cognitive-foundations
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ChineseCognitive Foundations
认知科学基础
The science of how minds work, and what that means for design.
研究人类思维运作机制及其对设计的指导意义。
When to Use This Skill
何时使用本方法
- Explaining why a design works or fails (grounded in research, not opinion)
- Evaluating cognitive load or working memory demands
- Predicting user performance (Fitts, Hick-Hyman)
- Diagnosing mental model misalignment
- Justifying design decisions to stakeholders with evidence
- Understanding attention, perception, or memory failures
- 解释设计成功或失败的核心原因(基于研究而非主观意见)
- 评估认知负荷或工作记忆需求
- 用Fitts、Hick-Hyman定律预测用户表现
- 诊断心智模型与系统的偏差
- 用实证依据向利益相关者证明设计决策的合理性
- 分析用户注意力、感知或记忆层面的问题
Output Contracts
输出规范
For Single-Principle Analysis
单原则分析
markdown
undefinedmarkdown
undefinedCognitive Principle: [Name]
Cognitive Principle: [Name]
Principle: [1-sentence explanation]
Evidence in Design: [Where/how this applies]
Implication: [Specific, actionable recommendation]
Confidence: [High/Medium/Low] — [rationale]
undefinedPrinciple: [1-sentence explanation]
Evidence in Design: [Where/how this applies]
Implication: [Specific, actionable recommendation]
Confidence: [High/Medium/Low] — [rationale]
undefinedFor Cognitive Audit (Comprehensive)
全面认知审计
markdown
undefinedmarkdown
undefinedCognitive Audit: [Screen/Flow Name]
Cognitive Audit: [Screen/Flow Name]
Working Memory Load
Working Memory Load
- Items requiring recall: [count]
- Cross-screen memory demands: [Y/N]
- Verdict: [Acceptable / High / Overloaded]
- Items requiring recall: [count]
- Cross-screen memory demands: [Y/N]
- Verdict: [Acceptable / High / Overloaded]
Attention Demands
Attention Demands
- Preattentive features for critical info: [Y/N]
- Competing attention demands: [list]
- Change blindness risk: [areas where changes may go unnoticed]
- Preattentive features for critical info: [Y/N]
- Competing attention demands: [list]
- Change blindness risk: [areas where changes may go unnoticed]
Mental Model Alignment
Mental Model Alignment
- Expected user model: [what users likely think]
- System behavior: [what actually happens]
- Gap: [mismatch, if any]
- Expected user model: [what users likely think]
- System behavior: [what actually happens]
- Gap: [mismatch, if any]
Predictive Laws
Predictive Laws
- Fitts's Law concerns: [target size/distance issues]
- Hick's Law concerns: [choice overload areas]
- Fitts's Law concerns: [target size/distance issues]
- Hick's Law concerns: [choice overload areas]
Gulf Analysis
Gulf Analysis
- Gulf of Execution: [unclear how to act?]
- Gulf of Evaluation: [unclear what happened?]
- Gulf of Execution: [unclear how to act?]
- Gulf of Evaluation: [unclear what happened?]
Violations of Nielsen's Heuristics
Violations of Nielsen's Heuristics
| Heuristic | Violation | Severity |
|---|---|---|
| ... | ... | 1-4 |
| Heuristic | Violation | Severity |
|---|---|---|
| ... | ... | 1-4 |
Recommendations
Recommendations
- [Highest priority fix]
- [Second priority]
- [Third priority]
undefined- [Highest priority fix]
- [Second priority]
- [Third priority]
undefinedFor Explaining a Failure
失败案例分析
markdown
undefinedmarkdown
undefinedFailure Analysis: [What Went Wrong]
Failure Analysis: [What Went Wrong]
Observed Behavior: [What users did]
Cognitive Explanation: [Which principle explains this]
Root Cause: [Design element that caused it]
Fix: [Specific change]
---Observed Behavior: [What users did]
Cognitive Explanation: [Which principle explains this]
Root Cause: [Design element that caused it]
Fix: [Specific change]
