# Cognitive Foundations This resource explains the core cognitive psychology principles underlying effective visual design. **Foundation for:** All other paths in this skill --- ## Why Learn Cognitive Foundations ### WHY This Matters Understanding how humans perceive, attend, remember, and process information enables you to: - **Predict user behavior:** Know what users will notice, understand, and remember - **Design with confidence:** Ground decisions in research, not guesswork - **Diagnose problems:** Identify why designs fail cognitively - **Advocate effectively:** Explain design rationale with scientific backing **Mental model:** Like a doctor needs anatomy to diagnose illness, designers need cognitive psychology to diagnose interface problems. **Research foundation:** Tufte (data visualization), Norman (interaction design), Ware (visual perception), Cleveland & McGill (graphical perception), Miller/Cowan (working memory), Gestalt psychology (perceptual grouping), Mayer (multimedia learning). Without cognitive foundations: design by intuition alone, inconsistent decisions, inability to explain why designs work or fail. --- ## What You'll Learn ### Core Cognitive Concepts This section covers 5 foundational areas: 1. **Perception & Attention** - What users notice first, visual search, preattentive processing 2. **Memory & Cognition** - Working memory limits, chunking, cognitive load 3. **Gestalt & Grouping** - Automatic perceptual organization patterns 4. **Visual Encoding** - Hierarchy of perceptual accuracy for different chart types 5. **Mental Models & Mapping** - How prior experience shapes expectations --- ## Why Perception & Attention ### WHY This Matters **Core insight:** Attention is limited and selective like a spotlight - you can only focus on one thing at high resolution while periphery remains blurry. **Implications:** - Visual design controls where attention goes - Competing elements dilute attention - Critical information must be made salient - Users scan, they don't read everything thoroughly **Mental model:** Human vision is like a camera with a tiny high-resolution center (fovea covers ~1-2° of visual field) and low-resolution periphery. We rapidly move attention spotlight to important areas. --- ### WHAT to Know #### Preattentive Processing **Definition:** Detection of basic visual features in under 500ms before conscious attention. **Preattentive Features:** - **Color:** A single red item among gray pops out instantly - **Form:** Unique shapes stand out (circle among squares) - **Motion:** Moving elements grab attention automatically - **Position:** Spatial outliers noticed quickly - **Size:** Largest/smallest items detected fast **Application Rule:** ``` Use preattentive features sparingly for 1-3 critical elements only. Too many salient elements = visual noise = nothing stands out. ``` **Example:** Dashboard alert in red among gray metrics → immediate attention **Anti-pattern:** Everything in bright colors → overwhelm, nothing prioritized --- #### Visual Search **Definition:** After preattentive pop-out, users engage in serial visual search - scanning one area at a time with high acuity. **Predictable Patterns:** - **F-pattern:** Text-heavy content (read top-left to top-right, then down left side, short horizontal scan middle) - **Z-pattern:** Visual-heavy content (top-left to top-right, diagonal to bottom-left, then bottom-right) - **Gutenberg Diagram:** Primary optical area top-left, terminal area bottom-right **Application Rule:** ``` Position most important elements along scanning path: - Top-left for primary content (both patterns start here) - Top-right for secondary actions - Bottom-right for terminal actions (next/submit) ``` **Example:** Dashboard KPIs top-left, details below, "Export" button bottom-right --- #### Attention Spotlight Trade-offs **Attention is zero-sum:** Effort spent on decorations is unavailable for data comprehension. **Rule:** Maximize attention on task-relevant elements, minimize on decorative elements. **Squint Test:** Blur design (squint or Gaussian blur) - can you still identify what's important? If hierarchy disappears when blurred, it's too subtle. --- ## Why Memory & Cognition ### WHY This Matters **Core insight:** Working memory can hold only ~4±1 meaningful chunks of information, and items fade within seconds unless rehearsed. **Implications:** - Interfaces