Recalling Color Theory Keywords: a way to refresh your memories!

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There are many types of memory, notably short and long-term memory. User experience (UX) designers cater to the limits of memory to make products easier to use.
All UX designers must know how memory works and how to design around it. This is particularly true for information visualization designers, who must ensure that the viewer readily understands their work for it to be immediately helpful, which results in a much more visually digestible overall user experience.
Information architecture and clean layouts also help users identify and remember the essential pieces of information, a crucial element of interaction design.
Human memory is a powerful mental process that has many implications in life and how you experience things, from remembering meaningful events to enabling you to execute tasks and achieve goals.
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In essence, human memory has three facets: sensory memory, short-term memory and long-term memory. The designer is most concerned with the first two types and strategically designs to appeal to short-term and sensory memory.
Designers often design around "Task load," the amount of information or choices a person can process simultaneously, also called "working memory."
One of the most valuable pieces of information about task load is that humans have trouble remembering and engaging with anything with more than seven (give or take 2) task items. Designers consider this memory limitation when presenting information and wireframing products to provide the most memorable and efficient user experience.
Mnemonics is the science of memory, and people use a few interesting mnemonic devices to "hack" our brain's programming to improve their memories. The brain is naturally unreliable at remembering abstract things like numbers, dates or concepts. However, it is naturally very good at remembering stories and remembering spaces.
The first method is to turn abstract information into a story that is easier to remember, usually through memorable phrases that tell a short story. One common English-language mnemonic phrase to remember the colors of the rainbow is:
"Richard Of York Gave Battle In Vain."
It helps us remember the following:
"Red, Orange, Yellow, Green, Blue, Indigo, Violet."
The other method dates back to ancient Greece, called "the method of loci." These ancient thinkers noticed that it was much easier to remember the location of physical objects than abstract thoughts. However, with training, they could create a way to activate "spatial memory" to memorize abstract concepts or facts.
They developed a technique called a "mind palace," where a person creates an imaginary version of a space and populates it with object versions of abstract thoughts.
For example, a person might imagine their childhood bedroom and place a memory on a shelf in that imaginary bedroom. To remember the memory again, they imagine the bedroom and look on the shelf for the memory.
There are memory competitions, and memory champions use techniques that combine or adapt this concept for more impressive feats of memory, like memorizing the order of a randomly shuffled deck of cards.
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For designers, this means we have a few ways to improve the memory of our users.
Employ storytelling to make information more easily digestible and memorable.
Have clean, logical menus and a visual hierarchy that is easy to understand and scan.
Visual hierarchy refers to the arrangement or organization of elements within a design in a way that guides the viewer's eye through the content in a specific order of importance. It's about creating a clear and logical structure that helps users navigate and understand the information presented. You can use size and scale, color and contrast typography, white space
alignment, repetition, proximity, visual elements such as icons, images, textures and graphics and reading patterns. By using these principles effectively, Designers can guide the viewer's focus, ensuring that the most important elements are noticed first and create a more intuitive and engaging experience.
Design for recognition vs. recall or interfaces with items people can quickly identify instead of recalling them from scratch.
Leverage spatial memory. Augmented and virtual reality, in particular, can easily activate spatial memory to improve the amount of information users can store.
Watch journalist and US memory champion Josh Foer's Ted talk, Feats of memory anyone can do.
For more on Josh Foer's Article on Mnemonic methods, read Forget Me Not: How to Win the U.S. Memory Championship.
See how ancient Greeks used Mnemonics in Method of Loci: Ancient Mnemonic Technique Used by Greeks and Romans Effectively Double Brain's Memory Storage Skills.
Core memory isn't a scientific term in neuroscience or mental health. The concept originated from Pixar's movie "Inside Out." Core memory represents significant life moments and memories that hold more emotional value. Although not a real psychological phenomenon, core memories have gained cultural popularity. People often use the term to describe impactful life experiences.
