Cognitive Psychology in UI/UX Design

Human Factors, Cognition, and Perception in Design

Course Overview

  • Human Perception: How our senses gather and interpret design elements.

  • Cognitive Processing: Mental models and information handling in user interfaces.

  • Gestalt Principles: Pattern recognition fundamentals for effective design.

  • Practical Applications: Implementing principles in real-world interfaces.

The Human-Design Relationship

  • Users:

    • Bring expectations, limitations, and capabilities to each interaction.

    • Process information through established mental patterns.

  • Designers:

    • Create systems that accommodate human cognitive abilities.

    • Bridge the gap between technical capabilities and human needs.

The Sensory Experience

  • Visual:

    • 80-90% of information processed.

    • Most dominant in interface design.

  • Auditory:

    • Critical for alerts and feedback.

    • Creates emotional responses.

  • Tactile:

    • Haptic feedback in devices.

    • Essential for accessibility.

  • Multimodal:

    • Combined sensory inputs.

    • Creates richer experiences.

Visual Perception Fundamentals

  • Color Processing: Trichromatic vision processes millions of colors through cone cells.

  • Pattern Recognition: Brain seeks and identifies familiar patterns automatically.

  • Depth Perception: Binocular and monocular cues create a sense of space.

  • Motion Detection: Specialized visual processing for movement cues.

The Foveal View

  • Foveal Focus:

    • Central 2° of vision.

    • Highest visual acuity.

  • Parafoveal Vision:

    • 5° surrounding fovea.

    • Reduced detail perception.

  • Peripheral Vision:

    • Outer visual field.

    • Detects motion and contrast.

Eye Tracking in Design Research

  • Heat Maps:

    • Visual representation of viewing patterns across interfaces.

    • Red areas indicate highest attention concentration.

  • Scan Paths:

    • Sequential tracking of eye movements.

    • Reveals decision-making and search patterns.

  • Fixation Duration:

    • Time spent on specific elements.

    • Indicates interest or processing difficulty.

  • Areas of Interest (AOI):

    • Targeted analysis of specific design elements.

    • Compares attention between competing designs.

F-Pattern Reading

  • Horizontal Scan Across Top: Users first read across the upper portion of the content area.

  • Vertical Scan Down Left: Eyes move down the left side scanning for interesting points.

  • Second Horizontal Scan: Another horizontal movement, typically shorter than the first.

  • Continued Downward Scanning: Pattern continues down the page with diminishing horizontal movement.

Z-Pattern Reading

  • Top Horizontal Scan: Eyes track from top left to top right across the header area.

  • Diagonal Movement: Attention moves diagonally down to the opposite side.

  • Bottom Horizontal Scan: Final movement across the bottom content area.

Color Psychology in UI Design

  • Warm Colors

    • Red: Urgency, errors, passion

    • Orange: Energy, creativity, affordability

    • Yellow: Optimism, warning, attention

  • Cool Colors

    • Blue: Trust, security, professionalism

    • Green: Success, growth, environmental

    • Purple: Luxury, creativity, wisdom

  • Neutral Colors

    • Black: Sophistication, power, elegance

    • White: Simplicity, cleanliness, virtue

    • Gray: Balance, neutrality, formality

Color Accessibility Considerations

  • Sufficient Contrast: WCAG 2.1 minimum ratio of 4.5:1 for text.

  • Color Blindness Testing: Ensure interfaces work for all vision types.

  • Multiple Visual Cues: Never rely on color alone for critical information.

Information Processing Model

  • Sensory Input: Visual, auditory, and tactile information enters sensory memory.

  • Attention Filter: Selective focus determines what proceeds to working memory.

  • Processing: Working memory interprets information using existing knowledge.

  • Storage: Important information transfers to long-term memory.

  • Response: Physical or mental action based on processed information.

Cognitive Load Theory

  • Intrinsic Load: Complexity inherent to the task itself; cannot be simplified beyond core requirements.

  • Extraneous Load: Unnecessary cognitive burden from poor design; should be minimized to improve usability.

  • Germane Load: Mental effort devoted to learning and schema creation; productive cognitive processing to be optimized.

The Magical Number Seven

  • 7±2: Working Memory Capacity - Average items humans can hold in working memory.

  • 3-4: Optimal Choices - Ideal number of options for quick decisions.

  • 5s: Attention Span - Time before users make first judgment.