must be designed to fit memory limits - Information must be chunked into groups - State should be externalized to interface, not user's memory - Recognition is vastly easier than recall **Mental model:** Working memory is like juggling - you can keep 3-5 balls in the air, but adding more causes you to drop them all. **Updated understanding:** Miller (1956) proposed 7±2 chunks, but Cowan (2001) showed actual capacity is 4±1 for most people. --- ### WHAT to Know #### Working Memory Capacity **Definition:** "Mental scratchpad" holding active information temporarily (seconds) before transfer to long-term memory or loss. **Capacity:** **4±1 chunks** for most people **Chunk:** Meaningful unit of information - Expert: "555-123-4567" = 1 chunk (phone number) - Novice: "555-123-4567" = 10 chunks (each digit separate) **Application Rule:** ``` Design within 4±1 constraint: - Navigation: ≤7 top-level categories - Forms: 4-6 fields per screen without wizard - Dashboards: Group metrics into 3-5 categories - Choices: Limit concurrent options to ≤7 ``` **Example:** Registration wizard with 4 steps (personal info, account, preferences, review) vs single 30-field page **Why it works:** Each step fits in working memory; progress indicator externalizes "where am I" --- #### Cognitive Load Types **Intrinsic Load:** Inherent complexity of the task itself (can't change) **Extraneous Load:** Mental effort from poor design - confusing interfaces, unclear icons, missing context → **MINIMIZE THIS** **Germane Load:** Meaningful mental effort contributing to learning or understanding → **Support this, don't eliminate** **Application Rule:** ``` Reduce extraneous load to free capacity for germane load: - Remove decorative elements (chartjunk) - Simplify workflows (fewer steps, fewer choices) - Provide memory aids (breadcrumbs, visible state, tooltips) - Use familiar patterns (standard UI conventions) ``` **Example:** E-learning slide with audio narration + diagram (germane load) vs text + diagram + background music (extraneous load from competing visual text and irrelevant music) --- #### Recognition vs. Recall **Recall:** Retrieve from memory without cues (hard, error-prone, slow) - "What was the error code?" - "Which menu has the export function?" **Recognition:** Identify among presented options (easy, fast, accurate) - Error message shown in context - Menu items visible **Application Rule:** ``` Design for recognition over recall: - Show available options (dropdown) vs requiring typed command - Display current filters as visible chips vs requiring memory - Provide breadcrumbs vs expecting user to remember navigation path - Use icons WITH labels vs icons alone ``` **Example:** File menu with visible "Save" option vs command-line requiring user to remember "save" command --- #### Chunking Strategy **Definition:** Grouping related information into single meaningful units to overcome working memory limits. **Application Patterns:** - **Lists:** Break into categories (❌ 20 ungrouped nav items → ✓ 5 categories × 4 items) - **Forms:** Group fields (❌ 30 sequential fields → ✓ 4-step wizard with grouped fields) - **Phone numbers:** Use conventional chunking (555-123-4567 = 3 chunks vs 5551234567 = 10 chunks) - **Dashboards:** Group metrics by category (Traffic panel, Conversion panel, Error panel) --- ## Why Gestalt & Grouping ### WHY This Matters **Core insight:** The brain automatically organizes visual elements based on proximity, similarity, continuity, and other principles - this happens preconsciously before you think about it. **Implications:** - Layout directly creates perceived meaning - Whitespace is not "empty" - it shows separation - Consistent styling shows relationships - Alignment implies connection **Mental model:** Gestalt principles are like visual grammar - rules the brain applies automatically to make sense of what it sees. **Historical note:** Gestalt psychology (1910s-1920s) discovered these principles, and they remain validated by modern neuroscience. --- ### WHAT to Know #### Proximity **Principle:** Items close together are perceived as belonging to the same group. **Application Rule:** ``` Use spatial grouping to show relationships: - Related form fields adjacent with minimal spacing - Unrelated groups separated by whitespace - Label next to corresponding graphic (not across