Files
pbakaus_impeccable/.opencode/skills/impeccable/reference/cognitive-load.md
T
Paul BakausandClaude Opus 4.6 b0f44f83c6 Consolidate 18 skills into 1 /impeccable skill with 20 commands
Biggest change in a while. Users previously had 18 standalone skill
entries cluttering their /menu; now they have one entry (/impeccable)
that routes to 20 specialized commands via argument dispatch. The pin
mechanism (/impeccable pin audit) restores standalone shortcuts on
demand for commands users hit all the time.

## Architecture

- Single /impeccable skill with command router section in SKILL.md
- 20 commands served via reference files under source/skills/impeccable/reference/
- /impeccable pin <command> creates a lightweight redirect shim so users
  who prefer /audit, /polish, etc. can still have them
- Context gathering (teach) auto-runs on first use
- command-metadata.json is the single source of truth for command
  descriptions, argument hints, and relationships

## Site rewrite

- Docs URL: /skills renamed to /docs (with /skills permanent redirects)
- Homepage hero frames Impeccable as "one skill with 20 commands"
- "Get Started" split into 50/50 install + how-to-use with editorial
  numbered steps, /impeccable shown as the home command with three modes
- New /docs overview: home command hero card + dense category rows
  matching the old cheatsheet density, with leads-to/pairs-with/
  combines-with relationship metadata served from a shared source
- Cheatsheet merged into /docs, /cheatsheet redirects
- Magazine spread and mobile cards show /impeccable as a stacked
  namespace label above the command name at full display size
- Periodic table updated with craft/teach/extract as first-class cells
- Skill detail pages generate from reference files, with an editorial
  wrapper per command for tagline + body
- Tutorials and anti-patterns pages updated to use /impeccable <cmd>

## Build system

- Dead code removed (scripts/lib/transformers/shared.js)
- Build log wording fixed ("1 skill" not "1 skills (1 user-invocable)")
- generateApiData fallback branch removed (throws loudly if metadata
  missing instead of silently degrading)
- Commands API includes editorial tagline alongside the long description;
  UI surfaces prefer tagline for human display, description for auto-
  trigger keyword matching

## Gitignore

- Added .claude/scheduled_tasks.lock, .claude/settings.local.json to
  ignore list (local Claude Code state that should not be tracked).
- Harness skill directories (.claude/skills/, .agents/skills/, etc.)
  remain tracked by design: npx skills reads them from this repo at
  install time and they enable clean submodule use.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 19:45:17 -07:00

4.7 KiB
Raw Blame History

Cognitive Load Assessment

Cognitive load is the total mental effort required to use an interface. Overloaded users make mistakes, get frustrated, and leave. This reference helps identify and fix cognitive overload.


Three Types of Cognitive Load

Intrinsic Load — The Task Itself

Complexity inherent to what the user is trying to do. You can't eliminate this, but you can structure it.

Manage it by:

  • Breaking complex tasks into discrete steps
  • Providing scaffolding (templates, defaults, examples)
  • Progressive disclosure — show what's needed now, hide the rest
  • Grouping related decisions together

Extraneous Load — Bad Design

Mental effort caused by poor design choices. Eliminate this ruthlessly — it's pure waste.

Common sources:

  • Confusing navigation that requires mental mapping
  • Unclear labels that force users to guess meaning
  • Visual clutter competing for attention
  • Inconsistent patterns that prevent learning
  • Unnecessary steps between user intent and result

Germane Load — Learning Effort

Mental effort spent building understanding. This is good cognitive load — it leads to mastery.

Support it by:

  • Progressive disclosure that reveals complexity gradually
  • Consistent patterns that reward learning
  • Feedback that confirms correct understanding
  • Onboarding that teaches through action, not walls of text

Cognitive Load Checklist

Evaluate the interface against these 8 items:

  • Single focus: Can the user complete their primary task without distraction from competing elements?
  • Chunking: Is information presented in digestible groups (≤4 items per group)?
  • Grouping: Are related items visually grouped together (proximity, borders, shared background)?
  • Visual hierarchy: Is it immediately clear what's most important on the screen?
  • One thing at a time: Can the user focus on a single decision before moving to the next?
  • Minimal choices: Are decisions simplified (≤4 visible options at any decision point)?
  • Working memory: Does the user need to remember information from a previous screen to act on the current one?
  • Progressive disclosure: Is complexity revealed only when the user needs it?

Scoring: Count the failed items. 01 failures = low cognitive load (good). 23 = moderate (address soon). 4+ = high cognitive load (critical fix needed).


The Working Memory Rule

Humans can hold ≤4 items in working memory at once (Miller's Law revised by Cowan, 2001).

At any decision point, count the number of distinct options, actions, or pieces of information a user must simultaneously consider:

  • ≤4 items: Within working memory limits — manageable
  • 57 items: Pushing the boundary — consider grouping or progressive disclosure
  • 8+ items: Overloaded — users will skip, misclick, or abandon

Practical applications:

  • Navigation menus: ≤5 top-level items (group the rest under clear categories)
  • Form sections: ≤4 fields visible per group before a visual break
  • Action buttons: 1 primary, 12 secondary, group the rest in a menu
  • Dashboard widgets: ≤4 key metrics visible without scrolling
  • Pricing tiers: ≤3 options (more causes analysis paralysis)

Common Cognitive Load Violations

1. The Wall of Options

Problem: Presenting 10+ choices at once with no hierarchy. Fix: Group into categories, highlight recommended, use progressive disclosure.

2. The Memory Bridge

Problem: User must remember info from step 1 to complete step 3. Fix: Keep relevant context visible, or repeat it where it's needed.

3. The Hidden Navigation

Problem: User must build a mental map of where things are. Fix: Always show current location (breadcrumbs, active states, progress indicators).

4. The Jargon Barrier

Problem: Technical or domain language forces translation effort. Fix: Use plain language. If domain terms are unavoidable, define them inline.

5. The Visual Noise Floor

Problem: Every element has the same visual weight — nothing stands out. Fix: Establish clear hierarchy: one primary element, 23 secondary, everything else muted.

6. The Inconsistent Pattern

Problem: Similar actions work differently in different places. Fix: Standardize interaction patterns. Same type of action = same type of UI.

7. The Multi-Task Demand

Problem: Interface requires processing multiple simultaneous inputs (reading + deciding + navigating). Fix: Sequence the steps. Let the user do one thing at a time.

8. The Context Switch

Problem: User must jump between screens/tabs/modals to gather info for a single decision. Fix: Co-locate the information needed for each decision. Reduce back-and-forth.