Fitts' Law Flashcards

1
Q

Fitts Law

A

▪ Developed by Fitts in 1954
▪ Calculates the time it takes to perform actions such
as targeting a screen object
▪ Can be derived from, and explained with a simple model of our input movements.
▪ Fitt’s Law can be used to determine the size and location of a screen object

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2
Q

Fitts’ Law Formula

A

▪ Fitts’s law gives us the relationship between the time it takes a pointer to move to a particular target in order to interact with it in some way

▪ T = a + b * log2(2D/W)

  • a and b vary depending on the type of pointer

▪ a defines the intersection on the y axis and is often interpreted as a delay

▪ b is a slope and describes an acceleration

  • the equation includes a logarithm which means that the time doesn’t grow linearly with the parameters but at a slower pace. So if something is twice far away it does take longer to reach out but not twice as long. That is because movement first accelerates and then decelerates.
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3
Q

Fitt’s Law Model

A

▪ Targets with the same relative size concerning the movement length are reached in the same amount of time.
▪ The speed of movement doesn’t alter the time if the relative precision remains constant.
▪ Targets farther away and smaller in size necessitate multiple moves for precision: one to approach the target and others for accurate placement.

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4
Q

Effective size calculation

A

For basic shapes like squares or circles, it’s their cross-section.

  • For general objects, it’s the largest or closest square/circle that can fit inside.
  • At screen boundaries, like the Apple-style menu at the top, objects might effectively appear larger in size since movement gets clipped at the boundary.
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5
Q

Two component model

A

Any goal directed movement can be decomposed into two components:

  • an initial movement: rapid and relatively coarse
  • a final movement which is slower and intended to secure accuracy
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6
Q

Fitts’s Law application to UX

A

The implications of Fitts’s law can be grouped into 2 distinct categories, corresponding to the two variables that affect the movement time:

  • Target size: Make targets big
  • Distance to target: optimise distance to target.
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