Fitts’s Law of Acquiring Touch Targets: Why We Want the Buttons to be Bigger, Bolder & Brighter?

Fitts's Law states that the time to attain a target is directly related to the distance of the target and its relative size. In UX Design, this means that all the links or touch buttons should be large enough or the user will take too much time finding them. 

They should be placed with enough white spaces in between, i.e. they shouldn't be cramped up with other content, or else, the user will accidentally click on a link that wasn't supposed to be clicked, and be frustrated with the interface. 

And lastly, the links or buttons or touch targets must be placed in a reachable location on the screen, such that they can be easily acquired without having to search for the same. 

But Why so? and How to? Read on to find out!

Two fingers touching each other


Previously...

In the previous article on  Jakob’s Law of Familiar Expectations: 10 Laws of UX Design that Use Psychology to Create Better Products & Services we discussed that users expect your websites and apps to function in a familiar way as they're used to before. 

We uncovered the origins of this psychological principle. We talked about how existing mental models have helped human beings make sense of their present situations based on their past experiences. We looked at some of the examples of Jakob's Law in our present digital world. 

We gave some examples of how sudden uninformed changes to some websites can cause mental discordance amongst users, which ultimately causes them to freak out, and maybe stop using the website at all. 

Here's a list of 10 time-tested powerful laws in UX based on psychological concepts that go way beyond the field of computers: 

  1. Jakob’s Law of Familiar Expectations
  2. Fitts’s Law of Acquiring Touch Targets
  3. Hick’s Law of Temporal Variability of Choices
  4. Miller’s Law of Short Term Memory Capacity
  5. Postel’s Law of Empathic Inputs and Conservative Outputs
  6. Peak–End Rule of Memorable Experiences 
  7. Aesthetic–Usability Effect of Visual Design
  8. Von Restorff Effect of Remembering Contrasting Elements 
  9. Tesler’s Law or the law of conservation of complexity
  10. Doherty Threshold of Increased Productivity with Instant Feedback

And Now...

In this article, we're going to talk about how Fitts's Law of Acquiring Touch Targets is leveraged by UX Designers to create better user flows and help their users to complete tasks without much effort. 

We'll be talking about the originating principle, some examples of how this law works and what happens if we don't follow this principle, and finally some key considerations to keep in mind while applying Fitts's law in UX/UI Design. 

Touch on Digital Screen in Airport

Hurry Now! Continue reading to know all about these laws* and how various products are already leveraging their potential to create mind-blowing UX Designs. 

*Since I wanted to make this knowledge digestible, I've divided the 10 laws into 10 different blog posts. Here in this post, we'll be only talking about Fitts's law! 

Stay tuned for the rest of the 8 laws!

So, what are you waiting for? Scroll down and read about this powerful Fitts's law!

To save time, you may jump to a section from: 

I believe everyone here has used one of the most common kitchen appliances ever, the microwave oven. Have you ever noticed the control panel on the right? Have you ever questioned yourself about the size and positioning of those buttons? If not, please go to the kitchen and observe one right now! 

Let's take another scenario. Have you ever observed the control panel inside an elevator? Did you notice their round shape? Their large enough size to accommodate your finger? And their placement which is comfortable for you to reach? 

Touching a button in elevator

Now imagine if the buttons on the microwave and elevator control panel were smaller than their actual size. Imagine if they were all extremely close to each other. 

And what if, instead of being placed right in front of you, they were placed somewhere else? Maybe at the side of a microwave or at the back wall of the elevator under the guard rail, way beyond your reach? 

Place yourself in such a situation and try to think about how you would've felt when your targets were way beyond your reach. Would you be frustrated? anxious? angry at the product company? waiting to return your product? afraid to get in such a malfunctioned elevator? 

This is called a bad user experience that came from neglect of usability, which is one of the key aspects of good design. 

Usability means how easily a user can use your product whether it is physical or digital. better usability means that the interface is easy to navigate without any distractions or difficulties, and is equally easy to understand in terms of functioning and language. 

Digital interaction ought to be painless, should require minimal effort from the user, and in most cases, should be a straightforward task. 

Touching on buttons on Instagram Screen

Don't they say, time is money? Time. The one dimension that binds us all. Time is the most critical resource we humans possess, besides energy and money. 

The most important factor is the amount of time it takes for a user to reach and engage with an interactive object on the screen such as a button, a search bar, a hyperlink, or some important information. 

