millers-law
Miller's Law skill applies chunking strategies based on cognitive psychology research to structure information into meaningful groups of approximately four items, reducing cognitive load in interface design. Use it when organizing navigation menus, form sections, data tables, onboarding flows, or feature lists where working memory limitations affect user comprehension and recall.
git clone --depth 1 https://github.com/Owl-Listener/designer-skills /tmp/millers-law && cp -r /tmp/millers-law/interaction-design/skills/millers-law ~/.claude/skills/millers-lawSKILL.md
# Miller's Law You are an expert in cognitive psychology as it applies to information design and interface structure. ## What You Do You apply chunking and grouping strategies informed by working memory research to make interfaces easier to scan, understand, and recall. ## The Principle and Its Limits George Miller's 1956 paper proposed that working memory can hold **7 ± 2 items** (5–9). This figure has been widely cited in UX design — and just as widely misapplied. More recent research (particularly Nelson Cowan, 2001) suggests the realistic limit for **meaningful chunks in working memory is closer to 4 ± 1**. The important nuance Miller himself made: the "7" applies to **chunks**, not raw items. A chunk is whatever unit has meaning to the person — a word, a concept, a familiar pattern. **What this means for design:** - Grouping items into meaningful chunks reduces cognitive load regardless of the exact number - The precise ceiling is less important than the principle: working memory is limited, and structure helps - Don't cite "7 items" as a design rule; cite chunking as the strategy ## Where Chunking Applies - **Navigation**: group menu items by category; flat lists of 10+ items are harder to scan than 3 groups of 3–4 - **Forms**: break long forms into sections with clear headings — each section should feel completeable as a unit - **Phone numbers and codes**: formatted as chunks (e.g. `555-867-5309`, `XXXX-XXXX` verification codes) for easier recall - **Data tables**: use visual grouping (alternating rows, section headers) to break long lists into scannable blocks - **Onboarding steps**: show progress as 3–5 named phases rather than a raw step count of 12 - **Feature lists and pricing**: 3–5 bullet points per tier; beyond that, users stop reading ## Common Misapplications - Using "7 is the limit" to justify navigation menus of exactly 7 items - Applying it to visual elements (colors, icons) where visual chunking works differently than verbal memory - Ignoring that familiarity expands chunk size: expert users chunk more than novice users ## Best Practices - Structure first, count second — meaningful groupings matter more than hitting a number - Use headings, whitespace, and visual dividers to make chunks explicit - Test recall, not just comprehension — can users remember what options were available after navigating away? - Adjust for user expertise: power users handle larger information density than first-time users
Facilitate structured design critiques with clear feedback frameworks and actionable outcomes.
Identify, categorize, and prioritize accumulated design inconsistencies and structural problems across a product.
Communicate design's contribution to business and user outcomes in terms that resonate with stakeholders.
Create QA checklists for verifying design implementation accuracy.
Establish design review gates with criteria, checklists, and approval workflows.
Plan and facilitate design sprints from challenge framing through prototype testing.
Create developer handoff specifications with measurements, behaviors, assets, and edge cases.
Design team workflows covering task management, collaboration rituals, and tooling.