---Quick Reference: Predictive Laws
预测性定律速查
| Law | Formula | Rule of Thumb |
|---|---|---|
| Fitts's Law | MT = a + b × log₂(2D/W) | Bigger + closer = faster. Screen edges are infinite. |
| Hick-Hyman | RT = a + b × log₂(n+1) | More choices = slower. Reduce or organize options. |
| Steering Law | T = a + b × (A/W) | Narrow paths are slow. Cascading menus are hard. |
| Power Law | T = a × N^(-b) | Practice helps. Design for learnability. |
| 定律 | 公式 | 经验法则 |
|---|---|---|
| Fitts's Law | MT = a + b × log₂(2D/W) | 目标越大、距离越近,操作速度越快。屏幕边缘视为无限大目标。 |
| Hick-Hyman | RT = a + b × log₂(n+1) | 选项越多,决策速度越慢。应减少或合理组织选项。 |
| Steering Law | T = a + b × (A/W) | 操作路径越窄,速度越慢。级联菜单操作难度高。 |
| Power Law | T = a × N^(-b) | 练习可提升效率。设计需兼顾可学习性。 |
Quick Reference: Nielsen's 10 Heuristics
Nielsen十大启发式原则速查
| # | Heuristic | Quick Test |
|---|---|---|
| 1 | Visibility of system status | Can user always tell what's happening? |
| 2 | Match system ↔ real world | Language familiar? Metaphors sensible? |
| 3 | User control and freedom | Easy undo? Clear exits? |
| 4 | Consistency and standards | Same words/actions mean same things? |
| 5 | Error prevention | Constraints prevent errors before they occur? |
| 6 | Recognition over recall | Options visible? No memory required? |
| 7 | Flexibility and efficiency | Shortcuts for experts? |
| 8 | Aesthetic and minimalist | Only relevant info? No clutter? |
| 9 | Error recovery | Errors explained in plain language with fix? |
| 10 | Help and documentation | Searchable, task-focused, concise? |
| 序号 | 启发式原则 | 快速测试要点 |
|---|---|---|
| 1 | Visibility of system status | 用户是否能随时了解系统当前状态? |
| 2 | Match system ↔ real world | 使用的语言是否贴近用户认知?隐喻是否合理? |
| 3 | User control and freedom | 是否支持一键撤销?是否有清晰的退出路径? |
| 4 | Consistency and standards | 相同的文字/操作是否始终代表同一含义? |
| 5 | Error prevention | 是否有约束机制提前避免错误发生? |
| 6 | Recognition over recall | 选项是否可见?是否无需用户记忆信息? |
| 7 | Flexibility and efficiency | 是否为专家用户提供快捷操作? |
| 8 | Aesthetic and minimalist | 是否仅展示相关信息?无冗余内容? |
| 9 | Error recovery | 是否用通俗语言解释错误并提供修复方案? |
| 10 | Help and documentation | 帮助文档是否可搜索、聚焦任务且简洁? |
Quick Reference: Working Memory
工作记忆速查
- Capacity: ~4 chunks (not 7)
- Duration: ~20 seconds without rehearsal
- Test: Count items user must hold in mind across screens/steps
Red flags:
- "Remember this code and enter it on the next page"
- Multi-step forms without visible progress/state
- Complex comparisons requiring mental tracking
- 容量: 约4个信息块(而非7个)
- 持续时间: 无复述情况下约20秒
- 测试方法: 统计用户在跨页面/步骤中必须记住的信息数量
危险信号:
- “记住此代码,在下一页输入”
- 无进度/状态显示的多步骤表单
- 需要用户手动跟踪的复杂对比操作
Quick Reference: Preattentive Features
前注意特征速查
Detected in <200ms, no focused attention required:
- Color (hue, saturation)
- Size (length, area)
- Orientation (angle)
- Motion (flicker, direction)
- Shape (curvature, enclosure)
Use for: Critical info, errors, changes, status
Don't use for: Everything (loses signal value)
可在200毫秒内被识别,无需集中注意力:
- 颜色(色调、饱和度)
- 尺寸(长度、面积)
- 方向(角度)
- 运动(闪烁、方向)
- 形状(曲率、封闭性)
适用场景: 关键信息、错误提示、状态变化
禁忌: 不要用于所有元素(会失去信号价值)
Cognitive Load Checklist
认知负荷检查表
Quick assessment for any interface:
| Factor | Low Load | High Load |
|---|---|---|
| Choices visible | 2-4 options | 10+ options |
| Memory demands | Recognition | Recall |
| Steps to goal | 1-3 clicks | 5+ clicks |
| Interruptions | None | Frequent modals |
| Novel elements | Familiar patterns | New conventions |
| Error recovery | Clear undo | Destructive actions |
| Visual complexity | Clean, grouped | Dense, undifferentiated |
Scoring: Each "High Load" = +1. Score >3 = redesign needed.
