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In interaction design, what do Fitts's law and Hick's law each predict, and how are they commonly misapplied?

level: middleimportance: should knowfreq 44%

answer

  1. pointing versus choosing
  2. distance over width, logarithmic
  3. equally likely, familiar options
  4. screen edges stop a pointer
  5. searching is not choosing

basics

~20 s

Fitts's law predicts pointing time rises with distance and falls with target width, logarithmically. Hick's law predicts decision time rises logarithmically with the number of equally likely, familiar choices. Misuses: 'bigger is always better' and 'fewer options always wins'.

solid answer

~50 s

**Fitts's law** models pointing: the time to reach a target rises with its distance and falls as it gets wider, logarithmically in the ratio of distance to width. Enlarging a small, far target helps a lot; enlarging a big, near one helps little. It argues for placing actions where attention already is, such as 'Continue' right after the last question rather than in a far corner of a wide screen, and it applies to fingers as well as pointers. **Hick's law** models deciding: reaction time rises with the logarithm of the number of equally likely, familiar choices. Common misuses: citing Hick's law to split one clear list into nested steps, each adding its own decisions and navigation; applying it to scanning an unfamiliar list, which grows closer to linearly; and treating Fitts's law as a reason to make every target huge.

go deeper

for a junior

Recall that Fitts's law is about pointing, distance and width, and Hick's law is about deciding among a number of options.

for a middle

Explain the logarithmic shape of both laws, the conditions Hick's law assumes, and why search through unfamiliar items behaves differently.

for a senior

Show that you use the laws to reason about layout and choice design, and push back when they are cited to justify nesting, hiding or oversized targets.

for a principal

Weigh model-based arguments against observed evidence when design debates stall, and set the expectation that laws form hypotheses rather than settle decisions.

## Fitts's law: pointing **Fitts's law**, from experimental psychology in the 1950s, predicts how long it takes to move to a target and acquire it. In the formulation most used in interaction design: > movement time = a + b × log2(distance / width + 1) where **distance** is how far the pointer or finger must travel, **width** is the target's size along the direction of movement, and **a** and **b** are constants measured for a given device and person. The logarithm term is called the **index of difficulty**. Three consequences follow: - **Distance and width trade off.** A target twice as far away and twice as wide has the same difficulty. - **Returns diminish.** Because the relationship is logarithmic, enlarging a small, distant target helps a lot; enlarging an already large, nearby one helps very little. - **It is about movement, not decision.** Fitts's law says nothing about how long people take to decide where to point. The law holds across pointing methods, including fingers on touchscreens, although the constants differ and a finger adds imprecision of its own. ## What it means for layout 1. **Put actions near where attention already is.** In a benefits application, the 'Continue' action belongs right after the last question on a page, not in the far corner of a wide screen. 2. **Keep related controls together.** Actions used in sequence, such as choosing a document and then uploading it, should sit close to each other. 3. **Open menus at the point of interaction.** A contextual menu that appears where the pointer already is has almost no travel distance. 4. **Use screen edges for pointers, not for touch.** A mouse pointer stops at the edge of the screen, so an edge target is effectively infinitely deep in that direction. A finger does not stop there, and touch platforms often reserve edges for system gestures. 5. **Separate destructive actions.** The law works in reverse too: placing 'Withdraw claim' away from 'Continue' makes it harder to hit by accident. ## Hick's law: choosing **Hick's law**, often called the Hick-Hyman law, predicts decision time when a person chooses among alternatives. In a common formulation, reaction time grows with log2(n + 1), where **n** is the number of equally likely choices. The logarithm reflects that people can narrow down familiar options in stages rather than considering each one in turn. The conditions matter: the options should be **familiar**, the person should know what they want, and the options should be roughly **equally likely**. When options are unfamiliar and must be read one by one, the task is a **search**, and time grows closer to linearly with the number of items. ## Where each law is misapplied | Misapplication | Why it is wrong | Better reasoning | |---|---|---| | 'Fewer options is always faster', so split one list into nested steps | Each step adds its own decision, reading and navigation time | Group and label one list well; nest only where groups are meaningful | | Using Hick's law to judge a long, unfamiliar list | Scanning unfamiliar items is closer to linear search | Offer type-ahead search or a predictable order | | 'Bigger is always better' for every target | Returns are logarithmic, and space given to one target is taken from others | Enlarge the small, distant, frequently used targets first | | Treating Fitts's law as mouse-only | It models pointing in general, including touch | Apply it with different constants per input method | | Treating either law as proof a design works | Both model idealised tasks | Use them to form hypotheses, then observe real use | ## A benefits application example An applicant must choose which of fourteen benefits to apply for. Hick's law alone might suggest cutting the list or splitting it into steps. But this is not a choice among familiar, equally likely options: most applicants do not know the benefits' official names. A better design groups the options by life situation, such as 'I have lost my job' or 'I care for someone', uses plain-language labels, and keeps them on one page so no branch hides the right answer. For a 'country of birth' question with around two hundred options, the right tool is type-ahead search, because nobody decides among two hundred alternatives; they look for one they already know. ## Using the laws well Both laws are **models of idealised tasks**. They are good at predicting the direction and rough size of an effect, and at explaining why one layout beats another. They are not a substitute for watching people use the product: cite them to form a hypothesis, then check it.

  • Under Fitts's law, why are screen edges easy pointer targets, and does that hold on touchscreens?
    With a mouse or trackpad the pointer stops at the screen edge, so an edge target is effectively infinitely deep in that direction and people can overshoot freely. A finger does not stop at the edge, and touch platforms often reserve edges for system gestures, so the advantage does not carry over.
  • If Hick's law favours fewer options, why not split a fourteen-item benefit list into several steps?
    Each extra step adds its own decision, reading and navigation time, and people may take the wrong branch and have to back out. One well-grouped list with clear labels is often faster. Hick's law describes choice among familiar, equally likely options; it does not say that spreading a choice across screens is free.

saying these in an interview costs you the question

  • Fitts's law says target size matters and distance does not.
  • Enlarging a big target speeds people up as much as enlarging a small one.
  • Hick's law proves that fewer options is always better.
  • Hick's law describes how long it takes to scan any long list.
  • Fitts's law applies to mouse pointers but not to touch.