Chunking Information

  • Group Related Items: Combine individual elements into meaningful units.

  • Hierarchical Organization: Arrange information in logical categories and subcategories.

  • Visual Differentiation: Use color, space, and formatting to separate chunks.

Mental Models

  • User Mental Models: How users believe a system works, based on prior experiences and expectations.

  • Design Implications:

    • Align interfaces with existing mental models.

    • Use familiar patterns and metaphors.

    • Provide clear feedback to adjust incorrect models.

Affordances in Design

  • Explicit Affordances: Clear visual cues about how to interact with an element.

  • Hidden Affordances: Actions possible but not visually indicated.

  • False Affordances: Visual cues suggesting impossible interactions.

  • Cultural Affordances: Interaction cues based on cultural conventions.

Signifiers in Design

  • Definition: Explicit indicators that reveal where and how users should interact.

  • Distinct from affordances, which are action possibilities.

  • Examples:

    • Underlined text for links.

    • Shadow effects on buttons.

    • Cursor changes on hover.

    • Instructional text labels.

Feedback Mechanisms

  • Visual Feedback: Color changes, animations, and visual state updates.

  • Auditory Feedback: Sounds confirming actions or alerting to events.

  • Haptic Feedback: Vibrations or tactile sensations from devices.

  • Temporal Feedback: Response timing indicating system status and progress.

Introduction to Gestalt Psychology

  • Origins: Developed in Germany in the early 20th century.

  • Founded by Max Wertheimer, Kurt Koffka, and Wolfgang Köhler.

  • Response to atomistic approaches to perception.

  • Core Concept: "The whole is other than the sum of its parts."

  • Visual system automatically organizes elements into unified wholes.

  • Pattern recognition is innate and universal.

Gestalt Principle: Proximity

  • The Principle: Elements placed near each other are perceived as related.

  • UI Application: Group related controls and information spatially.

  • Benefits: Creates visual organization without explicit dividers.

Gestalt Principle: Similarity

  • The Principle: Elements with similar attributes are perceived as belonging together.

  • Visual Variables: Similarity can be created through color, shape, size, texture, or orientation.

  • UI Application: Use consistent styling for functionally related elements.

Gestalt Principle: Continuation

  • The Principle: Eyes follow lines, curves, or patterns beyond their ending point.

  • Visual Flow: Creates smooth visual paths through information.

  • UI Application: Guide users through intended sequences with visual flow.

Gestalt Principle: Closure

  • The Principle: Mind fills in gaps to perceive incomplete forms as complete.

  • Cognitive Engagement: Creates active mental participation in perceiving design.

  • UI Application: Suggest structure with minimal elements.

  • Example: Loading indicators with partially visible elements.

Gestalt Principle: Figure-Ground

  • The Principle: Visual perception organizes elements as either figure (foreground) or ground (background).

  • Cannot perceive both simultaneously with equal focus.

  • UI Applications:

    • Modal dialogs with dimmed backgrounds.

    • Layering of interface elements.

    • Focus states highlighting active elements.

    • Content cards on contrasting backgrounds.

Gestalt Principle: Symmetry

  • The Principle: Mind seeks balance and perceives symmetrical elements as unified.

  • UI Application: Create balanced layouts with visual equilibrium.

  • Benefits: Conveys stability, reliability, and professionalism.

Gestalt Principle: Common Fate

  • The Principle: Elements moving in the same direction are perceived as related; extends to elements that change together in any way.

  • UI Applications:

    • Coordinated animations of related elements.

    • Simultaneous fade effects for related information.

    • Synchronized movements in transitions.

    • Progress indicators for multi-step processes.

Gestalt Principle: Common Region

  • The Principle: Elements contained within the same closed region are perceived as a group; boundaries create immediate visual categorization.

  • UI Applications: Cards and containers for content grouping, subtle backgrounds to define functional areas.

  • Design Balance: Use containment deliberately but sparingly.

  • Avoid: Excessive boundaries that create visual clutter.

Applying Gestalt in UI: Navigation

  • Proximity: Group related navigation items together.

  • Similarity: Style navigation levels consistently.

  • Common Region: Contain navigation areas with subtle boundaries.

Applying Gestalt in UI: Forms

  • Field Grouping: Use proximity to group related form fields, create logical sections with common regions.

  • Input Styling: Apply similarity to indicate field types, use consistent error and validation states.

