Good Citizens · Usability Harness · Experiment ·

Fitts’s law: why big, close buttons win

The time it takes to point at something depends on two things: how far away it is, and how big it is.

Press the dot in the middle, then the coloured target, as fast as you can. Fifteen rounds, with targets of different sizes at different distances. At the end you will see your own times, and the line that predicts them.

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

I · Where it comes from

Two metal plates and a stylus

1.8 bitswidth 120distance 3003.1 bitswidth 60distance 4504.4 bitswidth 30distance 600tap 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.

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 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.

II · What it means

The edge of the screen is enormous

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.

Because of the logarithm, 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.

III · Its limits

What the law does not cover

Share ›EmailMessageCopy linknarrower path, slower pointera 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).

Fitts’s law describes the movement, 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.

IV · What to do

What it means for your design

  1. Continue
    01

    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. 02

    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. 03

    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. 04

    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. 05

    Size touch targets for fingers

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

  6. ?
    06

    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.

V · Prototypes

An experiment on you

measures younot the page

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.

VI · Myths

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.

VII · Sources

The research behind this page

Every figure above comes from one of these 8 sources. The small numbers in the text point here, and each source points back.

  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