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Part IA Easter Term

Human Memory and Design

Why Memory Matters for Interaction Design

Users do not arrive at an interface as blank slates. They bring prior knowledge, expectations, and cognitive constraints. Memory theory tells us what users can reasonably be expected to hold in mind, recall, and recognise — and therefore what an interface must support rather than demand.

Memory Types and Their Design Implications

Memory TypeCapacity and CharacteristicsDesign Implication
Working / Short-Term Memory (STM)Limited capacity: Miller’s Magic Number, 7±27 \pm 2 items. Information decays rapidly unless actively rehearsed (within seconds).Minimise how many things a user must hold in mind at once. Use chunking — group information into fewer, larger, meaningful units (e.g. a phone number as 01223 338000 rather than 0 1 2 2 3 3 3 8 0 0 0). Never require users to remember a value from one screen to use on the next — carry state forward automatically.
Long-Term Memory (LTM)Effectively unlimited capacity, but slower, more error-prone retrieval. Stores learned schemas (organised knowledge structures) and mental models (internal representations of how a system works).Good design matches the mental models users already bring from prior experience rather than demanding they learn an entirely new model. A file manager that behaves like a physical filing cabinet is easier to learn because users already have a schema for “folders containing documents.”
RecognitionSeeing an option and knowing it is correct — a matching task against a visible stimulus. Cognitively cheap.Present options visibly rather than requiring users to generate them from memory. This directly underlies Nielsen Heuristic #6: Recognition Rather Than Recall. A dropdown menu is recognition; a command-line interface is recall.
RecallGenerating the option purely from memory with no visible cue. Cognitively expensive and error-prone.Avoid whenever possible. When recall is unavoidable (e.g. a password), support it: allow password managers, show hints, offer “forgot password” recovery.

Design Principles Derived from Memory Constraints

  1. Never require users to remember information from one screen to use it on the next. Carry the context forward. If a user selects a product on Screen 1, Screen 2 should show the selected product’s details — not require the user to remember and re-enter the product name.

  2. Use consistent terminology throughout the interface. If a function is called “Bookmarks” on one screen and “Saved Items” on another, the user must learn two labels for the same concept — doubling the LTM encoding burden. Consistency reduces learning cost.

  3. Progress indicators and breadcrumbs reduce the need to recall “where am I?” — the interface shows the current location within the navigation hierarchy.

  4. Autocomplete and sensible defaults convert a recall task into a recognition task. Typing “Cam” into a city field and seeing “Cambridge” appear as a suggestion is faster and less error-prone than recalling and typing the full name correctly.

Expected Learning

  • Name Miller’s Magic Number and explain its design implication.
  • Distinguish recognition from recall, and explain why recognition is cheaper.
  • Given an interface design, identify places where unnecessary recall is demanded and suggest how to convert it to recognition.
  • Explain why consistent terminology reduces cognitive load.
  • Describe how chunking helps work within STM limits.

Past Paper Questions

Memory appears in: 2025 Q6 (Microsoft Teams — human memory), 2023 Q5 (CamCORS — human memory and IA). The Supervision 2 material covers memory in the context of Heuristic Evaluation (particularly Heuristic #6).