1. Hick’s Law
    1. the time required for a user to make a decision increases with the number and complexity of choice available
    2. Choice reaction time (RT)
      1. RT = a + blog2(n)
        1. Hick, 1952; Hyman, 1953; Merkel, 1885
      2. T=b*log2(n+1)
        1. T - the average reaction time required to choose among the choices
        2. n- equally probable choices, is approximately
        3. b - a constant that can be determined empirically
    3. What to test
      1. number or options
        1. try reducing the number of options by limiting them to what a user needs
      2. complex tasks/long scenarios
        1. simplify choices for the user by breaking down complex tasks into smaller steps
      3. recommendations
        1. avoid overwhelming users by highlighting recommended options
      4. onboarding
        1. use progressive onboarding to minimize cognitive load for new users
    4. SOURSES
      1. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3031137/
      2. https://uxdesign.cc/ux-inspiration-4-hicks-law-d7a8c4d9c007
      3. https://lawsofux.com/hicks-law
      4. https://uxknowledgebase.com/hicks-law-7e9eb8ceaee0
      5. https://en.wikipedia.org/wiki/Hick%27s_law
  2. Fitts's law
    1. The time to acquire a target is a function of the distance to and size of the target.
      1. the time required to rapidly move to a target area is a function of the ratio between the distance to the target and the width of the target
    2. the average time to complete the movement
      1. MT=a+b*Log2(2D/W)
        1. a and b are constants that depend on the choice of input device and are usually determined empirically by regression analysis.
        2. ID is the index of difficulty
        3. D is the distance from the starting point to the center of the target
        4. W is the width of the target measured along the axis of motion
    3. what to test
      1. size, space, place
        1. Touch targets should be large enough for users to both discern what it is and to accurately select them
        2. Touch targets should have ample spacing between each other
        3. Touch targets should be placed in areas of an interface that allows them to be easily acquired
    4. SOURSES
      1. https://en.wikipedia.org/wiki/Fitts%27s_law
      2. https://lawsofux.com/fittss-law