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Apply cognitive science and HCI research to design decisions. Use when you need the scientific 'why' behind usability, explaining user behavior, understanding perception/memory/attention limits, evaluating cognitive load, assessing mental model alignment, predicting performance with Fitts's/Hick's Law, or grounding interface decisions in research rather than opinion.
npx skill4agent add petekp/claude-skills cognitive-foundations## Cognitive Principle: [Name]
**Principle**: [1-sentence explanation]
**Evidence in Design**: [Where/how this applies]
**Implication**: [Specific, actionable recommendation]
**Confidence**: [High/Medium/Low] — [rationale]## Cognitive Audit: [Screen/Flow Name]
### Working Memory Load
- Items requiring recall: [count]
- Cross-screen memory demands: [Y/N]
- Verdict: [Acceptable / High / Overloaded]
### Attention Demands
- Preattentive features for critical info: [Y/N]
- Competing attention demands: [list]
- Change blindness risk: [areas where changes may go unnoticed]
### Mental Model Alignment
- Expected user model: [what users likely think]
- System behavior: [what actually happens]
- Gap: [mismatch, if any]
### Predictive Laws
- Fitts's Law concerns: [target size/distance issues]
- Hick's Law concerns: [choice overload areas]
### Gulf Analysis
- Gulf of Execution: [unclear how to act?]
- Gulf of Evaluation: [unclear what happened?]
### Violations of Nielsen's Heuristics
| Heuristic | Violation | Severity |
|-----------|-----------|----------|
| ... | ... | 1-4 |
### Recommendations
1. [Highest priority fix]
2. [Second priority]
3. [Third priority]## 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]| 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. |
| # | 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? |
| 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 |
| 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 |