  • Action Buttons: Differentiate primary and secondary actions, group submission controls with clear visual hierarchy.

Applying Gestalt in UI: Content

  • Text Organization:

    • Group related paragraphs.

    • Use consistent heading styles.

    • Create rhythm with white space.

  • Visual Elements:

    • Align images with related text.

    • Apply consistent treatment to similar media.

    • Create focal points with figure-ground contrast.

  • Interactive Components:

    • Group related controls.

    • Use similarity for functionally related buttons.

    • Separate distinct interaction areas.

Limitations of Human Perception

  • Selective Attention: Cannot consciously process all available visual information.

  • Change Blindness: Miss significant visual changes when attention is disrupted.

  • Processing Biases: Prior expectations influence what we perceive.

  • Cognitive Fatigue: Processing ability decreases with mental exertion.

Inattentional Blindness

  • The Phenomenon: Failure to notice unexpected stimulus when attention is focused elsewhere, even when stimulus is obvious and in direct line of sight.

  • Famous Study: Simons & Chabris

Course Overview
  • Human Perception: How our senses gather and interpret design elements, affecting usability and aesthetics.

    • Includes understanding sensory thresholds, signal detection theory, sensory adaptation, and the influence of context on perception.

  • Cognitive Processing: Mental models and information handling in user interfaces.

    • Involves memory encoding, storage, retrieval, problem-solving, and decision-making processes.

  • Gestalt Principles: Pattern recognition fundamentals for effective design.

    • Provides a structured approach to visual organization, including proximity, similarity, closure, symmetry, and figure-ground relationships.

  • Practical Applications: Implementing principles in real-world interfaces.

    • Focuses on usability testing, iterative design, and empirical validation of design choices.

The Human-Design Relationship
  • Users:

    • Bring expectations, limitations, and capabilities to each interaction.

    • Expectations shaped by prior experiences influence satisfaction and efficiency.

    • Physical limitations like screen size and cognitive abilities like memory capacity affect task performance.

    • Task-specific capabilities determine the effectiveness of interaction.

    • Process information through established mental patterns.

    • Mental models help users predict system behavior.

    • Cognitive biases affect information processing and decision-making.

  • Designers:

    • Create systems that accommodate human cognitive abilities.

    • Understanding cognitive workload is critical for designing user-friendly interfaces.

    • Effective designs minimize cognitive strain and maximize usability.

    • Bridge the gap between technical capabilities and human needs.

    • Human-centered design principles ensure technology meets user needs and preferences.

    • Iterative design enables continuous improvement based on user feedback.

The Sensory Experience
  • Visual:

    • 80-90% of information processed.

    • Dominates attention and affects overall perception.

    • Most dominant in interface design.

    • Visual hierarchy guides users through interfaces.

    • Typography, color, and layout influence readability and aesthetics.

  • Auditory:

    • Critical for alerts and feedback.

    • Conveys information about system status.

    • Reduces cognitive load by providing non-visual cues.

    • Creates emotional responses.

    • Affects user engagement and satisfaction.

    • Sound design can enhance the overall user experience.

  • Tactile:

    • Haptic feedback in devices.

    • Provides confirmation of actions and enhances interactivity.

    • Increases user engagement and satisfaction.

    • Essential for accessibility.

    • Offers alternative communication channels for users with visual impairments.

    • Vibration patterns and textures can convey information non-visually.

  • Multimodal:

    • Combined sensory inputs.

    • Creates richer experiences.

    • Improves usability and engagement.

    • Addresses various user needs and preferences.

Visual Perception Fundamentals
  • Color Processing: Trichromatic vision processes millions of colors through cone cells.

    • Color attributes: hue, saturation, and brightness.

    • Color perception affected by context and lighting conditions.

  • Pattern Recognition: Brain seeks and identifies familiar patterns automatically.

    • Involves feature detection and matching.

    • Influenced by prior experiences and expectations.

  • Depth Perception: Binocular and monocular cues create a sense of space.

    • Binocular cues: retinal disparity and convergence.

    • Monocular cues: relative size, texture gradient, and occlusion.

  • Motion Detection: Specialized visual processing for movement cues.

    • Detects speed and direction of moving objects.

    • Essential for tracking objects and navigating environments.

The Foveal View
  • Foveal Focus:

    • Central 2° of vision.

    • Area of highest visual acuity.

    • Highest visual acuity.

    • Enables detailed analysis of objects.