UX/UI Designers and Visual Designers need to ensure that they appropriately size and position such interactive targets on a screen such that they are easily selectable and fall in an easily selectable region for the comfort of the user's experience. 

This design challenge is often enhanced by the multiple ways in which people interact with their screens these days, i.e. mouse, remote, joystick, game controller, touchpad, keyboard, fingers, voice commands, etc.

Man touching a target in virtual reality

Here comes Fitts's law to rescue. It clearly states that the amount of time a user takes to engage with an interactive element on a screen is directly related to the size of the element and its distance on the screen. 

In other words: 

As the size of the element increases, the time that is taken by a user to select it decreases. 

As the size of the element decreases, the time that is taken by a user to select it increases. 

As the distance a user must move to select an element increases, the time to select it increases. 

As the distance a user must move to select an element decreases, the time to select it decreases. 

Time taken by the user is directly proportional to the distance the user must move. 

Time taken by the user is inversely proportional to the size of the element user needs to select. 

 

2. The Origins Story of Fitts's Law in UX Design 

In 1954, an American psychologist, Paul Fitts postulated that the time taken to rapidly move to a target area is a function of the ratio between the distance to the target area and the width of the target area. 

Clicking on Mouse

To this day, this prediction is used in human-computer interaction and ergonomics to model the act of pointing towards target areas on different interfaces. 

He even gave the index of difficulty metric to actually measure the difficulty of a target selection task, which is a logarithmic equation I'm not going to mention here.


3. Fitts's Law in Action, Examples in UX Design

Although there are innumerable examples of Fitts's Law in action all around us, from the handle on your cup to the tiny buttons of an ill-conceived website, we're going to focus on the most prominent ones.

Girl smiling while looking at mobile screen

We'll talk about the case of text form fields and labels that we use commonly on websites and apps to fill out information; the placement of the call-to-action buttons at the ends of a form; the proximity of buttons with opposite functions on several apps; the provision of one-handed mode on modern-day smartphones; and the digital interfaces within our cars. 

Form Fields and Text Labels

Have you ever felt uncomfortable using the tiny form labels while entering your login credentials or signup information? It might have happened on the tiny screens of your smartphones, where you would've tapped on the blank form field and nothing would've happened. 

You might've expected a keyboard to pop up to allow you to type down the information, but nothing. Maybe the form input field is too small? Maybe your fingers are too big? Maybe the form isn't functional at all? 

Finger touching the search field on a mobile app

To overcome this problem UX designers and developers are expanding the touch target area by either increasing the size of the form input field or adding functionality to the text labels of the input field or both. This allows your users to complete their forms with less precision and more happiness!

Did you know that you can select a radio button in a form by clicking on the text beside it too? You don't have to be precise to tick the radio button. This is made possible by developers who're generous to nest their form input fields with <label></label> tags that make the text of the input clickable. Something you can find pretty useful when you'll learn some of the basics of HTML and CSS as a developer.  

Placement of the Call-to-Action Buttons

Have you ever paid attention to the call to action buttons on your most frequently visited websites and apps? Do you wonder why are they placed in that particular location and why not somewhere else? It's because they want to reduce the effort and time of their users to reach the buttons. 

Google's search page has the call to action buttons right at the center of the page below the search input field. All the necessary buttons on your social media apps are pinned right at the bottom bar of the app screens, right where your fingers can reach quickly without much stretching. 

Google's search web page

Ever wondered why the submit buttons on most forms are located at the bottom right end of the form? It's because that's the natural path of your pointer, either keyboard or mouse, that it'll take to click on that submit button. 

Why do you think Windows 11 has adopted the design scheme of Apple and shifted its taskbar right at the middle of the screen after so many years of being at the difficult left? It's because it's easy to reach those apps and buttons at the center of the screen that is at the left bottom. 

Windows 11 new interface with centrally aligned buttons at the bottom bar

All of this is to ensure that the distance to the call-to-action target area is minimized for the user!


The Proximity of Buttons & Errors

Who here uses LinkedIn to build professional social networks? I do and you can connect with me on My LinkedIn Account. I'm sure you use it too! Have you noticed something peculiar yet frustrating in its UX? 

The next time someone sends you a friend request, I want you to focus on the placement of the 'tick' and the 'cross' circular buttons that allow you to accept or reject a connection request. 

They are so close to each other that you'll feel troubled and will probably have to use your smallest fingertip to make the selection. The chances of error in such a situation are so high that you might end up accepting an unknown's friend request, or worse, rejecting the request of your current manager!