Discover more about how memory shapes our lives in our article How We Use Long-Term Memory and How it Informs Us Who We Are.
In psychology, human memory is the mind's ability to store, retain, and recall information. It's a complex process that involves acquiring, storing, and retrieving data. Psychologists study three main types: sensory memory, short-term memory, and long-term memory.
Sensory memory holds information briefly from our senses.
Short-term memory keeps information for a short period, like a mental notepad.
Long-term memory stores information for longer, from personal experiences to learned knowledge.
Understanding these types helps psychologists and designers create more effective learning and user experiences.
Due to its vast nature, we can't quantify the human brain's memory capacity. Scientists often compare it to digital storage. They estimate the storage could be around 2.5 petabytes or 2.5 million gigabytes. That is the equivalent of 8.5 years of 24/7, full HD video recording. This means your brain can hold a massive amount of information.
However, the brain doesn't work like a computer. It prioritizes and stores information based on relevance and frequency of use. This huge capacity allows you to store a lifetime of memories and knowledge, from everyday facts to personal experiences.
There are four main types of memory in the human brain: sensory, short-term, working, and long-term memory.
Sensory memory holds information from your senses for a brief moment.
Short-term memory keeps information for a short duration, like a temporary holding space.
Working memory processes and manipulates information held in short-term memory. It retains information for longer than short-term memory and helps you with reasoning and decision-making.
Long-term memory stores vast amounts of information for extended periods, from personal experiences to learned facts. Watch the video below, where Alan Dix discusses long-term memory in more detail.
These types interact and contribute to your overall memory function. They play a crucial role in learning and recalling information.
The human memory has immense capacity, often linked to an ocean's depth and breadth. Unlike computers, the brain doesn't store data in bytes but through connections and associations. Every new experience or piece of information creates new connections. This network of connections grows as you learn and experience more.
Your brain filters and prioritizes this information. It focuses on essential or frequently used information. The brain can store astonishing data, but we don't know the exact limit. It reflects the richness and complexity of human experiences and knowledge.
Human memory significantly impacts UX (User Experience) design. Designers must grasp how people remember and process information. This enhances information visualization by making images that are easier to remember. Awareness of human memory also leads to more effective, user-friendly products. Key considerations include the appropriate use of short-term and sensory memory, along with reliance on recognition rather than recall. (Recognition reduces the demands on long-term memory.) Such designs ensure users easily remember and navigate essential features.
Effective UX design helps users develop strong, intuitive memories of product use. Using memory-friendly designs, UX designers enhance product accessibility, enjoyment, and efficiency. Thus, a deep understanding of human memory becomes the basis of successful UX design.
This concept aligns with narrative sketching and drawing principles. The video, discussing the basics of visual representation and memory, complements this understanding of UX design and human memory interaction.
So, the way we get into drawing simply is by using what I call the *five basic elements of drawing*. And I think these are really important, especially if you are coming to this course and you feel like "I can't draw"* – remember the asterisk – "as well as I would like." So, the important thing about this is this changes an approach
to your drawing; it moves it away from art and to ideas. So, my mantra is "Ideas, not art." And I think this is a foundational part of what I believe in. Not that there's anything wrong with art; it's just that art has *baggage* with it. You can draw like a little suitcase here. Art has baggage. It has baggage from junior high school when someone drew better than you or you felt like your drawing skills were not as good as you wished they were.
And that's very natural. So, we're here to help you through that. So, what are the five basic elements of drawing? Well, the first one is a *square*; second, *triangle*; third is a *circle*; fourth is a *line*; fifth is a *dot*. So, the square of course can be a rectangle or something like that. A triangle can be all kinds of shapes.
A circle can of course be stretched into an oval. Lines don't have to be straight – they can be squiggly. And if we really wanted to talk about it, the dot is really the foundation of all these. These are all dots that are lined up in a certain order. But it's much easier to remember five elements. And there's also a reason why I chose five elements – it's because they're easy to remember when you're in the heat of the moment.
