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Agent Skill · 研究检索

cognitive-psychology-ux(认知心理学用户体验)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

cognitive-psychology-ux 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 68,166。

总安装 235周安装 10GitHub Stars 3下载 82核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:cognitive-psychology-ux(认知心理学用户体验)
来源仓库:https://github.com/phazurlabs/ux-ui-mastery
仓库路径:skills/cognitive-psychology-ux
安装命令:
npx skills add https://github.com/phazurlabs/ux-ui-mastery --skill cognitive-psychology-ux
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/phazurlabs/ux-ui-mastery --skill cognitive-psychology-ux

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

cognitive-psychology-ux 将认知心理学转化为 UX 设计实践,解释为何某些界面更优。适用于在 Codex、Claude、Cursor、Gemini CLI 中提升可用性与用户体验。涵盖感知、注意力、记忆与情绪(如挫败感)对交互的影响机制。提供基于实证的设计建议,而非主观审美判断。

需结合品牌规范与用户任务场景落地实施。

来源仓库内路径:skills/cognitive-psychology-ux

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/phazurlabs/ux-ui-mastery --skill cognitive-psy…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

cognitive-psychology-ux 怎么安装?

在终端执行 npx skills add https://github.com/phazurlabs/ux-ui-mastery --skill cognitive-psychology-ux。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

cognitive-psychology-ux 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

cognitive-psychology-ux 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

cognitive-psychology-ux 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

cognitive-psychology-ux 用的人多吗?

公开数据是累计安装 235 次,近一周安装 10 次,下载 82 次,GitHub 3 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

cognitive-psychology-ux 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
cognitive-psychology-ux

认知心理学用户体验 · 本页

2353需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Cognitive Psychology for UX Design

Why Cognitive Psychology Is the Foundation of Great UX

Every pixel on a screen is ultimately processed by a human brain. The visual cortex parses layout. Working memory juggles options. The prefrontal cortex weighs decisions. The amygdala registers frustration or delight. No amount of visual polish can rescue an interface that violates how human cognition actually works.

Cognitive psychology is not a nice-to-have theoretical overlay on design practice. It is the bedrock discipline that explains why some interfaces feel effortless while others — despite beautiful aesthetics — leave users confused, exhausted, or angry. When a checkout flow loses 68% of users at the payment step, the answer is almost never "the button color was wrong." The answer is cognitive: too many form fields overloaded working memory, unclear labels forced recall instead of recognition, or choice paralysis froze decision-making entirely.

Designers who internalize cognitive principles stop guessing and start predicting. They can look at a wireframe and identify the exact moment where cognitive load will spike, where attention will drift, where a bias will nudge behavior in an unintended direction. This skill transforms design from an opinion-driven craft into an evidence-based discipline.

This module provides the scientific foundations — the laws, biases, and mental mechanisms — that underpin every other skill in this plugin. Whether you are evaluating heuristics, building design systems, crafting motion, or auditing accessibility, cognitive psychology is the common language that connects them all.

Core Laws of UX: A Working Overview

The following laws represent decades of experimental psychology distilled into principles directly applicable to interface design. Each law is covered in depth in the Laws of UX Encyclopedia reference file; what follows here is a working summary designed for rapid application.

Hick's Law states that the time to make a decision increases logarithmically with the number of choices. In practical terms: every option you add to a menu, every extra button on a toolbar, every additional plan on a pricing page increases decision time and the probability of abandonment. The design response is progressive disclosure — reveal complexity only when the user needs it.

Fitts's Law quantifies the time required to move to a target as a function of the target's distance and size. Larger, closer targets are faster to acquire. This is why primary actions should be large and positioned near the user's current focus, and why mobile tap targets must be at least 44x44 points.

Miller's Law establishes that working memory can hold roughly 7 plus or minus 2 chunks of information. This is not a design rule to "always group things in sevens" — it is a warning that interfaces presenting more than a handful of ungrouped items will overwhelm short-term retention. The design response is chunking: group related items visually and semantically.

Jakob's Law observes that users spend most of their time on other sites and apps. They arrive at your product with expectations formed elsewhere. Deviating from established conventions imposes a learning cost. Innovation should be reserved for your core value proposition, not for reinventing the hamburger menu.

Gestalt Principles — proximity, similarity, closure, continuity, common region, figure-ground, uniform connectedness, and Pragnanz (simplicity) — describe how the visual system automatically organizes elements into coherent groups. These principles are the grammar of visual layout. They determine what users perceive as related, separated, primary, or secondary without reading a single word.

The Peak-End Rule (Kahneman) demonstrates that people judge an experience not by its average quality but by its most intense moment (the peak) and its final moment (the end). A painful 20-minute process with a satisfying confirmation screen will be remembered more fondly than a smooth 5-minute process with an abrupt ending. Design your peaks and endings deliberately.

