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cognitive-load.md
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1 # Cognitive Load Assessment
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3 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.
4
5 ---
6
7 ## Three Types of Cognitive Load
8
9 ### Intrinsic Load: The Task Itself
10 Complexity inherent to what the user is trying to do. You can't eliminate this, but you can structure it.
11
12 **Manage it by**:
13 - Breaking complex tasks into discrete steps
14 - Providing scaffolding (templates, defaults, examples)
15 - Progressive disclosure: show what's needed now, hide the rest
16 - Grouping related decisions together
17
18 ### Extraneous Load: Bad Design
19 Mental effort caused by poor design choices. **Eliminate this ruthlessly.** It's pure waste.
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21 **Common sources**:
22 - Confusing navigation that requires mental mapping
23 - Unclear labels that force users to guess meaning
24 - Visual clutter competing for attention
25 - Inconsistent patterns that prevent learning
26 - Unnecessary steps between user intent and result
27
28 ### Germane Load: Learning Effort
29 Mental effort spent building understanding. This is *good* cognitive load; it leads to mastery.
30
31 **Support it by**:
32 - Progressive disclosure that reveals complexity gradually
33 - Consistent patterns that reward learning
34 - Feedback that confirms correct understanding
35 - Onboarding that teaches through action, not walls of text
36
37 ---
38
39 ## Cognitive Load Checklist
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41 Evaluate the interface against these 8 items:
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43 - [ ] **Single focus**: Can the user complete their primary task without distraction from competing elements?
44 - [ ] **Chunking**: Is information presented in digestible groups (≤4 items per group)?
45 - [ ] **Grouping**: Are related items visually grouped together (proximity, borders, shared background)?
46 - [ ] **Visual hierarchy**: Is it immediately clear what's most important on the screen?
47 - [ ] **One thing at a time**: Can the user focus on a single decision before moving to the next?
48 - [ ] **Minimal choices**: Are decisions simplified (≤4 visible options at any decision point)?
49 - [ ] **Working memory**: Does the user need to remember information from a previous screen to act on the current one?
50 - [ ] **Progressive disclosure**: Is complexity revealed only when the user needs it?
51
52 **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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54 ---
55
56 ## The Working Memory Rule
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58 **Humans can hold ≤4 items in working memory at once** (Miller's Law revised by Cowan, 2001).
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60 At any decision point, count the number of distinct options, actions, or pieces of information a user must simultaneously consider:
61 - **≤4 items**: Within working memory limits, manageable
62 - **5–7 items**: Pushing the boundary; consider grouping or progressive disclosure
63 - **8+ items**: Overloaded; users will skip, misclick, or abandon
64
65 **Practical applications**:
66 - Navigation menus: ≤5 top-level items (group the rest under clear categories)
67 - Form sections: ≤4 fields visible per group before a visual break
68 - Action buttons: 1 primary, 1–2 secondary, group the rest in a menu
69 - Dashboard widgets: ≤4 key metrics visible without scrolling
70 - Pricing tiers: ≤3 options (more causes analysis paralysis)
71
72 ---
73
74 ## Common Cognitive Load Violations
75
76 ### 1. The Wall of Options
77 **Problem**: Presenting 10+ choices at once with no hierarchy.
78 **Fix**: Group into categories, highlight recommended, use progressive disclosure.
79
80 ### 2. The Memory Bridge
81 **Problem**: User must remember info from step 1 to complete step 3.
82 **Fix**: Keep relevant context visible, or repeat it where it's needed.
83
84 ### 3. The Hidden Navigation
85 **Problem**: User must build a mental map of where things are.
86 **Fix**: Always show current location (breadcrumbs, active states, progress indicators).
87
88 ### 4. The Jargon Barrier
89 **Problem**: Technical or domain language forces translation effort.
90 **Fix**: Use plain language. If domain terms are unavoidable, define them inline.
91
92 ### 5. The Visual Noise Floor
93 **Problem**: Every element has the same visual weight; nothing stands out.
94 **Fix**: Establish clear hierarchy: one primary element, 2–3 secondary, everything else muted.
95
96 ### 6. The Inconsistent Pattern
97 **Problem**: Similar actions work differently in different places.
98 **Fix**: Standardize interaction patterns. Same type of action = same type of UI.
99
100 ### 7. The Multi-Task Demand
101 **Problem**: Interface requires processing multiple simultaneous inputs (reading + deciding + navigating).
102 **Fix**: Sequence the steps. Let the user do one thing at a time.
103
104 ### 8. The Context Switch
105 **Problem**: User must jump between screens/tabs/modals to gather info for a single decision.
106 **Fix**: Co-locate the information needed for each decision. Reduce back-and-forth.
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