So, let's flip the page here, and we'll go to drawing with these five basic elements so you can see how this mindset works. All right, so let's draw with the five basic elements: square, triangle, circle, line and dot – any order. I just happened to choose that order. Now what I'm going to do is show you what I mean
by this simple way of drawing. So, let's start with a simple one. So, if you have your pen, write 'house' here. I'm using green to set it apart from the drawing. So, on a house you can get away with – if you want to call it that – a square and a triangle on top. Right, that would be enough to communicate the idea of a house. But you can go further, and you're still using these same elements.
You use a rectangle, which is – you know – a stretched square. You can do a line here, and now you've got a window on your door of your house. A dot can be your doorknob. You can put another window up in the attic, let's say, and then a rectangle for a smoke stack or chimney. And then, finally, what about a curvy line? And that would be the smoke coming from the chimney. And now you've got a house. So, you can see it can be as simple as two objects or many objects based on the time you have. And the cool thing about it is
you could start with a very simple one and after you do your sketchnote you can come back and fill those in. So, let's do another one; let's do 'book'. How would I communicate 'book' in the simplest form? So, one thing I'll say about this approach of five basic elements of drawing is it's a little bit of a game. So, you can see here I've done a rectangle and a line down the middle or two rectangles next to each other, I guess you could say. It's very, very simple, but it communicates the idea of a book,
especially with the word below it. And this is really important. This idea that *words and pictures work together* in Sketchnoting is really critical. It's really important because you have the power of both and they support each other and they add to each other, which is a positive. So, you can see I could stop here. So, the game is: how *few elements* can I use to communicate an idea? It's a little bit like the game Pictionary – how few things can you use to draw to get your team to recognize? – a similar idea in some sense.
But you can also, just like with the house, *add more detail*. So, let's add another line below and connect it. And what you may notice is, even though it's just a two-dimensional drawing, what I just did sort of suggests to your mind that you're actually seeing dimensionality. This can really be reinforced if you have, say, a gray marker and you run a gray marker here. It reinforces it; there's shade here; that there's depth, light's on the top, shade on the side. But all you've done is drawn a line and connect it.
So, when you start thinking about that, really what you're doing is you're *providing enough information* for your brain to *interpret* this object as something. And that is a huge weight off your shoulders because now you don't have to be a great artist; you simply have to draw this object well enough that your brain can interpret it properly. So, let's add some more detail, so books have text on the pages. Now, this is quite small, so I wouldn't try to draw text, but we can do lines, and now this suggests that we've got text on the page.
Some books also have images. So, let's draw an image – a square. I'll put a triangle in there – maybe it's a photo of a mountain – and then finish with two more lines. So, now it's getting the feeling that it's a book with text on the pages. There's a picture, and it's got some depth to it, which is kind of cool. Now, the third one I'm going to show you is coffee, one of my favorite drinks. So, you might start thinking if you're going to draw coffee, now you have to think about
perspective and circles and "Oh, I'm not good at circles!". Here's another trick around this approach: stay *two-dimensional as long as possible*. This really reduces the stress on you. And if you can communicate an image in two dimensions, then do that. Don't feel compelled to draw in dimensionality or in proportions if you're not comfortable with that yet. That may be a later skill. So, stay two-dimensional as long as possible. And I'll show you what I mean by that.
If you have a cup of coffee – let's say it's one of these cafeteria cups – why can't you just simply use rectangles and draw the side view? It still will represent as a cup of coffee. So, let's do a half circle here and one inside, so now we've got the handle on the coffee. And then, finally – just like with the house – let's put a little vapor coming off of it. And now you're implying that the coffee is hot. There's a little bit of vapor coming off of there.