page) ``` **Example:** Dashboard with 3 panels (traffic, conversions, errors) separated by whitespace → automatically perceived as 3 distinct groups **Anti-pattern:** Even spacing everywhere → no perceived structure --- #### Similarity **Principle:** Elements that look similar (shape, color, size, style) are seen as related or part of a pattern. **Application Rule:** ``` Use consistent styling for related elements: - All primary CTAs same color/style - All error messages same red + icon treatment - All headings same font/size per level ``` **Example:** All "delete" actions red across interface → users learn "red = destructive action" **Anti-pattern:** Inconsistent button styles → users can't predict function from appearance --- #### Continuity **Principle:** Elements arranged on a line or curve are perceived as more related than elements not aligned. **Application Rule:** ``` Use alignment to show structure: - Left-align related items (form fields, list items) - Grid layouts imply equal status - Flowing lines guide eye through narrative ``` **Example:** Infographic with visual flow from top to bottom, numbered steps along continuous path **Anti-pattern:** Haphazard placement → no clear reading order --- #### Closure **Principle:** Mind perceives complete figures even when parts are missing, filling gaps mentally. **Application Rule:** ``` Leverage closure for simplified designs: - Dotted lines imply connection without solid line visual weight - Incomplete circles/shapes still recognized (reduce ink) - Implied boundaries via alignment without explicit borders ``` **Example:** Dashboard cards separated by whitespace only (no borders) → still perceived as distinct containers --- #### Figure-Ground Segregation **Principle:** We instinctively separate scene into "figure" (foreground object of focus) and "ground" (background). **Application Rule:** ``` Ensure clear figure-ground distinction: - Modal dialogs: dim background, brighten foreground - Highlighted content: stronger contrast than surroundings - Active state: clearly differentiated from inactive ``` **Example:** Popup form with darkened background overlay → form is clearly the figure **Anti-pattern:** Insufficient contrast → users can't distinguish what's active --- ## Why Visual Encoding Hierarchy ### WHY This Matters **Core insight:** Not all visual encodings are equally effective for human perception - some enable precise comparisons, others make them nearly impossible. **Cleveland & McGill's Hierarchy (most to least accurate):** 1. Position along common scale (bar chart) 2. Position along non-aligned scales 3. Length 4. Angle/slope 5. Area 6. Volume 7. Color hue (categorical only) 8. Color saturation **Implications:** - Chart type choice directly determines user accuracy - Bar charts enable 5-10x more precise comparison than pie charts - Color hue has no inherent ordering (don't use for quantities) **Mental model:** Human visual system is like a measurement tool - some encodings are precision instruments (position), others are crude estimates (area). --- ### WHAT to Know #### Task-Encoding Matching **Match encoding to user task:** - **Compare values:** Bar chart (position/length 5-10x more accurate than pie angle/area) - **See trend:** Line chart (continuous line shows temporal progression, slope changes visible) - **Understand distribution:** Histogram/box plot (shape visible, outliers apparent) - **Part-to-whole:** Stacked bar/treemap (avoid pie >5 slices - angles hard to judge) - **Find outliers/clusters:** Scatterplot (2D position enables pattern detection) --- #### Color Encoding Rules - **Categorical:** Distinct hues (red, blue, green). Limit 5-7 categories. Hue lacks ordering. - **Quantitative:** Lightness gradient (light→dark). Avoid rainbow (misleading peaks). Darkness = more. - **Diverging:** Two-hue gradient through neutral (blue←gray→orange). Shows direction/magnitude. - **Accessible:** Redundant coding (color + icon + label). 