Outline: How to De-Clutter Scientific Software and Optimize Cognitive Load
Last updated on 2025-12-30 | Edit this page
Target Audience
A developer who’s building science tools, without the support of a designer. If they build software without thinking about the design, the software will be hard to use, taking away from the utility of the tool. This may lead to continual requests for changes after launch that could have been avoided if the design had been considered up front. A background in design can empower developers to build tools that are more effective for scientists.
List of prerequisite knowledge
- Basic diagramming (ie: drawing shapes with Powerpoint, miro board, Figma, MS Paint, Pen & Paper, Excalidraw)
Lesson Learning Objectives
The skills learned will be applicable to improving existing software and creating something new. After following this lesson, learners will be able to:
- Learner will leave with basic literacy in evaluating a design
- When presented with a software example, learner will be able to
identify areas causing higher cognitive load (things aren’t aligned, too
many fonts/sizes, not enough space, illogical item groupings)
- When presented with a software example, learner will be able to call
out what ‘stands out first, second, and third’ on the page in an order
similar to the instructer’s own perception.
- When presented with a software example, learner will be able to
identify areas causing higher cognitive load (things aren’t aligned, too
many fonts/sizes, not enough space, illogical item groupings)
- Learner will be able to create design hierarchy
- When given a list of software functions, ranked by importance,
learner will be able to create a layout using shapes and text that
establishes a hierarchy
- When given a basic layout, learner will be able to add elements to
create clutter and remove elements to fix “clutter”
- When given a list of software functions, ranked by importance,
learner will be able to create a layout using shapes and text that
establishes a hierarchy
- When given a list of field names, learner will be able to correctly
identify when use of technical language (Acrynoms, database speak, high
level vocab) is helpful or harmful
- defining language that may be unfamilliar to others
- using simpler language when possible
- defining language that may be unfamilliar to others
- Learner will be able to recite 3 key best practices of layout design
Episodes
Jargon busting (what is cognitive load?): Learn to feel high and low cognitive load
Learning objectives
- When presented with an \[example? Interface?\] learner will be able to verbally identify it as either very low or very high cognitive load in less than 2 seconds.
Episode outline
- Task mode vs. default mode network - learning to feel when either
system in your brain is active.
- Sit back from desk, and every thing I say try to associate it with
its overall meaning, and memories you have of that thing. Tricycle.
Tricycle means fun. Means scenes in movies with carefree
childhood.
- High load: Now build the tricycle out of disorganized parts, hidden
within clutter
- Sit back from desk, and every thing I say try to associate it with
its overall meaning, and memories you have of that thing. Tricycle.
Tricycle means fun. Means scenes in movies with carefree
childhood.
- “Cognitive overload” study where brain activity just falls off after
a certain amount of clutter.
- Maybe mention some research-backed consequences of clutter?
- Put brain in default mode:
Theory of Mind - Escape your own perspective, and feel the users’ instead
Learning objectives
- Learner will know the definition of a “user” in UX, and name ways a
user’s context will differ from their own as the
designer/developer
- Given an example interface that we have made them familiar with,
user will be able to recognize and label the pieces of the interface
that are familiar and unfamiliar to themselves.
- Given an example interface that we have made them familiar with, user will be able to recognize and label the pieces of the interface that are familiar and unfamiliar to a naive user.
Episode outline
- Talk over (actually do the experiment!) cup hiding the ball
experiment that shows when children learn that not everyone has the same
context
- How does this apply to design
- Language and jargon
- Workflows - you have been involved in building the tool, you know
the ins and outs of how it works. Your users do not have that
context
- You may assume ease of use based on your own domain knowledge / familiarity, but not all users will have that
- Language and jargon
Simplicity - Everything added subtracts
![][image2]
Notice that it was much harder to find the (smaller) bunnies when there was more clutter? It’s the classic “Where’s Waldo” experience. High clutter increases your cognitive load (because you have to work harder to filter-out non-bunnies) and slows down your performance.
Interfaces work the same way. Now imagine the bunnies are crucial pieces of information, or buttons to perform tasks.
Example 2: Two Graphs vs One graph
![][image3]
![][image4]
Context: Deleting is opposite of scientific thinking.
Deleting is opposite of scientific thinking. In science education, students are encouraged to write long, wordy, jargon filled papers. Key points and take-aways are lost among the noise. A common tactic scientists use to highlight key points is over-emphasizing. If their paper is a crowded room, they try to dress their hypothesis in bright yellow. But there are 100 other people dressed in orange and purple. So then they give their hypothesis a hat.
Let’s focus on the skill of deleting and de-emphasizing.
