An Introduction to Affordances Flashcards
(29 cards)
Affordances
the potential uses we might have for an object
An ‘affordance’ is a single attribute of an object, which allows the user to carry out an action.
For example, a ball can be rolled, thrown, caught, and bounced; all of these affordances are apparent and perceptible without the need for physical investigation.
Users can’t rely on ‘real’ affordances in the virtual world, so you must do what?
We must implement existing methods of interaction to support the perceived affordances users become accustomed to over the course of interaction with various devices and systems.
The term ‘affordance’ was conceived by
James J. Gibson, a prominent perceptual psychologist, when referring to the actionable properties between the world and an actor (the user).
Who first used affordances in the context of hci in the late 1980s?
Don Norman
An example-based approach to learning and development has what advantage?
You get to learn why designs do or do not work, and apply that knowledge to your own projects.
A research-based approach to learning provides what advantage?
It allows us to understand the inner mechanics of why good designs work.
IDF courses have a mix between video-based and text-based content because…
The mix of content type allows your brain to learn in different ways.
Consistency across different designs and within individual displays allows the user
to apply knowledge acquired from one instance to another.
What are the two types of affordances?
Actual and Perceived
What is actual(real) affordances?
physical objects present real affordances, as the user can actively manipulate the object and the potential uses are perceptually obvious; whether this is through sight, touch, sound, and, to a lesser extent, smell or taste.
What is perceived affordances?
graphical objects should be considered as having perceived affordances as they only exist in the virtual world, and the means of interaction are almost exclusive to this domain.
Designers take inspiration from the real-world to create affordances for the virtual world because?
Designers take inspiration from the real-world and use knowledge acquired from interacting with physical objects, in the graphical and virtual worlds.
skeuomorphism
Taking inspiration from the real-world and applying the qualities of physical objects in human-computer interaction
Why was skeuomorphism adopted in design?
To support the user’s transition from the physical world to the virtual world.
By adopting the superficial qualities of physical objects and modes of interaction in the design of graphical objects, the user should, in theory, be able to determine what they can do and how they can do it immediately.
When is skeuomorphism only effective?
when the design feature(s) both looks and behaves like the physical object/element upon which the graphical antecedent has been based.
Affordances in HCI are based on what two things?
Convention and Consistency
but in the last twenty years designers have been taking inspiration from real affordances to allow users to apply knowledge from the real-world to the virtual world, an approach referred to as ‘skeuomorphism’.
Why do users must be able to develop an accurate view of the graphical user interface?
So they can instantly and unconsciously predict the effect(s) of their actions.
Affordances in HCI are based on?
Convention, consistency and skeumorphism
What is an essential ingredient in detecting affordances?
Motivation
Who is credited with coining the term “affordance”?
James J. Gibson
Logical constraints
limitations imposed on the user by the rules of action inherent to all interaction. For example, if the user is asked to click on two command buttons before proceeding to the next screen, they know logically that once they have clicked on the first graphical element that one available element still affords clicking.
What are cultural constraints?
Cultural constraints are learned conventions that are shared by a cultural group.
In the case of hci, cultural constraints are learned behaviors that are developed over the course of using computer-based systems, software, etc.
e.g,) We know the icons on our desktop afford double-clicking, but this is an arbitrary affordance that is neither revealed by the physical traits of the visual elements or any explicit instruction.
Which type of affordances do computer-based objects have?
perceived affordances
Physical objects have what type of affordances
Real affordances