8% males colorblind. --- #### Perceptually Uniform Colormaps **Problem:** Rainbow spectrum has non-uniform perceptual steps - equal data differences don't produce equal perceived color differences. Can hide or exaggerate patterns. **Solution:** Use perceptually uniform colormaps: - **Viridis** (yellow→green→blue) - **Magma** (purple→red→yellow) - **Plasma** (purple→orange→yellow) **Why:** Equal data steps = equal perceived color steps = honest representation **Application:** Any heatmap, choropleth map, or continuous quantitative color scale --- ## Why Mental Models & Mapping ### WHY This Matters **Core insight:** Users approach interfaces with preconceived notions (mental models) from past experiences. Designs that violate these models require re-learning and cause confusion. **Implications:** - Familiarity reduces cognitive load (System 1 processing) - Deviation from standards forces conscious thought (System 2 processing) - Consistent patterns become automatic - Natural mappings feel intuitive **Mental model:** Like driving a car - once you've learned, you don't consciously think about pedals. New car with reversed pedals would be dangerous because it violates your mental model. --- ### WHAT to Know #### Mental Models (User Expectations) **Definition:** Internal representations of how things work based on prior experience and analogy. **Sources:** - **Platform conventions:** iOS vs Android interaction patterns - **Cultural patterns:** Left-to-right reading in Western contexts - **Physical world:** Skeuomorphic metaphors (trash can for delete) - **Other applications:** "Most apps work this way" (Jakob's Law) **Application Rule:** ``` Use standard UI patterns to leverage existing mental models: - Hamburger menu for navigation (mobile) - Magnifying glass for search - Shopping cart for e-commerce - Standard keyboard shortcuts (Ctrl+C/V) ``` **When to deviate:** Only when standard pattern demonstrably fails for your use case AND you provide clear onboarding **Example:** File system trash can - users understand "throw away to delete" from physical world metaphor --- #### Affordances & Signifiers **Affordance:** Properties suggesting how to interact (button affords clicking, slider affords dragging) **Signifier:** Visual cues indicating affordance (button looks raised/has shadow to signal "press me") **Application Rule:** ``` Design controls to signal their function: - Buttons: raised appearance, hover state, cursor change - Text inputs: rectangular field with border, cursor appears on click - Sliders: handle that looks draggable - Links: underlined or colored text, cursor changes to pointer ``` **Example:** Flat button vs raised button - raised appearance signals "I'm interactive" without user experimentation **Anti-pattern:** Everything looks flat and identical → user must experiment to discover what's clickable --- #### Natural Mapping **Definition:** Relationship between controls and effects that mirrors spatial/conceptual relationships in intuitive way. **Application Patterns:** - **Spatial:** Stove knob layout mirrors burner layout (front-left knob → front-left burner) - **Directional:** Volume up = move up, zoom in = pinch outward, scroll down = swipe up (matches physical) - **Conceptual:** Green = go/good/success, Red = stop/bad/error (culturally learned, widely understood) **Rule:** Align control layout/direction with effect for instant comprehension --- ## Application: Putting Foundations Together ### Dashboard Design Example **Problem:** 20 equal-weight metrics → cognitive overload **Applied Principles:** - **Attention:** 3-4 primary KPIs top-left (large), smaller secondary below, red for violations only - **Memory:** Group into 3-4 panels (Traffic, Conversions, Errors) = fits 4±1 chunks - **Gestalt:** Proximity (related metrics within panel), similarity (consistent colors), whitespace (panel separation) - **Encoding:** Bar charts (comparisons), line charts (trends), avoid pies (poor angle perception) - **Mental Models:** Standard chart types, conventional axes (time left-to-right), familiar icons + labels **Result:** 5-second comprehension vs 60-second confusion --- ### Form Wizard Example **Problem:** 30-field form → 60% abandonment **Applied Principles:** - **Attention:** 4 steps revealed gradually, current step prominent - **Memory:** 4-6 fields per step (fits 4±1 capacity), progress indicator visible (externalizes state) - **Gestalt:** Related fields grouped (name, address), whitespace between groups - **Recognition over Recall:** Show step names ("Personal Info" → "Account" → "Preferences" → "Review"), display entered info in review, enable back navigation - **Natural Mapping:** Linear flow left-to-right/top-to-bottom, "Next" button bottom-right consistently **Result:** 75% completion, faster task time