---
name: Thumb zone
slug: thumb-zone
category: layout
status: published
created: 2026-08-21T00:00:00.000Z
modified: 2026-08-21T00:00:00.000Z
definition: The arc of a phone screen a thumb reaches comfortably in a one
  handed grip, with harder to reach bands above and across from it.
aliases:
  - name: reachability
    source: community
  - name: thumb arc
    source: community
  - name: one handed reach
    source: community
  - name: green zone
    source: community
tags:
  - perception
  - platform-registers
  - touch
relations:
  contrastWith: []
  variantOf: []
  partOf: []
  seeAlso:
    - fitts-law
    - mobile-first
implementations: []
sources:
  - title: "The Thumb Zone: Designing For Mobile Users"
    url: https://www.smashingmagazine.com/2016/09/the-thumb-zone-designing-for-mobile-users/
demo: inline
exhibit: false
useWhen: placing primary actions within easy reach on phones
---

Hold a phone in one hand and the thumb pivots from a fixed point near the bottom corner,
sweeping an arc across the screen. Everything inside that arc can be tapped without moving
the hand. Above it is a band that needs a stretch, and the far top corner, diagonally
opposite the thumb, needs a regrip or a second hand. The zone is usually drawn as a heat
map over the screen, warm at the bottom and cold at the top, and the useful part of the
picture is that the arc has a fixed radius while phones keep getting taller: a 6.7 inch
screen has the same reachable region a 4 inch screen did, and a great deal more that is
out of it.

The vocabulary comes from field research on how phones are actually held, most of it
traceable to Steven Hoober's observation that a large share of phone use is one handed and
thumb driven rather than the two handed, index finger posture interfaces were being drawn
for. Two details matter more than the exact percentages. The map is handed, so a right
thumb's easy region is the bottom right and a left grip mirrors it, which makes the honest
common ground a band across the bottom of the screen rather than one corner. And the arc
is a comfort gradient, not a boundary: the stretch band is reachable, just slow and
unstable, which is exactly the wrong quality for a control people hit dozens of times a
session.

Most mobile conventions are this map made concrete.
[Bottom navigation](/bottom-navigation) sits where it does because the top of the screen is
the worst place for the thing tapped most; the
[floating action button](/floating-action-button) parks the primary action in the corner
nearest the thumb; [action sheets](/action-sheet) rise from the bottom edge instead of
appearing as centred dialogs. Browsers moved their address bars down for the same reason,
and both mobile platforms ship a system gesture that slides the whole screen into reach for
the cases that cannot be designed around. The zone also has a reading in the other
direction: putting a destructive or irreversible control in the hard band is a legitimate
way to make it deliberate, as long as it is discoverable.

Two limits are worth stating. The thumb zone answers where a control goes, not how big it
is, so it never substitutes for [touch target size](/touch-target-size): a small target in
the easy band is still a mis-tap. And the bottom edge is contested space, shared with the
home indicator and the browser chrome, so a reach-friendly bar has to respect the
[safe area](/safe-area) or it trades one problem for another. Grips also vary more than
any single diagram admits, since people switch hands, use two thumbs while typing, and hold
a phone differently when walking, which is why the map is a heuristic for placing the one
or two actions that matter rather than a rule that governs a whole layout.
