owl-listener/designpowers

cognitive-accessibility

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

First seen Mar 20, 2026

Installation

$ npx skills add owl-listener/designpowers --skill cognitive-accessibility

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 243
License LICENSE
Default branch main
Open issues 3
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 5,250 B
  • docs SUMMARY.md 257 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 16 installs

SKILL.md

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