Selective integration from pbakaus/impeccable (Apache 2.0): Reference material (docs/reference/impeccable/): - 7 design guides: typography, color-and-contrast, spatial-design, motion-design, interaction-design, responsive-design, ux-writing - 3 critique references: cognitive-load, heuristics-scoring, personas - 4 skill references for internal use: audit, critique, polish, frontend-design (anti-patterns list) New skills: - /audit — technical quality scoring (0-20) across 5 dimensions: accessibility, performance, theming, responsive, design quality - /critique — UX design review using Nielsen's 10 heuristics (0-40), adapted for FA's sensitive audience context Updated skills: - /review-component — added interactive states checklist and design anti-patterns checklist (8 checks each) - /preflight — added visual QA spot-check section (transitions, focus-visible, touch targets, spacing consistency) No code changes — all existing components, tokens, and theme untouched. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
107 lines
4.7 KiB
Markdown
107 lines
4.7 KiB
Markdown
# Cognitive Load Assessment
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Cognitive load is the total mental effort required to use an interface. Overloaded users make mistakes, get frustrated, and leave. This reference helps identify and fix cognitive overload.
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---
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## Three Types of Cognitive Load
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### Intrinsic Load — The Task Itself
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Complexity inherent to what the user is trying to do. You can't eliminate this, but you can structure it.
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**Manage it by**:
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- Breaking complex tasks into discrete steps
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- Providing scaffolding (templates, defaults, examples)
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- Progressive disclosure — show what's needed now, hide the rest
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- Grouping related decisions together
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### Extraneous Load — Bad Design
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Mental effort caused by poor design choices. **Eliminate this ruthlessly** — it's pure waste.
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**Common sources**:
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- Confusing navigation that requires mental mapping
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- Unclear labels that force users to guess meaning
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- Visual clutter competing for attention
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- Inconsistent patterns that prevent learning
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- Unnecessary steps between user intent and result
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### Germane Load — Learning Effort
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Mental effort spent building understanding. This is *good* cognitive load — it leads to mastery.
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**Support it by**:
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- Progressive disclosure that reveals complexity gradually
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- Consistent patterns that reward learning
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- Feedback that confirms correct understanding
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- Onboarding that teaches through action, not walls of text
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---
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## Cognitive Load Checklist
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Evaluate the interface against these 8 items:
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- [ ] **Single focus**: Can the user complete their primary task without distraction from competing elements?
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- [ ] **Chunking**: Is information presented in digestible groups (≤4 items per group)?
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- [ ] **Grouping**: Are related items visually grouped together (proximity, borders, shared background)?
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- [ ] **Visual hierarchy**: Is it immediately clear what's most important on the screen?
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- [ ] **One thing at a time**: Can the user focus on a single decision before moving to the next?
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- [ ] **Minimal choices**: Are decisions simplified (≤4 visible options at any decision point)?
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- [ ] **Working memory**: Does the user need to remember information from a previous screen to act on the current one?
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- [ ] **Progressive disclosure**: Is complexity revealed only when the user needs it?
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**Scoring**: Count the failed items. 0–1 failures = low cognitive load (good). 2–3 = moderate (address soon). 4+ = high cognitive load (critical fix needed).
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---
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## The Working Memory Rule
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**Humans can hold ≤4 items in working memory at once** (Miller's Law revised by Cowan, 2001).
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At any decision point, count the number of distinct options, actions, or pieces of information a user must simultaneously consider:
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- **≤4 items**: Within working memory limits — manageable
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- **5–7 items**: Pushing the boundary — consider grouping or progressive disclosure
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- **8+ items**: Overloaded — users will skip, misclick, or abandon
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**Practical applications**:
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- Navigation menus: ≤5 top-level items (group the rest under clear categories)
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- Form sections: ≤4 fields visible per group before a visual break
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- Action buttons: 1 primary, 1–2 secondary, group the rest in a menu
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- Dashboard widgets: ≤4 key metrics visible without scrolling
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- Pricing tiers: ≤3 options (more causes analysis paralysis)
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---
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## Common Cognitive Load Violations
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### 1. The Wall of Options
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**Problem**: Presenting 10+ choices at once with no hierarchy.
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**Fix**: Group into categories, highlight recommended, use progressive disclosure.
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### 2. The Memory Bridge
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**Problem**: User must remember info from step 1 to complete step 3.
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**Fix**: Keep relevant context visible, or repeat it where it's needed.
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### 3. The Hidden Navigation
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**Problem**: User must build a mental map of where things are.
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**Fix**: Always show current location (breadcrumbs, active states, progress indicators).
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### 4. The Jargon Barrier
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**Problem**: Technical or domain language forces translation effort.
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**Fix**: Use plain language. If domain terms are unavoidable, define them inline.
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### 5. The Visual Noise Floor
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**Problem**: Every element has the same visual weight — nothing stands out.
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**Fix**: Establish clear hierarchy: one primary element, 2–3 secondary, everything else muted.
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### 6. The Inconsistent Pattern
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**Problem**: Similar actions work differently in different places.
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**Fix**: Standardize interaction patterns. Same type of action = same type of UI.
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### 7. The Multi-Task Demand
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**Problem**: Interface requires processing multiple simultaneous inputs (reading + deciding + navigating).
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**Fix**: Sequence the steps. Let the user do one thing at a time.
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### 8. The Context Switch
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**Problem**: User must jump between screens/tabs/modals to gather info for a single decision.
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**Fix**: Co-locate the information needed for each decision. Reduce back-and-forth.
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