LinkedIn accept request screen with buttons very close to each other

In such situations, UX/UI designers and developers need to pay attention to the touch target area for a user. 

They need to keep the buttons adequately spaced from each other so that there's no clash or overlapping while being tapped on by the users. 

They need to place it in the area of maximum reachability i.e. the center of the screen, or somewhere prominently visible and accessible. 

Don't hide away the 'Buy Now' or 'Read Now' or 'Get Services' or 'Download Now' buttons at the corners of the webpage or your app. These are the buttons that will get you business, increase your sales, spread your brand, and make you famous! 

Hide the buttons that you don't want your users to access the most like the 'Privacy Policy' or 'Unsubscribe'. Just kidding, although companies use the tricks of visual design, designers shouldn't make it hard for users to get rid of a product or service.

 

Provision of One-Handed Mode

Let's agree that we have all mocked Apple recently for giving up on innovation and simply releasing new smartphones with bigger screens. The whole point of having a smartphone was to have a pocket-friendly device that would help us do our day-to-day jobs. 

I guess the day Steve Jobs launched the first iPod by saying that it could fit in the tiny redundant jeans pocket, he wouldn't have imagined how crazy we will become about bigger screens and bigger phones. 

I've recently given away my 6.99" screen size smartphone to buy one that was smaller to fit in my hands. I could only go down to a 6.5" screen size. 

After prolonged use, I found that my fingers started aching because of all the inaccessible buttons on the screen at the top right or top left of the screen. What was the solution to this? One-handed mode. 

One handed mode on Samsung Galaxy S8

Thankfully, designers and developers have found a way to shrink the screen size on any smartphone with the one-handed mode. I found a similar feature on my smartphone keyboard too. Way to make the lives of users easier!

Readability feature gives one handed mode on Apple iPhone

Similarly, the 'Reachability' feature of Apple's iPhone 6 and 6 Plus allows the users to bring the necessary apps and functions to the bottom of the screen with a simple gesture making their lives easier. 


Digital Interfaces within Cars

Now, this is the trickiest one. Designers and developers have struggled with creating the most comfortable and easy-to-use interface for car drivers. A lot of them have experimented with replicating the smartphone's Android interface. 

 Some have incorporated voice commands and integrated Google Assistant. Some have tried to simplify the UX that could help the drivers to focus more on the road and the driving rather than on the screen. But we don't see a perfect solution just yet. Why? 

Car's Internal Navigation Display Panel

Because while using a smartphone or a desktop or a laptop, you're not indulged in anything else. Okay, you might be working in the office or trying to study for your exams, but those or not tense situations. Also, to complete a task you don't have to move your hands far away from whatever you're doing. 

But while driving, your primary focus is driving the car. Your hands are at least half a foot away from the screen in front of you. You cannot afford to lose focus on driving and give your full attention to the interface. With a slight detour, it can become a life or death situation. 

Frustrations such as accidentally tapping on the wrong button; not being able to find the navigation buttons; Bluetooth not connecting with the mobile phone; internet connection problems that need to be addressed in the settings panel; GPS navigation not working properly or losing route; interrupting unnecessary notifications from the connected smartphone; voice assistant not being able to listen or speak properly; and many more can cause the drivers to lose focus on the road. 

Man trying to use the Navigation panel in car while driving

Designers and developers who get a chance to work on such vehicle screens or panels, need to ensure they're not distracting the drivers from their main task of driving. 

They need to provide simple navigation; keep the action buttons large, prominent, and sufficiently spaced apart from others to avoid errors. 

They should provide haptic touch feedback and audio feedback on being tapped so that the user won't have to shift his vision from the roads to the screen every time.  


4. Key Considerations While Applying Fitts's Law

Did you know that Fitts's Law was postulated way before graphical user interfaces were invented? It was developed to understand human movement in a physical space, but luckily, this law applies to digital interfaces as well. 

Women looking out of the window

Let's cut to the chase. Here are 3 most important considerations you need to keep in mind while applying Fitts's Law in UX Design projects:

1. Touch targets must be big enough such that users can easily find them and recognize them, and ultimately, accurately tap on them. 

2. Multiple touch targets should be adequately spaced apart from each other, such that they have a sufficient amount of white space between them for the users to tap on one without accidentally tapping on the other. 

3. Touch targets should be placed on the screen in such a manner that they can be easily acquired without having to search for them deliberately. 

