fitts-law — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited fitts-law (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
"The time to acquire a target is a function of the distance to and the size of the target." — Paul Fitts, 1954
Fitts's Law says: the time it takes to move to and click (or tap) a target depends on two things:
Big targets that are close are fast and easy to hit. Small targets that are far away are slow and error-prone. This sounds obvious, but its implications for interface design are profound and frequently ignored.
The mathematical form: T = a + b * log2(2D/W) Where T = time, D = distance to target, W = width of target. You don't need to use the formula — just internalize the ratio: bigger and closer is always better for targets users will interact with frequently.
1. The edges and corners of screens are infinitely large (on desktop). On a mouse-driven interface, the cursor stops at the screen edge. So a button in the corner is effectively infinitely large in two directions — you can fling your cursor toward it at full speed without overshooting. This is why the Mac menu bar is at the top of the screen, and why the Windows Start button is in a corner. Use screen edges for your most common actions.
2. Make interactive targets as large as reasonable. Tiny click targets — small icons, thin borders, small text links — force slow, precise movements. Buttons should be large enough to hit confidently, especially for primary actions.
3. Put frequently used controls close to where users already are. Context menus appear right at the cursor. Toolbars close to the content. Mobile keyboards auto-complete near the thumb. Distance is the enemy of speed.
4. On touch screens, finger targets need to be bigger than mouse targets. A finger is ~44px-48px in effective width; a cursor is 1px. Apple's HIG recommends touch targets of at least 44×44 points. Violating this causes frustrated tapping and missed targets.
5. Related actions should be spatially close. If a user just clicked "Add to cart," the "Checkout" button should be nearby. Don't make them travel across the screen.
When reviewing an interface:
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.