If you happen to be a tea drinker, well, all you need to do is write the word 'tea' below here, right? The beautiful thing about this is you're staying simple. It turns into a bit of a fun game to see how few elements can you use to represent the idea of something. It's representative. It's a simplified version. You're *not going for realism*. It *doesn't have to be beautiful*, but it *must communicate the idea* to other people or at least to you if the sketchnotes are for you. So, I think that's really important to think about as you're doing this drawing
and you're seeing how it can impact the work that you do. What I want to talk about now is what happens when you start to practice drawing with these five basic elements. You're effectively building a visual library. What I mean by that is the more often that you draw objects repeatedly, you will then build a library of those objects in your mind.
Now, you can of course have it on a piece of paper that you slide in the back of your notebook, just like this, if you wanted to make a collection that way. But as you draw these things over and over again, you start to build that library in your head. So, finishing the food theme next to my coffee or tea, let's talk about pizza, and specifically a slice of pizza. So, you might be tempted to simply draw a triangle. I would avoid that.
And the reason why is, a slice of pizza really comes from a whole pizza – you should do a curve here, do a second curve in parallel, and now you've got crust. Now, remember the trick I taught you around the book. We can do the same thing here. You just draw another line below there, and now you've got depth to the pizza crust. Now, the other thing I'll show you is if you're going to draw, let's say, pepperonis, have them partially on the pizza. Maybe there's one here. I can fill them in with some shading;
just some lines to give them some depth. And the reason that I say you use a curve is really like – you know – this slice of pizza is coming out of a circular pizza. So, you're reinforcing that it's a piece of a whole without even having to say those things. So, there's a really simple way to draw a slice of pizza. So, what's really interesting is you can actually build quite a few icons. So, let's do a little icon drawing, and then I'll label afterwards to show you
how you can build a visual library that you can use over and over again. If you're someone like me – I'm a designer and I live in the world of deadlines – so, five o'clock on Friday is often a deadline for me. So, I can simply use this symbol in the sketchnotes that I do or the notes that I'm taking to represent a deadline that's upcoming. What about *ideas*? If I have an idea – let's say I'm taking notes about some other subject – I would draw like a little lightbulb like this,
and that could represent an idea really quickly. If I have a challenge of concerns about a project – let's say I'm in a meeting taking notes – I'm very concerned about the timeline. Maybe I make the deadline on Friday, but the overall project is still behind. This would be what I would say 'alert'. And this can clue me into delays or problems of all kinds that might be happening, and I want to indicate that. So, very often for these, I'm actually using
these in the notes that I'm taking; so, if I'm taking notes, more detailed notes, I'll sprinkle these in there. And what they do is help me identify when I scan through my notes, *actions*. So, what's the action here? Deadline on Friday; make sure it's on my calendar; make sure all my tasks are in order and that I'm working toward that Friday deadline. I have an idea. Maybe I need to sit down and write for an hour to express this idea so I don't lose it. But I would write enough that I could represent it later.
So, the next task here would be to sit down for additional time and fill out the details of that idea in a sketch by writing whatever that is. This alert might suggest to me that I need to talk to my co-workers about issues that we see long term around this project that seems to be losing track – like it's falling behind; how can we address this? Is there something we can move back and accelerate this project to get it back on track? So, the last thing that I'll show you is a very useful tool for coming up with icons to build your visual library.
And that is TheNounProject.com. This is a website where you can go, you can search any kind of term, and there will return not one but many different ways to interpret that idea as an icon. And this can be really helpful in building your visual library. If you're looking for certain objects that you use all the time in your work or in your personal life, this can be a really useful tool. I would say the second tool that's good for searching is just Google.com.
