All UX laws

Fitts's Law

Big targets that are close are quick to hit. Small, far ones are slow.

Time to acquire a target depends on its distance and size. Bigger + closer = faster.

See Fitts's Law in 30 seconds

Pay is tiny and stuck in the far corner of a phone checkout. Drag it to where your thumb reaches and make it big enough to hit, and watch the reach and size meters answer every move.

How to apply it

Place primary actions in the bottom third and make them ≥44×44pt.

Fitts's Law in practice: a concrete example

Moving the checkout button into the thumb zone

On a 6.7-inch phone, a “Pay” button stranded in the top-right corner forces an awkward reach and invites mis-taps. Move it to the bottom of the screen and make it full-width. Now it's a big, close target: faster to hit and far harder to miss. This one change routinely lifts mobile checkout completion.

Common Fitts's Law mistakes

  • Tap targets under about 44px, or placing them so close together that Delete sits a pixel from Confirm.
  • Wasting the “infinite edges”. Screen corners and edges act like enormous targets because you can't overshoot them, yet primary actions rarely use them.
  • Putting a destructive action right next to the primary one, where a slightly-off tap does real damage.

When Fitts's Law doesn't apply

Flip it on purpose for dangerous, irreversible actions. A “Delete account” button should be smaller and farther away, not the biggest, closest thing on screen. Here friction is a feature: the extra distance is what prevents mistakes.

Fitts's Law: common questions

What is Fitts's Law?

Fitts's Law says the time it takes to reach a target depends on how far away it is and how big it is. Bigger and closer targets are faster to hit. It comes from a 1954 study by the psychologist Paul Fitts.

What is the Fitts's Law formula?

Movement time = a + b × log₂(1 + D/W), where D is the distance to the target and W is its width. The constants a and b depend on the device and the person.

What is an example of Fitts's Law in UX?

A large Pay button at the bottom of a phone screen, within thumb reach, is faster to hit and harder to miss than a small one in the top corner. On a desktop, screen edges and corners are easy targets because the cursor stops at the edge.

How do you apply Fitts's Law in UI design?

Make primary targets large (at least 44 by 44 points on touch screens), place them where the thumb or cursor naturally rests, and keep related controls close together. Keep destructive actions small and farther from the main one.

Does Fitts's Law apply to touch screens?

Yes. The same trade-off between distance and size applies to a finger, but targets also need to be big enough for a fingertip. On large phones, the bottom of the screen is the easiest zone to reach.

Practise it on a real challenge

Notes App — the button no thumb can reach

A notes app took off on 6.7-inch phones, but 'New note' lives top-right — the one corner a thumb can't reach one-handed. Reviews are piling up about how awkward it is one-handed.

Match each UX law to the problem it solves

Usability bugs are easy to spot but hard to name. The right law points straight to the fix.

Related reading

  • Nielsen's 10 usability heuristics, with a real example of each
  • UX case study: how to write one that shows your thinking
  • Bad UX examples: 10 common mistakes and how to fix them
  • UX basics: what UX design is, how it works, and where to start

More UX laws

  • Minimum tap target
  • WCAG 2.5.5 Target Size
  • Touch-Target Sizing
  • Funnel Triage
  • Goal Gradient Effect
  • Hick's Law
UX QuestUX Laws and PrinciplesNotion TemplatesBlogPricingAboutContactPrivacy PolicyTerms of ServiceRefund PolicySitemapChangelogPopular UX laws:60-30-10 RuleDesign every stateStatistical PowerFunnel TriageAccessible contrastDensity Matches ContextHick's LawFitts's LawAll UX laws