“In the spring of my senior year at Lisbon High—1966, this would have been—I got a scribbled comment that changed the way I rewrote my fiction once and forever. Jotted below the machine-generated signature of the editor was this mot:”Not bad, but PUFFY. You need to revise for length. Formula: 2nd Draft = 1st Draft – 10%. Good luck.” — Stephen King
-
Tactics:
-
Remove - There is usually text / steps in a
workflow / visual clutter that can be entirely deleted
-
Hide until relevant - Software is interactive. This
is powerful because it allows us to share information as it becomes
relevant to the user. Hide information until the user:
-
needs it: show it as the user arrives at the
relevant part of the workflow
-
summons it: show it when the user requests the
information. This can be done with hover text or popups.
-
needs it: show it as the user arrives at the
relevant part of the workflow
- Simplify - can something condensed without losing the important content? What are the fewest words you can use to describe a concept? What are the fewest steps needed to complete a task?
-
Remove - There is usually text / steps in a
workflow / visual clutter that can be entirely deleted
Exercise #3: Delete from their own software (because they know it)
- Open an image in mural (miro?) drawing a white box
Words in the interface - Write like you’re having an efficient conversation
Learning objectives
Learners will be able to identify what context and education they have that (theory of mind)
- Acrynoms, database speak, high level vocab
- defining technical language that may be unfamilliar to others
- simplify
- Writing like a human
- Speak in headline
- Progressive summarization
- Jenn’s class example (short word limit)
- maybe we can have a run on sentence and have a contest. give everyone 3 minutes to reqrite the sentence in as few words as possible. (This could be in the language episode instead)
- defining technical language that may be unfamilliar to others
Episode outline
Visual Hierarchy and cognitive load - application of priority
- alignment
- fonts
- sizes
- spacing
- grouping
- reading order
- fonts
Exercise
- ‘call out what you see’ exercise
- Create design hirearchy
Prioritizing - Need to know -> Nice to know
-
Episode Objective: When presented with a list of interface functions, learner will be able to order them from likely most common to least common
- Note: How do we have an ‘objectively correct’ priority?
- 80/80
- Note: How do we have an ‘objectively correct’ priority?
Basic literacy in evaluating a design
When given a list of software functions, ranked by importance, learner will be able to create a layout using shapes and text that establishes a hierarchy
Learner will be able to recite 3 key best practices of layout design
-
How can you improve existing software
- fix “clutter”
- fix “clutter”
How can you create something new
Final Project - Designing list view from scratch
Learning objectives
- How to hack together a new design concept
- Use similar elements for familiarity lowers load (knowing what something does)
Episode outline
- Design as a skill
Activity ideas:
- Product result table (list of stuff you need to review)
- List views are super common
- Learners can use their own collection of data to show in the list
view
- We can also give an example with
- List views are super common
- Or an advanced search page (that searches a database of exoplanets)
Designing Exercises
FIXME use the space below to draft exercises to help you assess learners’ progress towards the objectives you defined for your episode.
Exersises here: https://app.mural.co/t/stsciinternal7446/m/stsciinternal7446/1761226323984/98fa21d3961fe8de7608fc9b04147472ff56cb4d
True false (good for novice)
When building tools for Science, it is best practice to include every detail of a scientific concept
When building tools for Science, it is best practice to use always use formal language and advanced vocabulary
Fill-in-the blank (good for novice)
- The quickest way to lower cognitive load of a design is to____ (delete something uncessary)
Fix a slightly broken design (good for novice)
Give a layout with text, where the headings and text are not aligned. Have them fix the alignment (simple grid)
Give a layout with text where all the text is the same size and weight. ask them to add hirearchy
Glossary of terms
FIXME add a list of terms or jargon from your lesson, along with
their definitions.
The syntax below will make your glossary render nicely when added to the
learners/reference.md page of your lesson.
Cognitive load
Default Mode Network vs. Task Mode Network
Intrinsic vs. Extrinsic Cognitive Load vs. Subjective cognitive load
Audience
Recognition vs. Recall
(understanding other people have different context than you)
- Jargon
- Abbreviations / Acronyms
- technical language (like database)
- internal (team) language vs external communication - intentional branding
Multi-channel cognitive load
- Verbal vs. Visual load
Ways to reduce cognitive load (Sweller)…
- Weeding
- Pre-training
- Orienting
- Channel-offloading
Clutter
Limited Capacity Model
Plain language
Skimming
Scanning
Greeking / Gestalt
Reading order (readability)
Visual hirearchy
Contrast
Faces
Center bias
Attentional templates
Space
Alignment
Grid
Size