    • Critical for reading and object recognition.

  • Parafoveal Vision:

    • 5° surrounding fovea.

    • Supports rapid information scanning.

    • Reduced detail perception.

    • Detects patterns and relationships between objects.

    • Facilitates scene understanding.

  • Peripheral Vision:

    • Outer visual field.

    • Provides awareness of surroundings.

    • Detects motion and contrast.

    • Alerts to potential threats or points of interest.

    • Supports spatial orientation and navigation.

Eye Tracking in Design Research
  • Heat Maps:

    • Visual representation of viewing patterns across interfaces.

    • Aggregates gaze data from multiple users.

    • Red areas indicate highest attention concentration.

    • Reveals areas of interest and usability bottlenecks.

    • Informs design decisions.

  • Scan Paths:

    • Sequential tracking of eye movements.

    • Shows order and duration of fixations.

    • Reveals decision-making and search patterns.

    • Identifies inefficiencies and areas for improvement.

    • Informs information architecture and navigation design.

  • Fixation Duration:

    • Time spent on specific elements.

    • Indicates interest or processing difficulty.

    • Indicates interest or processing difficulty.

    • Longer fixations may indicate confusion or difficulty.

    • Shorter fixations may indicate familiarity or ease of understanding.

  • **Areas of Interest (AOI):

    • Targeted analysis of specific design elements.

    • Defines regions of interest for quantitative analysis.

    • Compares attention between competing designs.

    • Provides empirical evidence for design choices.

    • Enables data-driven optimization of user interfaces.

F-Pattern Reading
  • Horizontal Scan Across Top: Users first read across the upper portion of the content area.

  • Vertical Scan Down Left: Eyes move down the left side scanning for interesting points.

  • Second Horizontal Scan: Another horizontal movement, typically shorter than the first.

  • Continued Downward Scanning: Pattern continues down the page with diminishing horizontal movement.

Z-Pattern Reading
  • Top Horizontal Scan: Eyes track from top left to top right across the header area.

  • Diagonal Movement: Attention moves diagonally down to the opposite side.

  • Bottom Horizontal Scan: Final movement across the bottom content area.

Color Psychology in UI Design
  • Warm Colors

    • Red: Urgency, errors, passion

    • High energy; use sparingly.

    • Orange: Energy, creativity, affordability

    • Friendly, inviting; good for calls to action.

    • Yellow: Optimism, warning, attention

    • Cheerful; use cautiously; high visibility.

  • Cool Colors

    • Blue: Trust, security, professionalism

    • Calming, reliable; good for corporate sites.

    • Green: Success, growth, environmental

    • Natural, healthy; use to indicate progress.

    • Purple: Luxury, creativity, wisdom

    • Sophisticated; use sparingly to add elegance.

  • Neutral Colors

    • Black: Sophistication, power, elegance

    • Strong contrast; use for text and highlights.

    • White: Simplicity, cleanliness, virtue

    • Clean, open; use for background and spacing.

    • Gray: Balance, neutrality, formality

    • Understated; use to soften contrasts.

Color Accessibility Considerations
  • Sufficient Contrast: WCAG 2.1 minimum ratio of 4.5:1 for text.

    • Ensures readability for users with low vision.

    • Complies with accessibility standards.

  • Color Blindness Testing: Ensure interfaces work for all vision types.

    • Simulations can identify potential issues.

    • Color choice impacts usability for color-blind users.

  • Multiple Visual Cues: Never rely on color alone for critical information.

    • Use icons, text labels, or patterns to reinforce meaning.

    • Provides redundancy for color-blind users.

Information Processing Model
  • Sensory Input: Visual, auditory, and tactile information enters sensory memory.

    • Sensory memory holds brief impressions of stimuli.

    • Information decays rapidly if not attended to.

  • Attention Filter: Selective focus determines what proceeds to working memory.

    • Attention is limited in capacity.

    • Selective attention filters irrelevant information.

  • Processing: Working memory interprets information using existing knowledge.

    • Working memory has limited capacity and duration.

    • Information is actively processed and manipulated.

  • Storage: Important information transfers to long-term memory.

    • Long-term memory has unlimited capacity.

    • Information is organized into schemas for efficient retrieval.

  • Response: Physical or mental action based on processed information.

    • Responses are influenced by goals, motivations, and prior experiences.

    • Feedback loops inform subsequent actions.

