Zones & Reach
Every extra centimetre becomes thousands of taps a year. Great apps never make your thumb travel farther than it must.
The first two modules fixed the frame and kept it still. Now the question is where the controls go — and the answer has almost nothing to do with how they look. It has to do with a thumb: its reach, its resting place, and the thousands of times a day it makes the same small journey.
A control in the wrong place is not a cosmetic flaw. It is a tax the hand pays on every use. This module makes that tax felt — you will play a reach game, run a fifteen-second edge drill, survive a checkout designed to steal your tap, and fix a hostile screen with your own hands.
Thumb Olympics
Before a single claim, a test. Eight dots. Tap them all as fast as you can — then look at what the screen reveals about your own hand.
Reach decides the home
Here is the whole principle: a control’s home is decided by how the hand reaches it, not by where the content happens to sit. On a phone held one-handed, the thumb sweeps a fixed arc — roughly the bottom two-thirds on the holding side. Inside that arc, taps are free. Outside it, every tap costs a stretch, a grip-shift, or a second hand.
The busiest verbs of your app — send, next, like, pay, back — are pressed hundreds of times a session. Put them where the thumb rests and the app feels effortless. Put them in the far corner and it feels, in a way users can never quite name, tiring.
Frequency decides reach priority: the more often it is tapped, the closer to rest it lives.
The Reach Lab
Reach is not one map — it changes with the device, the hand, and the grip. Pick a phone, a hand, and a spot for the main button, and watch the real numbers move: how far the thumb travels, how far it travels in a year, the fatigue, the predicted misses.
You have felt where the thumb can reach. Now feel why the screen’s edges are the cheapest targets you own.
Edge Arena
A target floating in open screen can be missed on every side. A target flush to the edge can be missed on only three — the boundary stops your finger for free. Feel the difference as a game: fifteen seconds, hit as many as you can. Play both modes, then read your own accuracy.
An edge is an infinite target — the boundary removes an entire direction of error.
Reach and edges were about a single control. The next one is about what happens when many controls fight for the same corner — while a clock is running.
The Checkout From Hell
One button matters: Accept & Pay. But a cookie bar, a chat bubble and a newsletter all want the same bottom corner, and they arrive late — right as your thumb commits. A ten-second timer runs. Try to pay. Then try the zoned version, where every overlay has an assigned seat.
Corners need contracts, not accumulation — every persistent overlay gets one assigned seat.
Fix This App
Everything you have felt, in one screen. The layout is tidy — nothing messy — but the main action sits where the thumb cannot easily go. Drag it into the thumb zone (everything snaps to a clean grid, so the only thing you ever change is the reach, never the neatness), then grade it: the reach zones appear over your layout and score it.
You just moved five controls and the screen felt kinder. That is layout — not decoration, but where things live.
Users never say “nice thumb zones.” They say one app feels effortless and another feels exhausting — and the difference is almost always measured in centimetres.
Where reach dies
Bottom isn’t always right
Reach is a strong default, not a law. The skill is knowing where it flips — and why.
Same app, moved
Nothing here is redesigned — no new colours, no new content. One control moves from the top corner to the thumb zone, and the nav follows. Flip between them and watch the reach map turn from red to green, and the numbers with it.
Apps built for the thumb — and one that forgot
Recreated in motion, no screenshots — watch where each one puts the thing you tap most.
The five-step reach pass
Feeling the tax is half of it. Here is the loop a designer runs to place controls on purpose — five steps, in order, on every screen.
Which is easier to reach?
Five face-offs. The same screen, two placements — one taxes the thumb, one sits where it rests. Pick the kinder one, then see why.
The Reach glossary
Six words for placing controls by the hand. Tap a card to flip it.
Questions you actually ask
Place the control
Ten questions in seven formats — multiple choice, multi-correct, fill-in, match, order, read-think-connect and write-your-own — each with layered hints: a nudge, the reasoning, then a deeper connection. Served from the question bank, never hardcoded.
The five-app test
Don’t take my word for it — take your own. Think of the five apps you open most. For each, picture the button you tap again and again: is it down by your thumb, or up in the far corner? These five start in the thumb zone — tap any whose main action really lives up top on your phone.
Whatever your count — you just did the one thing you can never undo. You looked. From today, every app you open, you will see exactly where its thumb lives — and you will never unsee it.