscholar.org · cited in III

  7. Guidance

    The steering law

    Nielsen Norman Group

    nngroup.com · cited in III

  8. Peer-reviewed study

    Target size study for one-handed thumb use on small touchscreen devices

    Parhi, Karlson and Bederson ·

    MobileHCI 2006

    microsoft.com