And then focus on the image tab when you get the result that you're looking for, and then images will come up. And these can be helpful for just sparking your ideas around how you can simply communicate this concept. So, these are two really helpful ways to think about building icons and building your visual library. The last thing I'll say is if you're in a specific profession, it could be really valuable for you to take time *every day* and *every week* to sit down and make a list of all the words you would love to have icons for
and then build those icons so that you've got those ready to go. And then have a reference that you carry with you. And as you get into meetings, you can have that reference out and you immediately have a symbol that represents those concepts that's always with you. And then, eventually as you do those more and more, you won't even need the card anymore; it'll be burned into your memory, and you can pull those out at a moment's notice on a whiteboard, on your notes, on whatever it is that you want to use.
So, that is a really valuable way to think about drawing in a very simple way and to build your visual library – two really key parts to this whole Sketchnoting thing – because I believe if you can make it over the hump of not drawing as well as you'd like by focusing on ideas like this, then you'll be in a really good position to do the rest and feel confident and move forward and experiment and try things, which we're going to do.
In HCI (Human-Computer Interaction), human memory refers to how users process, store, and recall information while interacting with computers. It's vital for designing interfaces that are easy to use and remember.
HCI focuses on matching computer systems with human cognitive capabilities. This includes considering short-term and long-term memory in design.
Designers ensure interfaces align with how users naturally remember tasks and information. They aim for designs that help users easily recall how to use a system without confusion.
Understanding human memory in HCI leads to more intuitive and user-friendly technology. For a deeper insight, consider Alan Dix's video on short-term memory in HCI.
You may find estimating human memory in gigabytes (GB) difficult. The brain stores information differently than a computer. It uses networks of connections, not digital bytes. Scientists suggest the capacity might be around 2.5 petabytes, equivalent to 2.5 million gigabytes. They did a rough estimate.
The brain's storage focuses on connections and experiences more than a quantifiable byte count. The comparison highlights the vast capacity of our memory despite its different functioning from digital storage.
The human brain can remember information for varying lengths of time, depending on the type of memory. Short-term memory holds information for seconds to a minute. Working memory retains information for 15 to 30 seconds, used during tasks.
Long-term memory can keep information for years, even decades. This includes personal experiences, knowledge, and skills. Factors like attention, repetition, emotional impact, and relevance to the individual influence how long the brain retains information. Some memories last a lifetime, especially those with vital emotional or personal significance.
Perception and Memory in HCI and UX Course: This comprehensive course offers insights into human perception and memory. You find them valuable to create effective user interfaces. It covers the role of perception in interaction, the relationship between sensation and perception, and the intricacies of designing for memory.
HCI (Memory) Video by Alan Dix: This video provides a concise overview of human memory in the context of HCI. Alan Dix discusses the various types of memory and their importance in designing user interfaces.
The Brain and Technology: Brain Science in Interface Design Course: Brian Whitworth created this advanced course that merges brain science with computer science. This course teaches you how to create technology that aligns with human psychology.
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Here's the entire UX literature on Human Memory by the Interaction Design Foundation, collated in one place:
Take a deep dive into Human Memory with our course Information Visualization .
Information visualization skills are in high demand, partly thanks to the rise in big data. Tech research giant Gartner Inc. observed that digital transformation has put data at the center of every organization. With the ever-increasing amount of information being gathered and analyzed, there’s an increasing need to present data in meaningful and understandable ways.
In fact, even if you are not involved in big data, information visualization will be able to help in your work processes as a designer. This is because many design processes—including conducting user interviews and analyzing user flows and sales funnels—involve the collation and presentation of information. Information visualization turns raw data into meaningful patterns, which will help you find actionable insights. From designing meaningful interfaces, to processing your own UX research, information visualization is an indispensable tool in your UX design kit.
This course is presented by Alan Dix, a former professor at Lancaster University in the UK. A world-renowned authority in the field of human-computer interaction, Alan is the author of the university-level textbook Human-Computer Interaction. “Information Visualization” is full of simple but practical lessons to guide your development in information visualization. We start with the basics of what information visualization is, including its history and necessity, and then walk you through the initial steps in creating your own information visualizations. While there’s plenty of theory here, we’ve got plenty of practice for you, too.
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