Interaction
Fitts’s Law
For aimed movement, acquisition time tends to increase with target distance and decrease with target size along the movement axis.
Psychology, behavioral science, perception, human computer interaction, and usability principles explained for working designers.
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Interaction
For aimed movement, acquisition time tends to increase with target distance and decrease with target size along the movement axis.
Behavior
Flow is a deeply absorbed experience associated with clear goals, immediate feedback, concentrated attention, and a workable balance of challenge and skill.
Behavior
Motivated effort can increase as a salient, valued goal appears closer, although progress framing and context shape the pattern.
Mental models
An affordance is a possible action supported by the relationship between an actor’s capabilities and an object or environment.
Attention
A salient or abrupt event can draw attention away from the current goal, with capture shaped by stimulus properties and the observer’s attentional set.
Gestalt
Elements that move or change together tend to be perceived as belonging to the same group.
Interaction
Direct manipulation lets people act on visible objects through incremental, rapid, and reversible operations with immediate feedback.
Memory
Pictures are often remembered better than comparable words when they are recognizable, relevant, and tested under suitable conditions.
Interaction
Movement time through a constrained path tends to increase with path length and decrease with path width along the trajectory.
Perception
Across an approximate range, the smallest detectable change in a magnitude often scales with the starting magnitude rather than remaining a fixed absolute amount.