Interaction Design Laws

July 6, 2010

A Foosball table in San Blas, Mexico

Fitts’s law is a model of human movement in human-computer interaction and ergonomics which predicts that the time required to rapidly move to a target area is a function of the distance to and the size of the target.

From: Fitts’s Law, Wikipedia

the steering law is a predictive model of human movement, concerning the speed and total time with which a user may steer a pointing device (such as a mouse or stylus) through a 2D tunnel presented on a screen (i.e. with a bird’s eye view of the tunnel), where the user must travel from one end of the path to the other as quickly as possible, while staying within the confines of the path. One potential practical application of this law is in modelling a user’s performance in navigating a hierarchical cascading menu.

From: Steering Law, Wikipedia

Hick’s Law, or the Hick–Hyman Law (for Ray Hyman), describes the time it takes for a person to make a decision as a result of the possible choices he or she has.

From: Hick’s Law, Wikipedia

The Power Law of Practice states that the logarithm of the reaction time for a particular task decreases linearly with the logarithm of the number of practice trials taken. It is an example of the learning curve effect on performance.

From: Power Law of Practice, Wikipedia

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