快速评估任意界面的认知负荷:
| 因素 | 低负荷 | 高负荷 |
|---|---|---|
| 可见选项数量 | 2-4个 | 10个以上 |
| 记忆需求 | 识别型 | 回忆型 |
| 达成目标的步骤 | 1-3次点击 | 5次以上点击 |
| 干扰项 | 无 | 频繁弹出模态框 |
| 新元素占比 | 熟悉模式 | 全新交互规则 |
| 错误恢复 | 清晰的撤销功能 | 具有破坏性的操作 |
| 视觉复杂度 | 简洁、分组清晰 | 密集、无差异化 |
评分规则: 每一项“高负荷”计1分。得分>3分则需要重新设计。
Common Violations → Principle
常见问题对应原则
| Symptom | Likely Violation | Fix |
|---|---|---|
| Users don't notice changes | Change blindness | Animate, highlight transitions |
| Users can't find the button | Poor Fitts's Law | Increase size, reduce distance |
| Users freeze at options | Hick's Law overload | Reduce choices, progressive disclosure |
| Users forget mid-task | Working memory exceeded | Show state, don't require recall |
| Users misunderstand state | Gulf of Evaluation | Better feedback, visibility |
| Users click wrong thing | Poor affordance/signifier | Clearer visual treatment |
| Users make same error repeatedly | Mode error | Visible mode indicators |
| Users abandon complex forms | Cognitive load | Chunk, scaffold, save progress |
| 症状 | 可能违反的原则 | 修复方案 |
|---|---|---|
| 用户未注意到界面变化 | Change blindness | 添加动画效果,高亮过渡区域 |
| 用户找不到按钮 | Fitts's Law 应用不当 | 增大按钮尺寸,缩短操作距离 |
| 用户在选项前停滞 | Hick's Law 过载 | 减少选项数量,采用渐进式展示 |
| 用户在任务中途遗忘 | 工作记忆过载 | 显示当前状态,无需用户回忆 |
| 用户误解系统状态 | Gulf of Evaluation | 优化反馈机制,提升状态可见性 |
| 用户点击错误目标 | 可用性/符号化设计不足 | 优化视觉呈现,增强可操作性 |
| 用户重复犯同一错误 | 模式错误 | 增加清晰的模式状态指示器 |
| 用户放弃复杂表单 | 认知负荷过高 | 拆分步骤、提供引导、自动保存进度 |
Process
实施流程
- Identify cognitive demands — What is the interface asking the user to perceive, remember, decide, or do?
- Match to principles — Which cognitive constraints or laws apply?
- Evaluate alignment — Does the design respect or violate these?
- Recommend changes — Specific modifications grounded in the principle
- 识别认知需求 — 界面要求用户完成哪些感知、记忆、决策或操作任务?
- 匹配对应原则 — 哪些认知约束或定律适用?
- 评估契合度 — 设计是否遵循或违反了这些原则?
- 提出改进建议 — 基于原则的具体修改方案
Deep Reference Files
深度参考文档
For comprehensive principles and research:
- PSYCHOLOGY.md — Perception, memory, attention, biases, emotion, motivation
- HCI-THEORY.md — Norman's model, predictive laws, error theory, research methods, heuristics
如需全面了解相关原则与研究:
- PSYCHOLOGY.md — 感知、记忆、注意力、认知偏差、情绪、动机
- HCI-THEORY.md — Norman模型、预测性定律、错误理论、研究方法、启发式原则
Primary Sources
主要研究来源
- A Feature-Integration Theory of Attention.md — Treisman & Gelade on preattentive processing (informs: Quick Reference: Preattentive Features)
- Judgment under Uncertainty- Heuristics and Biases.md — Kahneman & Tversky on cognitive biases (informs: PSYCHOLOGY.md § Decision Making)
- A Feature-Integration Theory of Attention.md — Treisman & Gelade关于前注意加工的研究(支撑:前注意特征速查)
- Judgment under Uncertainty- Heuristics and Biases.md — Kahneman & Tversky关于认知偏差的研究(支撑:PSYCHOLOGY.md 决策章节)
Key Researchers
核心研究者
- Don Norman: Affordances, gulfs, emotional design
- Daniel Kahneman: Dual process theory, heuristics and biases
- Stuart Card: GOMS, information foraging, Fitts's Law
- Anne Treisman: Feature integration, preattentive processing
- Jakob Nielsen: Usability heuristics, discount usability
- Ben Shneiderman: Direct manipulation, golden rules
- Don Norman: 可供性、执行/评估鸿沟、情感设计
- Daniel Kahneman: 双加工理论、启发式与认知偏差
- Stuart Card: GOMS模型、信息搜寻理论、Fitts定律
- Anne Treisman: 特征整合、前注意加工
- Jakob Nielsen: 可用性启发式原则、低成本可用性测试
- Ben Shneiderman: 直接操作、黄金设计法则
Remember
注意事项
- Cognitive science explains why design principles work
- Individual differences exist—design for variability, not averages
- Lab findings may not generalize (ecological validity matters)
- Theory informs but doesn't replace observing real users
- When in doubt, reduce cognitive load—users have less capacity than you think
- 认知科学解释了设计原则有效的底层逻辑
- 用户个体存在差异——设计需兼顾多样性而非平均值
- 实验室研究结果可能无法完全适配真实场景(生态效度至关重要)
- 理论指导不能替代对真实用户的观察
- 存疑时,优先降低认知负荷——用户的认知能力远低于你的预期