Cognitive Load Theory
  • Intrinsic Load: Complexity inherent to the task itself; cannot be simplified beyond core requirements.

    • Depends on the number of interacting elements.

    • High intrinsic load can hinder learning.

  • Extraneous Load: Unnecessary cognitive burden from poor design; should be minimized to improve usability.

    • Caused by confusing interfaces or unclear instructions.

    • Minimizing extraneous load enhances learning and performance.

  • Germane Load: Mental effort devoted to learning and schema creation; productive cognitive processing to be optimized.

    • Enhanced by clear explanations and relevant examples.

    • Germane load promotes deeper understanding and skill development.

The Magical Number Seven
  • 7±2: Working Memory Capacity - Average items humans can hold in working memory.

    • Limits the amount of information that can be processed simultaneously.

    • Overloading working memory leads to errors and frustration.

  • 3-4: Optimal Choices - Ideal number of options for quick decisions.

    • Reduces cognitive effort and decision time.

    • More options can lead to analysis paralysis.

  • 5s: Attention Span - Time before users make first judgment.

    • Initial impressions strongly influence user perceptions.

    • Capture attention quickly with clear and concise content.

Chunking Information
  • Group Related Items: Combine individual elements into meaningful units.

    • Reduces cognitive load by simplifying information.

    • Makes information easier to remember and process.

  • Hierarchical Organization: Arrange information in logical categories and subcategories.

    • Provides a clear structure for navigation.

    • Supports efficient information retrieval.

  • Visual Differentiation: Use color, space, and formatting to separate chunks.

    • Enhances readability and comprehension.

    • Guide user attention and highlight key information.

Mental Models
  • User Mental Models: How users believe a system works, based on prior experiences and expectations.

    • Mental models are often incomplete or inaccurate.

    • Misaligned mental models lead to frustration and errors.

  • Design Implications:

    • Align interfaces with existing mental models.

    • Use familiar metaphors and analogies.

    • Build upon prior knowledge and experiences.

    • Use familiar patterns and metaphors.

    • Leverage established design conventions.

    • Reduce the need for learning and adaptation.

    • Provide clear feedback to adjust incorrect models.

    • Help users correct misconceptions.

    • Prevent errors and promote understanding.

Affordances in Design
  • Explicit Affordances: Clear visual cues about how to interact with an element.

    • Buttons and controls indicate pressability.

    • Input fields imply text entry.

  • Hidden Affordances: Actions possible but not visually indicated.

    • Require exploration or prior knowledge to discover.

    • Can lead to frustration if not intuitive.

  • False Affordances: Visual cues suggesting impossible interactions.

    • Confuse users and lead to errors.

    • Should be avoided in well-designed interfaces.

  • Cultural Affordances: Interaction cues based on cultural conventions.

    • Vary across cultures and regions.

    • Must be adapted to specific target audiences.

Signifiers in Design
  • Definition: Explicit indicators that reveal where and how users should interact.

  • Distinct from affordances, which are action possibilities.

  • Examples:

    • Underlined text for links.

    • Indicates clickable elements.

    • Shadow effects on buttons.

    • Conveys pressability.

    • Cursor changes on hover.

    • Signals interactivity.

    • Instructional text labels.

    • Provides guidance and support.

Feedback Mechanisms
  • Visual Feedback: Color changes, animations, and visual state updates.

    • Informs users of system status.

    • Provides confirmation of actions.

  • Auditory Feedback: Sounds confirming actions or alerting to events.

    • Engages users and enhances immersion.

    • Should be used judiciously to avoid annoyance.

  • Haptic Feedback: Vibrations or tactile sensations from devices.

    • Provides confirmation of actions.

    • Enhances interactivity and immersion.

  • Temporal Feedback: Response timing indicating system status and progress.

    • Indicates system responsiveness.

    • Prevent frustration from perceived delays.

Introduction to Gestalt Psychology
  • Origins: Developed in Germany in the early 20th century.

  • Founded by Max Wertheimer, Kurt Koffka, and Wolfgang Köhler.

  • Response to atomistic approaches to perception.

  • Core Concept: "The whole is other than the sum of its parts."

  • Visual system automatically organizes elements into unified wholes.

  • Pattern recognition is innate and universal.

Gestalt Principle: Proximity
  • The Principle: Elements placed near each other are perceived as related.

  • UI Application: Group related controls and information spatially.

