Cognitive psychology

Concept

Why the brain likes some interfaces and resists others

Cognitive psychology is the scientific discipline that studies how the brain processes information: memory, attention, perception, language, reasoning. It provides theoretical rules and models used by UX teams for user-centred design.

It is the founding science of cognitive ergonomics and, indirectly, of UX design. Cognitive psychology offers no magic formula: it describes how a human brain goes about processing information, and provides general principles, a few laws and some models.

The laws of cognitive psychology are statistical tendencies, measured on particular populations, at specific times and within a given setting. Miller's law on the seven items held in working memory, for instance, dates from 1956; it remains useful as a point of reference, not as an absolute rule. A user's expertise, context and habits constantly shift these thresholds, which is what makes user testing indispensable: cognitive psychology informs us about the behaviours users may have, it does not replace observing what actually happens.

What is it for?

  • Identifying the most important factors to take into account from a cognitive point of view.
  • Anticipating human-computer interaction issues.
  • Creating products that are more user-centred.
  • Reducing corrections and iterations.

What you need to know

  • Miller's law: working memory holds seven items, plus or minus two.
  • Hick's law: decision time increases with the number of options.
  • Fitts's law: a target must be large and close to be reached easily.

The main psychological functions and their link with UX design

01

Perception

How the brain selects and interprets visual signals. In design: visual hierarchy, contrasts, the laws of Gestalt (proximity, similarity, continuity).

02

Attention

Selective and limited: we can only process a fraction of what is visible. In design: reducing the elements competing with one another, guiding the gaze towards the essentials.

03

Memory

Working memory, with its limited capacity, and long-term memory. In design: not forcing a piece of information to be memorised between two screens.

04

Language

How we build meaning from words. In design: microcopy, the wording of error messages, the naming of features.

05

Reasoning

How we draw inferences from an interface. In design: mental models, tree structures, anticipating errors.

06

Problem solving

The cognitive strategies for navigating an unfamiliar system. In design: clear affordances, visible feedback, legible states.

07

Emotions

They modulate decision-making and memorisation; a stressed user makes more errors. In design: handling moments of friction, considerate error messages.

Frequently asked questions

Cognitive ergonomics

Cognitive ergonomics turns the way the brain works into design principles. Perception, memory, mental load: the foundations of UX design.

Read more about Cognitive ergonomics

Gestalt theory

Gestalt theory explains how the eye groups the elements of an interface.

Read more about Gestalt theory

Affordance

Affordance is the ability of an interface element to suggest its use. Donald Norman popularised the concept: only perceived affordance counts.

Read more about Affordance

Interaction design

Interaction design defines what a user can do and how a product responds to actions: flows, states, transitions, feedback.

Read more about Interaction design

Human-computer interaction

HCI (human-computer interaction) refers to the means of interaction between a human and a computer system.

Read more about Human-computer interaction

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