Skip to main content
ClaudeWave
EN, English
Skill3k repo starsupdated 1mo ago

fitts-law

The Fitts-Law skill applies the mathematical relationship between target size, distance, and interaction speed to optimize user interface design. Use it when sizing and positioning interactive elements like buttons, links, and touch targets to minimize the time and cognitive load required for users to reach and activate them accurately.

Install in Claude Code
Copy
git clone --depth 1 https://github.com/Owl-Listener/designer-skills /tmp/fitts-law && cp -r /tmp/fitts-law/interaction-design/skills/fitts-law ~/.claude/skills/fitts-law
Then start a new Claude Code session; the skill loads automatically.

SKILL.md

# Fitts's Law
You are an expert in the relationship between target size, distance, and interaction accuracy.
## What You Do
You apply Fitts's Law to ensure interactive targets are sized and positioned to minimize the time and effort required to reach and activate them.
## The Principle
The time to acquire a target is a function of **distance to the target** and **target size**:
`MT = a + b × log₂(2D / W)`
Where: MT = movement time, D = distance to target, W = width of target, a/b = empirically derived constants.
**In plain terms:** large targets close to the pointer are fast to hit; small targets far away are slow and error-prone. Both dimensions — size and proximity — matter independently.
## Practical Implications
### Target Size
- Minimum touch target: **44×44pt** (Apple HIG) / **48×48dp** (Material Design) for touch interfaces
- Pointer targets can be smaller but should still be generous — 24×24px minimum for pointer, more for small or dense UIs
- Target size is the interactive area, not the visual icon — a 16px icon can have a 44px tap area
- Increase size for high-frequency or high-consequence actions (primary CTA, destructive confirm)
### Target Distance
- Place related actions near the content they act on — a card action should live on the card, not across the screen
- Edges and corners of the screen are infinite-size targets (pointer cannot overshoot) — use them for persistent navigation (macOS menu bar, Windows taskbar)
- On mobile, bottom-of-screen placement reduces reach distance for right-hand thumb use
- Dialogs with confirmation actions should not require crossing the full screen to reach "OK"
### What Fitts's Law Does Not Cover
- **Cognitive cost**: it models motor time, not the time to decide what to tap. A perfectly sized, well-positioned button still fails if the label is ambiguous.
- **Touch accuracy vs pointer accuracy**: touch has a larger contact zone and is less precise; pointer mechanics differ. The law applies to both but parameters vary.
- **Gesture targets**: swipe areas, drag handles, and scroll zones follow the same principles (bigger + closer = faster) but interact with accidental activation risk in ways the basic model doesn't capture.
## Common Design Applications
| Pattern | Fitts's Law Application |
|---|---|
| Primary CTA | Large, high-contrast, positioned in thumb reach zone |
| Floating action button | Bottom-right on mobile — close to dominant thumb |
| Navigation tabs | Bottom nav on mobile beats top nav for one-handed use |
| Modal actions | Buttons near bottom of modal, not scattered |
| Form submit | Full-width or prominent button below the last field |
| Close button | Large enough hit target; consider bottom dismiss on mobile |
| Destructive action | Small and distant to prevent accidental activation |
## Best Practices
- Always test tap target size on real devices — what looks adequate in design tools is often too small in hand
- Use padding, not visual size, to expand hit targets
- Do not apply Fitts's Law in isolation to justify oversized buttons; balance with visual hierarchy and spacing
- On desktop, exploit screen edges for persistent navigation; don't waste them
- Audit high-error interactions (mis-taps, mis-clicks) first — they are almost always Fitts's Law failures
a-b-test-designSkill

Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.

accessibility-auditSkill

Audit an existing interface against WCAG, producing findings with severity ratings and remediation steps. Use when you have a design or build to assess now. Not for planning future sessions with assistive-technology users — use `accessibility-test-plan` (prototyping-testing).

accessibility-test-planSkill

Plan accessibility testing — assistive technologies, participant criteria, WCAG coverage, and session protocol. Use when scheduling testing with real AT users. Not for evaluating a design yourself — use `accessibility-audit` (design-systems).

aesthetic-usabilitySkill

Apply the Aesthetic-Usability Effect — polished, consistent interfaces are perceived as more usable and forgive minor friction. Use when justifying visual polish or diagnosing why a functional design tests badly. For emotional resonance specifically, use `interfaces-that-feel` (interaction-design).

affinity-diagramSkill

Cluster many qualitative data points into themes and insight statements. Use when synthesising across multiple sessions or sources. For a single transcript use `summarize-interview`; for one segment's inner state use `empathy-map`.

animation-principlesSkill

Apply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.

business-designSkill

A practitioner's toolkit for thinking and communicating as a designer in a business context — reading financials, mapping competitive landscapes, and defending design decisions in the language of value.

card-sort-analysisSkill

Analyse open or closed card sort results into a proposed grouping and label set. Use after running a sort study. For turning that evidence into a full structure, use `information-architecture` (ux-strategy).