Affordance
Definition
The term affordance was used by perceptual psychologist J. Gibson to describe the properties of the environment upon which one can act. (Norman, 1999) Affordances are the ways in which the environment allows one to interact with it.
Affordance in user-centered design
In his book The Pshychology of Everyday Things Norman applies the term affordance to design of physical and virtual products and environments. He later makes the distinction between real and perceived affordances' inherent in objects and environments, with perceived affordances being the actions users perceive are possible (or not possible in the case of non-affordances) Where physical objects contain both real and perceived affordances (e.g. a cylinder affords rolling), graphic and interface design of computer-based environments is concerned with what a user perceives to be possible or not and what actions the user infers to be potentially useful (e.g. clicking on an icon will have an effect on the system, whereas touching the screen will not, though both actions are afforded by a personal computer) Norman, ????)
Constraints
- Logical constraints - reasoning to find possibilities
- Cultural constraints - learned conventions (click on a link, drag a scroll bar)
Affordance principles
Norman (1999) suggests four basic principles to increase the perception of the affordances of screen-based environments.
- Follow major conventions already established for images and actions.
- Wherever possible, use words in addition to icons and graphics
- Use recognizable metaphors (e.g. the screen as a desktop)
- Be consistent and coherent in the use of the conceptual model behind the design (i.e. the three first principles)
Related articles
Human-computer interaction, User-centered design
References
- Norman, D. (1999) Affordance and Design [[1]]