Sometimes “better UI” is just fewer missed taps when your hands are busy—because the action is always where your hand expects it.

Concept of the week · Distance is workload

Distance is workload. Under pressure, extra reach and tiny targets don’t disappear—they show up as mis-taps, second attempts, and “did it register?” state-checks. Predictability comes from stable placement: when a critical action always lives in the same spot, your hand can go there without having to search visually.

So we… make the highest-frequency, highest-consequence action the easiest to acquire: large target, short reach, stable placement.

On a new transport patient monitor, we moved from physical buttons to a larger touchscreen. In interviews and observations with nurses, a pattern was immediate: a small set of interactions carried most of the workload, and Acknowledge was the most frequent and time-critical.

We briefly considered shrinking the Acknowledge target to reduce accidental presses. I shared the field data and said, “If this action ever becomes genuinely rare, we can revisit prominence.” Until then, making it harder to hit simply pushes work into second attempts, confirmation glances, and delayed responses.

We used mobile ergonomics and comfort zones for touchscreen reach as a reference, then placed a large Acknowledge target in a consistent corner position—aligned with Fitts’s Law (bigger + closer targets are faster and more accurate).

Repeated usability tests kept confirming the same thing: fewer first-attempt failures and smoother one-handed operation during transport.

This is the same failure in IT systems: friction doesn’t remove work—it creates retries and “what state am I in?” moments. A tiny “acknowledge” control won’t reduce incidents; it just adds missed clicks and extra state-checks.

Fitts’s Law describes how selection time and accuracy depend on target size and distance: small, far targets take longer and result in more misses. Under pressure, those misses don’t stay “micro”—they become rework (retry taps), verification burden (did it register?), and delayed action.

One thing to remember: on touchscreens, shrinking a critical target doesn’t save space—it creates first-attempt failures, state-checks, and more regression cases to cover (gloves, motion, fatigue, one-handed use). Every millimeter you shave off a critical target adds to the verification burden.

How teams ship this: instrument “miss-and-retry” for critical actions (tap down vs. successful activation, time-to-activate, first-attempt success), and gate UI changes behind a usability regression check for that metric.

Asset

Asset: Critical Target Map (one-page template)
List your top 5 actions, score each by frequency × consequence, and give the top scores the easiest reach + largest targets.

Resource: Steven Hoober (Smashing Magazine): Fitts’ Law in the Touch Era
The most practical bridge from classic Fitts to real touch behavior, ergonomics, and misapplications.

Light wisdom & reflection

Speed isn’t free: to keep accuracy under pressure, reduce aiming difficulty—shorter reach, bigger target, stable placement.

paraphrased from Paul M. Fitts

Where have you made a critical action look “cleaner” in the layout—only to quietly increase second attempts, state-checks, or delays in the real workflow?

Mindful practice

Recall a moment this week when you felt hurried in work or life, and you were aiming for something—an app action, a small control, a door handle, or a key.

After the first miss, what did you do: repeat, slow down, or check the state?

Name one small change that would make that reach more predictable next time—bigger target, shorter reach, or a stable spot.

Next time you feel hurried, notice whether your stress comes from the task or from aiming.

Best,
Andreas Walden

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