  • Benefits: Creates visual organization without explicit dividers.

Gestalt Principle: Similarity
  • The Principle: Elements with similar attributes are perceived as belonging together.

  • Visual Variables: Similarity can be created through color, shape, size, texture, or orientation.

  • UI Application: Use consistent styling for functionally related elements.

Gestalt Principle: Continuation
  • The Principle: Eyes follow lines, curves, or patterns beyond their ending point.

  • Visual Flow: Creates smooth visual paths through information.

  • UI Application: Guide users through intended sequences with visual flow.

Gestalt Principle: Closure
  • The Principle: Mind fills in gaps to perceive incomplete forms as complete.

  • Cognitive Engagement: Creates active mental participation in perceiving design.

  • UI Application: Suggest structure with minimal elements.

  • Example: Loading indicators with partially visible elements.

Gestalt Principle: Figure-Ground
  • The Principle: Visual perception organizes elements as either figure (foreground) or ground (background).

  • Cannot perceive both simultaneously with equal focus.

  • UI Applications:

    • Modal dialogs with dimmed backgrounds.

    • Focuses attention on primary content.

    • Layering of interface elements.

    • Creates depth and hierarchy.

    • Focus states highlighting active elements.

    • Indicates current selection or active component.

    • Content cards on contrasting backgrounds.

    • Separates content from surrounding elements.

Gestalt Principle: Symmetry
  • The Principle: Mind seeks balance and perceives symmetrical elements as unified.

  • UI Application: Create balanced layouts with visual equilibrium.

  • Benefits: Conveys stability, reliability, and professionalism.

Gestalt Principle: Common Fate
  • The Principle: Elements moving in the same direction are perceived as related; extends to elements that change together in any way.

  • UI Applications:

    • Coordinated animations of related elements.

    • Enhances understanding of relationships.

    • Simultaneous fade effects for related information.

    • Creates visual cohesion.

    • Synchronized movements in transitions.

    • Provides intuitive feedback.

    • Progress indicators for multi-step processes.

    • Shows overall progress.

Gestalt Principle: Common Region
  • The Principle: Elements contained within the same closed region are perceived as a group; boundaries create immediate visual categorization.

  • UI Applications: Cards and containers for content grouping, subtle backgrounds to define functional areas.

  • Design Balance: Use containment deliberately but sparingly.

  • Avoid: Excessive boundaries that create visual clutter.

Applying Gestalt in UI: Navigation
  • Proximity: Group related navigation items together.

  • Similarity: Style navigation levels consistently.

  • Common Region: Contain navigation areas with subtle boundaries.

Applying Gestalt in UI: Forms
  • Field Grouping: Use proximity to group related form fields, create logical sections with common regions.

  • Input Styling: Apply similarity to indicate field types, use consistent error and validation states.

  • Action Buttons: Differentiate primary and secondary actions, group submission controls with clear visual hierarchy.

Applying Gestalt in UI: Content
  • Text Organization:

    • Group related paragraphs.

    • Enhances readability.

    • Use consistent heading styles.

    • Provides structure and hierarchy.

    • Create rhythm with white space.

    • Improves visual flow.

  • Visual Elements:

    • Align images with related text.

    • Establishes relationships.

    • Apply consistent treatment to similar media.

    • Creates visual harmony.

    • Create focal points with figure-ground contrast.

    • Draws attention to important elements.

  • Interactive Components:

    • Group related controls.

    • Enhances usability.

    • Use similarity for functionally related buttons.

    • Reinforces relationships.

    • Separate distinct interaction areas.

    • Prevents confusion.

Limitations of Human Perception
  • Selective Attention: Cannot consciously process all available visual information.

    • Filters out irrelevant stimuli.

    • Influenced by goals, expectations, and emotional state.

  • Change Blindness: Miss significant visual changes when attention is disrupted.

    • Occurs when attention is focused elsewhere.

    • Can lead to usability issues if critical changes are missed.

  • Processing Biases: Prior expectations influence what we perceive.

    • Confirmation bias: seeking information that confirms existing beliefs.

    • Anchoring bias: relying too heavily on initial information.

  • Cognitive Fatigue: Processing ability decreases with mental exertion.

    • Prolonged mental effort impairs performance.

    • Can be mitigated by breaks and good design.

Inattentional Blindness
  • The Phenomenon: Failure to notice unexpected stimulus when attention is focused elsewhere, even when stimulus