The Doherty Threshold establishes that system response times under 400 milliseconds keep users in a productive flow state. Above that threshold, attention fragments and task-switching begins. This is the quantitative argument for performance optimization as a UX concern, not merely an engineering concern.

For the complete treatment of 25+ laws with formulas, code examples, and anti-patterns, see references/laws-of-ux-encyclopedia.md.

Mental Models: The User-System Gap

A mental model is a user's internal representation of how a system works. Users do not read documentation or inspect source code; they build a mental model from the interface's affordances, labels, feedback, and their prior experience with similar systems.

The system model is how the system actually works — its data structures, state machines, and business logic. The user model is what the user believes is happening. The design model (or represented model) is what the interface communicates.

Great design minimizes the gap between the user model and the system model by making the design model transparent and intuitive. When a user drags a file to the trash, the mental model is "I am throwing this away." If the system actually moves the file to a hidden .Trash directory and only deletes it on empty, the design model must communicate this (through the "Empty Trash" action and the recoverable state) or users will be confused when "deleted" files reappear.

Practical techniques for aligning mental models:

  • Use familiar metaphors grounded in real-world experience (folders, shopping carts, bookmarks)
  • Provide immediate, visible feedback that confirms the user's expectation of what just happened
  • Use progressive disclosure to match the user's evolving understanding — do not front-load the full system model
  • Run first-click tests and think-aloud protocols to surface model mismatches early
  • Design error messages that correct the mental model, not just describe the system state

See nng-ux-heuristics (Heuristic 2: Match Between System and the Real World) for the heuristic framework that operationalizes mental model alignment.

Cognitive Load Theory Applied to UI Design

John Sweller's Cognitive Load Theory identifies three types of cognitive load, each with distinct design implications:

Intrinsic load is the inherent difficulty of the task itself. Filing a tax return is intrinsically complex; toggling a light switch is intrinsically simple. Designers cannot eliminate intrinsic load, but they can manage it through task decomposition — breaking a complex task into a sequence of simpler steps (wizard patterns, progressive forms).

Extraneous load is unnecessary load imposed by poor design. Confusing navigation, inconsistent terminology, hidden controls, gratuitous animation, and unclear hierarchy all add extraneous load. This is the load designers should ruthlessly eliminate. Every unit of extraneous load steals cognitive capacity from the actual task.

Germane load is the productive load involved in learning and schema formation. Well-designed onboarding, meaningful patterns, and consistent conventions help users build reusable mental schemas. Germane load is desirable — it represents the user's investment in becoming proficient.

The design equation: Minimize extraneous load. Manage intrinsic load through decomposition. Maximize germane load through consistency and meaningful patterns. The total cognitive load at any moment must stay within working memory capacity, or the user will experience confusion, errors, and frustration.

Measurable indicators of cognitive overload:

  • Task abandonment at specific steps (analytics)
  • Increased time-on-task without increased accuracy (usability testing)
  • User verbalization of confusion in think-aloud protocols
  • Pupil dilation and galvanic skin response (neuroUX research labs)
  • Increased error rates at points of high visual density

See references/neurodesign-engagement-science.md for Sweller's specific effects (split-attention, redundancy, modality) and measurement techniques.

Attention: Selective, Divided, and Sustained

Attention is a finite cognitive resource, not an infinite channel. Three modes of attention are directly relevant to interface design:

Selective attention is the ability to focus on one stimulus while filtering out others. Users engaged in a task will literally not see elements outside their focus area — a phenomenon called inattentional blindness (Simons & Chabris, 1999). This is why banner blindness exists: users learn to selectively ignore regions associated with advertising. Design implication: critical information must be placed within the user's task-focused visual flow, not relegated to "announcement" areas the brain has learned to filter.

Divided attention is the attempt to process multiple information streams simultaneously. Humans are poor at this. Every additional demand — a notification badge, a chatbot popup, an autoplaying video — steals capacity from the primary task. Gloria Mark's research at UC Irvine demonstrates that a single interruption costs an average of 23 minutes and 15 seconds to fully recover from. Design implication: protect the user's primary task flow. Defer non-critical notifications. Never autoplay competing content during task execution.

Sustained attention is the ability to maintain focus over extended periods. It degrades predictably: after 10-15 minutes, vigilance drops measurably (the vigilance decrement). Long forms, lengthy onboarding sequences, and extended reading without visual breaks all suffer from this. Design implication: chunk long tasks with progress indicators, celebrate micro-completions, and vary visual rhythm to counteract the decrement.

See interaction-motion-design for techniques that direct attention through motion, and accessibility-inclusive-design for cognitive accessibility considerations related to attention disorders.

Memory: Working Memory, Recognition, and Chunking

Working memory is the mental workspace where active processing occurs. Cowan's revised estimate places its capacity at roughly 4 chunks (plus or minus 1) for novel information — lower than Miller's original 7 plus or minus 2, which applied to well-practiced domains. This is the fundamental constraint behind every "keep it simple" design recommendation.

