UX Glossary Interaction Design

Thumb Reachability

Interaction Design

The consideration of which screen zones are comfortably reachable by the thumb when a device is held one-handed, typically modeled as a 'thumb zone' arc across the lower portion of the screen. Thumb reachability guides the placement of frequently used actions within easy reach and relegates less critical or infrequent actions to harder-to-reach upper corners.

Thumb Reachability illustration
Source: upload.wikimedia.org

Common contexts

Use when

Apply thumb reachability thinking whenever you're placing interactive elements on a mobile screen — particularly for actions users will trigger repeatedly or in motion, like send, next, or confirm. The lower 40% of the screen is premium real estate; justify anything you put in the top corners.

Avoid when

Don't let thumb zone models override all other layout decisions — two-handed tablet interactions, landscape orientation, and assistive device users all have different reach patterns. Designing exclusively for right-handed one-handed phone use ignores a meaningful portion of your audience.

The real value of thumb zone models isn't the diagram — it's the conversation it starts with PMs who keep asking for primary CTAs at the top of the screen because 'that's where users look first'.

Real-world examples

Related terms

Touch Target Mobile-First Design Adaptive Design Gesture Fitts's Law
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