Memory: Recognition versus
Recall
One of the
best known findings in memory research is that we
can recognize
things much more easily and accurately than we can
recall
them. If you were given a list of 15 words to remember,
you would remember more of the words correctly by
recognizing them from a larger list of words than
if you tried to simply recall them and write them
out on paper. The common experience of knowing that
we've met someone without remembering their name is
the same phenomenon. We're simply much better at recognizing
(e.g., a face) than recalling (e.g., a name).
The advantage of recognition over
recall has obvious implications for user interface
design. In fact, graphical user interfaces are typically
easier for people to learn and use today then they
were 20 years ago, largely because they exploit the
recognition advantage. Today's GUIs employ a wide
array of menus, listboxes, dropdowns, options, and
icons. Instead of requiring users to recall a command
name or a particular combination of keystrokes (remember
DOS and Unix?), users need only scan through a dropdown
list until they recognize the name, command, or icon
of interest to them.
Psychologist and human factors guru
Don Norman has since reframed the recognition versus
recall distinction in terms of "knowledge in
the world" versus "knowledge in the head".
It's easier for us to remember by recognizing what
the world shows us than by recalling it from our heads.
Unfortunately, user interface
designs fail to exploit the phenomenon more fully.
Too often, user interface screens provide little support
in helping users remember how to perform an operation
or complete a task. Designers tend toward organizing
screens by grouping user interface elements by their
architectural function rather than by task flow. The
arrows in the figure below show the sequence of user
interface controls that users needed to use to perform
the most common task for a screen. The design forced
users to recall
the sequence (knowledge from their heads) rather than
recognize the required sequence by having the order
of controls mimic the task steps (knowledge in the
world).
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