Recognition versus recall is one of the most actionable distinctions in cognitive psychology. Recognition (identifying something from visible options) is dramatically easier than recall (retrieving something from memory with no cues). Dropdown menus leverage recognition. Blank text fields demand recall. Autocomplete transforms a recall task into a recognition task — this is why it is one of the highest-impact UI patterns ever developed.

This distinction is so important that Nielsen and Norman formalized it as Heuristic 6: Recognition Rather Than Recall. See nng-ux-heuristics for the full treatment.

Chunking is the strategy of grouping individual items into meaningful clusters to fit within working memory limits. Phone numbers are chunked as 3-3-4 (in the US). Credit card numbers are chunked as 4-4-4-4. A well-designed dashboard chunks metrics into labeled groups (Revenue, Users, Performance) rather than presenting 20 ungrouped numbers.

Serial position effects shape what users remember from lists and sequences. The primacy effect (better recall of first items) and recency effect (better recall of last items) mean that the most important navigation items should be placed first and last. Items in the middle of a long list receive the least attention and worst recall. See references/cognitive-biases-design-patterns.md for the full treatment.

Decision-Making: Satisficing, Maximizing, and Choice Architecture

Herbert Simon's concept of satisficing describes how humans actually make decisions: not by evaluating every possible option to find the optimal one (maximizing), but by scanning options until they find one that is "good enough." Users do not read every menu item; they click the first one that seems plausible. They do not compare all 15 pricing plans; they look for the one labeled "Most Popular."

Choice overload (Iyengar & Lepper, 2000) demonstrates that increasing options can decrease satisfaction and increase decision paralysis. The famous jam study showed that 24 varieties led to 3% purchase rate while 6 varieties led to 30%. In UX terms: fewer, well-curated options outperform exhaustive catalogs unless the user has explicitly entered an exploration mode.

Choice architecture (Thaler & Sunstein) is the deliberate structuring of how choices are presented. Smart defaults, recommended options, progressive filtering, and comparison tools are all choice architecture techniques. The ethical imperative is that choice architecture should serve the user's interests, not exploit their biases. A pre-checked "subscribe to marketing emails" checkbox exploits default bias. A pre-selected "standard shipping" option genuinely serves the most common user need.

Decision fatigue is the empirically demonstrated degradation of decision quality after extended sequences of choices. Judges grant parole at higher rates after meals. Users accept worse defaults later in a long configuration flow. Design implication: place the most consequential decisions early in a flow, and reduce trivial decisions through intelligent defaults.

See ux-ethics-content-strategy for the ethical framework around choice architecture and references/cognitive-biases-design-patterns.md for the complete catalog of decision biases.

Cross-References to Other Skills

Cognitive psychology is the connective tissue of this plugin. Every other skill draws from or applies these foundations:

  • nng-ux-heuristics: Nielsen's 10 heuristics are applied cognitive psychology. H6 (Recognition over Recall), H8 (Aesthetic and Minimalist Design reducing extraneous load), and H5 (Error Prevention through mental model alignment) all map directly to concepts in this module.
  • accessibility-inclusive-design: Cognitive accessibility — designing for ADHD, dyslexia, autism spectrum, and age-related cognitive decline — requires deep understanding of attention, memory, and processing speed variability.
  • interaction-motion-design: Motion is an attention-direction tool. Easing curves map to expectation (mental models of physics). Animation duration thresholds relate to the Doherty Threshold and perceptual timing.
  • design-systems-architecture: Consistent design tokens and component APIs create the predictability that supports schema formation (germane load) and reduces learning cost (Jakob's Law).
  • ux-ethics-content-strategy: Dark patterns are cognitive bias exploits. Understanding the bias is the prerequisite for recognizing and refusing to implement its exploitation.
  • ai-spatial-voice-ux: Conversational and spatial interfaces introduce novel cognitive challenges — working memory demands of voice, spatial navigation mental models, and attention management in 3D environments.

How to Use This Skill

When Claude Code activates this skill in response to a cognitive psychology trigger, it will draw from:

  1. This overview for conceptual framing and cross-skill connections
  2. laws-of-ux-encyclopedia.md for specific law definitions, formulas, code examples, and anti-patterns
  3. cognitive-biases-design-patterns.md for the complete bias catalog with ethical and dark pattern annotations
  4. neurodesign-engagement-science.md for visual scanning, attention economics, flow state design, and neuroscience-backed engagement techniques

Use these resources to audit existing designs, generate evidence-based recommendations, write design rationale documentation, and build interfaces that work with human cognition rather than against it.

平台分布

Codex

36.28%
按下载量换算30

Claude

30.64%
按下载量换算25

Cursor

19.76%
按下载量换算16

Gemini CLI

8.91%
按下载量换算7

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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