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71 cards matching “Fitts's law”, showing the first 50

  1. B1.11.1Fitts's lawApplicability and misuse of Fitts's law
    The law assumes rapid aimed movement; slow tracking and dragging are outside its scope
  2. B1.11.3Fitts's lawApplicability and misuse of Fitts's law
    The law covers movement time, not target search or deciding where to click
  3. B1.11.2Fitts's law calibrationApplicability and misuse of Fitts's law
    Coefficients must be calibrated for device, limb, and population
  4. B1.11.5Fitts's lawApplicability and misuse of Fitts's law
    “Bigger buttons are always better” ignores finite layout area
  5. B1.01.4Fitts's lawFitts's law
    The law describes an average trend, not one operation
  6. B1.01.1Fitts's lawFitts's law
    Pointing time is jointly determined by target distance and width
  7. B1.01.5Fitts's lawFitts's law
    Enlarging a target and shortening travel have different costs
  8. B1.11.4Index of difficultyApplicability and misuse of Fitts's law
    Treating index of difficulty as a single quality score is misuse
  9. C1.13.1Area cursor and bubble cursorArea Cursors and Bubble Cursors
    Area and bubble cursors enlarge activation without changing visual target size
  10. C2.02.1Minimum touch target sizeMinimum Touch Target Size
    The minimum touch-target size is set by fingertip contact area, not vision
  11. B1.03.1Infinite target widthInfinite width at screen edges
    Edges and corners have unbounded width in the direction of movement
  12. B1.12.1Effective target widthEffective width of two-dimensional targets
    Two-dimensional targets require both width and height; minimum-edge and projected-width models differ
  13. E1.07.1expanded hit targetButton Hit Targets
    The hit target may be larger than the visual area
  14. B1.12.4Hit areaEffective width of two-dimensional targets
    Hit area, not visual size, determines difficulty when they differ
  15. E1.14.3split button chevron missButton Groups and Split Buttons
    A too-small chevron on a split button misses into the menu
  16. B1.16.4Submovement modelSubmovement model of target acquisition
    Enlarging a target primarily shortens correction, not the ballistic phase
  17. B1.01.2Index of difficultyFitts's law
    Distance and width affect time logarithmically, not linearly
  18. E1.03.2destructive action placementDestructive Action Buttons
    Do not place destructive actions on an accidental-activation path
  19. B1.12.2Approach angleEffective width of two-dimensional targets
    Approach angle changes effective width, so the same button differs by direction
  20. B1.01.3Effective widthFitts's law
    Width is the effective size along the movement direction
  21. B1.03.2Screen cornerInfinite width at screen edges
    Corners are bounded in two dimensions and have the lowest cost
  22. B1.03.3Edge gestureInfinite width at screen edges
    Touch and full-screen system gestures weaken the effect
  23. B1.16.3Iterative correction modelSubmovement model of target acquisition
    Proportional error reduction per correction yields a logarithmic time relation
  24. B1.17.5Relative predictionAdditivity and combination misuse of laws
    A law's ordering of alternatives is more credible than its absolute value
  25. B1.16.1Submovement modelSubmovement model of target acquisition
    Pointing usually comprises a fast ballistic stroke and slower corrections
  26. B1.17.4Individual differencesAdditivity and combination misuse of laws
    A predicted difference smaller than individual variation is not design evidence
  27. B1.17.3Prediction uncertaintyAdditivity and combination misuse of laws
    Adding group-average predictions amplifies rather than cancels error
  28. B1.05.1Steering lawSteering law
    Time in a constrained channel is determined by its length and width
  29. B1.17.2Parallel processingAdditivity and combination misuse of laws
    Parallel operations cannot be estimated by adding time
  30. B1.17.1Model compositionAdditivity and combination misuse of laws
    Laws calibrated under separate conditions double-count preparation and response when added
  31. B1.05.3Steering lawSteering law
    Widening a channel or allowing departure lowers cost
  32. B1.05.2Cascading menuSteering law
    Diagonal movement in cascading menus is a typical constrained channel
  33. O4.12.3Hard-to-hit close buttonVisual interference and masking
    A dialog's close button can be engineered to be hard to hit
  34. E4.02.1list-row height tradeoffList Items
    Row height trades viewport comparison against how hard a row is to hit
  35. B1.10.1Multi-scale pointingMulti-scale pointing
    Zooming makes effective target width variable
  36. E5.01.2thumb zoneTop App Bars
    On large phones the top bar sits in a hard-to-reach zone
  37. B1.10.2Zoom costMulti-scale pointing
    The time cost of zooming itself must be counted
  38. B1.16.5Ballistic movementSubmovement model of target acquisition
    Without visual feedback, correction cannot occur and movement becomes ballistic
  39. B1.10.3Multi-scale navigationMulti-scale pointing
    Path planning across zooming and panning affects total time
  40. F1.05.1infinite-width targetEdge and corner accessibility
    Edges are unbounded in the direction of motion, so pointing cost is lowest
  41. B1.12.3Effective target widthEffective width of two-dimensional targets
    Elongated targets are easier along the long axis than the short axis
  42. F1.05.2screen corner slotsEdge and corner accessibility
    Corners are cheapest but hold almost no targets
  43. B1.15.1Scale-space navigationMulti-scale pointing and zooming law
    In an infinitely zoomable space, time grows with relative index difference, not absolute scale
  44. C1.15.2Fitts' lawPointing Device Metrics and Throughput
    Fitts' law models movement time as a logarithmic relation to target distance and width
  45. E1.15.3full-width mobile primaryButton Width and Flex
    A mobile primary often fills the width to make reaching easier
  46. A8.10.3Distinguishing Schmidt's linear model from Fitts' logarithmic modelSpatial variability under a time constraint
    Not to be confused with the logarithmic pointing law — the applicable conditions differ
  47. B1.02.1Finger occlusionFitts's law on touchscreens
    Finger size sets a lower bound on effective width
  48. B1.02.2Touch target sizeFitts's law on touchscreens
    Once a target is smaller than the fingertip, gains from enlargement diminish
  49. N2.03.3distant small-target selectionRay Pointing
    Selecting small distant targets is extremely hard
  50. B1.02.3Touch pointingFitts's law on touchscreens
    A touchscreen has no cursor, so endpoint error cannot be corrected mid-flight