Touch Target Sizing

By now it's obvious that the sizing of the touch targets plays a significant role in creating a comfortable user experience. Here are some of the standard recommendations given by the world's most trusted authorities on good UX/UI design:

  1. Nielsen Norman Group suggests a minimum touch target size of 1cm by 1cm. 
  2. Google's Material Guidelines suggest a minimum touch target size of 48 by 48 dp. 
  3. Apple's Human Interface Guidelines suggest a minimum touch target size of 44 by 44 pt. 
  4. Web Content Accessibility Guidelines (WCAG) suggest a minimum touch target size of 44 by 44 CSS px. 
Note that these are the minimum guidelines, not the exact ones, or the maximum ones. Designers can decrease the need for precision from users by exceeding these sizes as per their screen's requirement and after multiple usability studies. 

Large button in car to start engine

Small touch targets can lead the users to perceive the UX as less usable, even after the user is able to tackle all the errors and complete their desired task. 

On the other hand, larger touch targets lead the users to perceive the UX as more usable because the interactive elements are easily selectable. 

Touch Target Spacing

As discussed in one of the examples above, decreasing the space between multiple touch targets can increase the chances of errors while selecting the touch targets. 

Users might be going to touch one target, but since the other one is right next to it, they might end up being frustrated after accidentally touching the other one. 

According to research conducted by MIT Touch Lab, a study demonstrated that the average human fingertip size is 8-10 mm and the average human fingerpad size is 10-14 mm. 

Buttons on calculator app are properly spaced apart from each other

Inevitably, your users will probably touch outside the provided touch targets quite often, and if there are others in very close proximity, they might end up touching them, causing them frustration and losing the perception of the product's usability. 

Google's Material Design Guidelines suggest that touch targets should be spaced by 8 dp, i.e. 8 density-independent pixels, or more to ensure balanced information density and usability for the user. 

Touch Target Placement 

We now know that the touch targets should be adequately sized and spaced, but what about their placement on the screen real estate? Where the touch targets are located is equally important as how big they are or how close they are!

Stop traffic Sign and Button

If you place the touch targets in places that are harder for the user to reach, they simply won't bother to reach them, or they'll pull their hair off while searching for the touch target. 

Do you know what's uncertain here? Knowing where the touch targets will be hard to reach. This is because the position depends on the context in which the user is using that particular interface. 

Using mobile phone

The smartphones that we use today come in different sizes and we tend to use them in different ways. Some like to use it while holding it in one hand and using it with the other hand. Some tend to just use one hand to operate the whole smartphone, which can reduce the ability of the user to reach some items on the screen. 

Fingers at the centre of the tablet while using

But, as you might've wondered, the touch accuracy doesn't increase linearly from one end of the screen diagonally to the other end. The Centre of the screen is where the touch accuracy is the maximum. 

This is also proven by research conducted by Steven Hoober, who concluded that people prefer to view and touch the center of the screen the most, and the accuracy reduces radially from the center. 

This is different from the 'F' shape scanning done by users from the top left to bottom right on desktop and laptop screens. 

Desktop Screen

So, designers and developers need to first understand the context and design the placement of touch targets in such a way that they are usable on all varieties of screen sizes. 

They've got to make sure, through multiple usability tests and screen tests, that their touch targets are not lost when a website layout changes in response to a different screen size than the one they're designing on. 

5. Summary of Fitts's Law in UX Design

With great power comes great responsibility. Yes, these were the dying words of Uncle Ben for his son, Spiderman. But the same goes for UX/UI designers and developers when they are creating designs for interfaces that uplift their users instead of distracting them or frustrating them. 

Smartwatch screen

Till now, we have realized the gigantic role played by Fitts's Law in designing digital experiences. But did you know that it plays the most significant role in designing mobile interfaces? Why? 

Because the available screen real estate is extremely limited. We can take a step further and say that wearable technologies such as smartwatches could be even more challenging in this respect.

Using Smartwatch screen

But using Fitts's Law, we can ensure the touch targets are large enough to be identified and easily selectable; have sufficient space between them whenever we're using multiple touch targets so that they can be easily selected and any accidental selections could be avoided, and finally, they should be placed in a location on the screen's real estate that makes them prominently visible and easily acquirable without the need to increase the cognitive load in searching for them. 

If you found the above article exciting or interesting or if you gained anything valuable from this, do me a favor, and leave a comment, or better, share it with your friends, family members, colleagues, batchmates, buddies, and your social circle!

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