# A Study of Model Iterations of Fitts' Law and Its Application to Human-Computer Interactions
## 4 Some Studies of Fitts' Law in HCI Scenes
### Groups with Poor Interaction
#### 4.5.1 Children  
When developing interactive platforms, designers of children's software have typically relied on inherent experience rather than using actual data on young children's motor skills to influence interface design. This traditional method has frequently disregarded the complex requirements and skills of younger users, which may have limited the usefulness and accessibility of kid-friendly software. In an attempt to close this gap, new studies have looked at how kids of different ages engage with different computer input devices. To shed light on the nuances of children's involvement with technology, researchers hope to analyze and comprehend the dynamics of these interactions by utilizing Fitts' law's predictive capacity. Researchers may improve children's software interfaces by using data-driven insights and empirical research to gain a better understanding of young users' motor capabilities and interaction patterns. Designers can optimize the usability and effectiveness of software intended for young children by incorporating empirical evidence and utilizing theoretical frameworks such as Fitts' law to create more intuitive and user-centric interfaces that cater to the diverse needs and abilities of young children [85; 86].  
[PERSON] et al.'s study, which looked at how kids ten years old and up interacted with touchscreen devices, found a fit with Fitts' law [87]. The study demonstrates the usefulness of this predictive model in predicting kids' behavior. Similarly, [PERSON]'s study highlighted the progressive nature of motor abilities in young users by showing an age-related improvement in children's performance on Fitts' law tasks using computerized input devices [88]. In contrast, [PERSON] et al. found that the Shannon formula performed better in this situation than the conventional Fitts' law while comparing several models to predict children's finger movement times on touchscreens [5; 89].  
Gestural engagement is more user-friendly and intuitive than conventional methods such as a mouse and keyboard [90]. Taking this choice into account, the question of how using gesture interaction might enhance kids' computer engagement is raised. Fitts' law was employed by [PERSON] et al. to assess children's effectiveness in using aerial gesture exchanges under a variety of spatial restrictions, including distances and orientations, to explore this issue [91]. Their research demonstrated the value of gesture direction and target size in improving kids' performance, which prompted the creation of interaction schemes designed to maximize menu navigation through half-empty interactions, resulting in younger users' experiences being quicker and more seamless.  
Research has shown that the original [PERSON] law may not fully match children's interacting behaviors, requiring adjustments to better accommodate their cognitive and physical dynamics. For example, [PERSON] et al. measured movement times during various phases of an encounter utilizing a mouse interface. According to their research, [PERSON] law correctly anticipated when a youngster would first approach the target, but it did not fully account for later activities, including pressing and releasing buttons [85]. Similar to this, [PERSON] et al. created a typical two-dimensional task application for kids and discovered differences between the observed data from thirty participants of different age groups and [PERSON] law predictions [92]. The limitations of [PERSON] law in directing the creation of kid-friendly smartphone interfaces are brought to light by their research. These results highlight the necessity of customized approaches in child-centric interface design and advise against leaning too heavily on Fitts' law. Still, there is a lack of study on children under the age of ten, which adds to the ongoing discussion about the applicability of [PERSON] law to the design of interactive interfaces for young users.