# Cognitive Psychology Cognitive Psychology is the scientific study of mental processes including attention, memory, perception, language, problem-solving, and decision-making. Emerging in the 1950s-60s as a reaction to behaviorism, it treats the mind as an information-processing system that can be studied through rigorous experimentation. The "cognitive revolution" was influenced by information theory, linguistics ([[Noam Chomsky]]), and early computer science. Cognitive psychology profoundly influenced [[Human-Computer Interaction (HCI)]] and [[User Experience (UX)]] design. Understanding how humans perceive, remember, and process information enables designers to create more effective interfaces. Key figures include [[George Miller]] (working memory limits), [[Herbert Simon]] and [[Allen Newell]] (problem-solving), [[Daniel Kahneman]] (heuristics and biases), and [[Ulric Neisser]] (coined "cognitive psychology"). ## Core Topics | Topic | Description | |-------|-------------| | **Attention** | Selective focus, divided attention, attention limits | | **Perception** | How we interpret sensory information | | **Memory** | Encoding, storage, retrieval of information | | **Language** | Comprehension, production, acquisition | | **Problem Solving** | Strategies for achieving goals | | **Decision Making** | How choices are made | | **Learning** | Acquiring new knowledge and skills | | **Reasoning** | Logical and inferential thinking | ## Memory Systems ``` ┌─────────────────────────────────────────────────────┐ │ Sensory Memory │ │ (milliseconds to seconds) │ └──────────────────────┬──────────────────────────────┘ ▼ Attention ┌─────────────────────────────────────────────────────┐ │ Working Memory (Short-term) │ │ 7±2 items, ~20 seconds without rehearsal │ └──────────────────────┬──────────────────────────────┘ ▼ Encoding ┌─────────────────────────────────────────────────────┐ │ Long-term Memory │ │ ┌─────────────────┐ ┌─────────────────────────┐ │ │ │ Declarative │ │ Procedural │ │ │ │ (facts, events) │ │ (skills, habits) │ │ │ └─────────────────┘ └─────────────────────────┘ │ └─────────────────────────────────────────────────────┘ ``` ## Key Principles for Design | Principle | Implication | |-----------|-------------| | **Miller's Law** | ~7 items in working memory → chunk information | | **Attention is limited** | Reduce cognitive load, guide focus | | **Recognition > Recall** | Show options rather than require memory | | **Chunking** | Group related items to aid memory | | **Mental models** | Users have expectations; match them | | **Cognitive load** | Minimize unnecessary mental effort | ## Key Figures | Person | Contribution | | ------------------- | ---------------------------------------------- | | [[Ulric Neisser]] | Coined "cognitive psychology" (1967) | | [[George Miller]] | Working memory limits ("magical number seven") | | [[Herbert Simon]] | Problem-solving, bounded rationality | | [[Allen Newell]] | Cognitive architectures, AI | | [[Daniel Kahneman]] | Heuristics, biases, dual-process theory | | [[Amos Tversky]] | Decision-making, prospect theory | | [[Noam Chomsky]] | Language acquisition, critique of behaviorism | ## Cognitive Psychology in HCI Cognitive psychology informs interface design: - **[[GOMS Model]]**: Predict task performance times - **[[Usability]] heuristics**: Based on cognitive principles - **[[Information Architecture (IA)]]**: Match mental models - **Error prevention**: Understand how mistakes happen - **[[Learnability]]**: How users acquire skills ## History - **1950s**: Cognitive revolution begins - **1956**: Dartmouth AI conference; Miller's "Magical Number Seven" - **1967**: Neisser's *Cognitive Psychology* published - **1983**: Card, Moran, Newell's *Psychology of HCI* - **2002**: Kahneman wins Nobel Prize for behavioral economics ## References - https://en.wikipedia.org/wiki/Cognitive_psychology - https://www.apa.org/topics/cognitive-psychology - Miller, G. (1956). "The Magical Number Seven, Plus or Minus Two" ## Related - [[Human-Computer Interaction (HCI)]] - [[Herbert Simon]] - [[Allen Newell]] - [[GOMS Model]] - [[Usability]] - [[User Experience (UX)]] - [[Daniel Kahneman]] - [[Attention]]