--- name: cognitive-accessibility description: Use when evaluating mental load, wayfinding, focus management, memory demands, or decision complexity in any interface — ensures designs work for people with cognitive differences, under stress, or managing divided attention --- # Cognitive Accessibility The hardest accessibility barriers to see are cognitive ones. A screen reader user encounters a missing label and knows immediately. A person with a processing difference encounters an interface that demands too much of their working memory and just... leaves. This skill makes cognitive demands visible and manageable. ## When to Use - Designing multi-step processes or forms - Creating navigation structures or information architecture - Evaluating whether an interface asks too much of the user - Designing for contexts of stress, distraction, or time pressure - Reviewing any interface for cognitive load ## Process ### Step 1: Assess Cognitive Load For each screen or flow, evaluate three types of load: **Intrinsic load** — complexity inherent to the task - How many concepts must the user understand simultaneously? - How many decisions must they make per screen? - Can the task be simplified without losing essential function? **Extraneous load** — complexity added by poor design - Is information organised logically or scattered? - Are instructions clear and visible, or must the user remember them? - Is the interface consistent, or do similar things work differently in different places? **Germane load** — effort spent learning the system - Can the user build a mental model from the interface structure? - Are patterns consistent so that learning one part teaches the next? - Does the interface reward exploration or punish mistakes? ### Step 2: Reduce Extraneous Load Extraneous load is design debt. Reduce it: - **Show, do not ask people to remember.** If a user needs information from Step 2 in Step 5, display it — do not expect them to recall it - **Progressive disclosure.** Show only what is needed now. Reveal complexity as it becomes relevant - **Consistent patterns.** Same action, same appearance, same location, every time - **Clear defaults.** Sensible pre-selections reduce decisions. Make the safe choice the easy choice - **Chunking.** Break long forms into sections of 3-5 related fields. Break long content into scannable sections ### Step 3: Wayfinding People need to know three things at all times: 1. **Where am I?** (clear page titles, breadcrumbs, highlighted navigation) 2. **Where can I go?** (visible navigation, clear calls to action) 3. **Where have I been?** (visited link styles, progress indicators, history) For multi-step processes: - Show progress (step 3 of 5) - Allow backward navigation without data loss - Show a summary of previous steps' inputs - Allow saving progress and returning later ### Step 4: Focus Management Attention is a limited resource. Protect it: - **One primary action per screen.** If everything is important, nothing is - **Visual hierarchy guides attention.** The most important element should be the most visually prominent - **Minimise interruptions.** Notifications, pop-ups, and auto-updates break concentration - **Support return from interruption.** If the user is interrupted, the interface should help them resume where they left off - **Timed actions are hostile.** If a timeout is necessary, warn before it expires and allow extension ### Step 5: Error Recovery Cognitive accessibility means mistakes are cheap: - **Undo everything.** Every action should be reversible - **Confirm destructive actions.** "Delete all items?" with a clear way to cancel - **Preserve input.** If a form submission fails, do not clear the fields - **Forgive formatting.** Accept phone numbers with or without dashes, dates in multiple formats - **Provide clear recovery paths.** After an error, the next step should be obvious ### Step 6: Document Cognitive Considerations For each screen or flow, note: - **Decisions required:** how many, how complex - **Memory demands:** what the user must remember vs. what is displayed - **Wayfinding cues:** how the user knows where they are - **Recovery paths:** how the user corrects mistakes - **Simplification opportunities:** what could be removed or deferred ## Integration - **Called by:** Any design skill, especially `ui-composition` and `interaction-design` - **Pairs with:** `accessible-content` (language complexity), `adaptive-interfaces` (personalisation), `inclusive-personas` (cognitive diversity) - **Reviewed by:** `designpowers-critique` ## Quick Reference: COGA Guidelines | Guideline | Implementation | |-----------|---------------| | Provide help and support | Contextual help adjacent to complex interactions | | Use clear language | Plain language, no jargon, short sentences | | Make it easy to find things | Consistent navigation, clear labels, search | | Make tasks easy to complete | Fewer steps, clear progress, forgiving input | | Avoid reliance on memory | Display information rather than requiring recall | | Provide feedback | Clear confirmation of actions and state changes | | Prevent and support error correction | Validation, undo, confirmation for destructive actions |