An Introduction to Affordances Flashcards

(29 cards)

1
Q

Affordances

A

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.

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2
Q

Users can’t rely on ‘real’ affordances in the virtual world, so you must do what?

A

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.

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3
Q

The term ‘affordance’ was conceived by

A

James J. Gibson, a prominent perceptual psychologist, when referring to the actionable properties between the world and an actor (the user).

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4
Q

Who first used affordances in the context of hci in the late 1980s?

A

Don Norman

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5
Q

An example-based approach to learning and development has what advantage?

A

You get to learn why designs do or do not work, and apply that knowledge to your own projects.

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6
Q

A research-based approach to learning provides what advantage?

A

It allows us to understand the inner mechanics of why good designs work.

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7
Q

IDF courses have a mix between video-based and text-based content because…

A

The mix of content type allows your brain to learn in different ways.

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8
Q

Consistency across different designs and within individual displays allows the user

A

to apply knowledge acquired from one instance to another.

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9
Q

What are the two types of affordances?

A

Actual and Perceived

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10
Q

What is actual(real) affordances?

A

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.

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11
Q

What is perceived affordances?

A

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.

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12
Q

Designers take inspiration from the real-world to create affordances for the virtual world because?

A

Designers take inspiration from the real-world and use knowledge acquired from interacting with physical objects, in the graphical and virtual worlds.

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13
Q

skeuomorphism

A

Taking inspiration from the real-world and applying the qualities of physical objects in human-computer interaction

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14
Q

Why was skeuomorphism adopted in design?

A

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.

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15
Q

When is skeuomorphism only effective?

A

when the design feature(s) both looks and behaves like the physical object/element upon which the graphical antecedent has been based.

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16
Q

Affordances in HCI are based on what two things?

A

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’.

17
Q

Why do users must be able to develop an accurate view of the graphical user interface?

A

So they can instantly and unconsciously predict the effect(s) of their actions.

18
Q

Affordances in HCI are based on?

A

Convention, consistency and skeumorphism

19
Q

What is an essential ingredient in detecting affordances?

20
Q

Who is credited with coining the term “affordance”?

A

James J. Gibson

21
Q

Logical constraints

A

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.

22
Q

What are cultural constraints?

A

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.

23
Q

Which type of affordances do computer-based objects have?

A

perceived affordances

24
Q

Physical objects have what type of affordances

A

Real affordances

25
Why should you follow conventional usage, both in the choice of images and allowable interactions?
We use conventional usage because adding consistency in design across all products, systems, and interfaces allow users to apply their knowledge acquired from one instance of hci to another. It provides the user with the same cues for specific actions that allow them to carry on where they left off with another instance.
26
Why would we add words to describe the desired action? for example, adding the text 'submit' on a button for an input form.
We add words to describe the desired action because it's important to include instructions with a view to brevity and clarity, and our design may require testing to ensure the intended users are capable of identifying the affordance(s) from these instructions instantly. It’s important to add instructions to your design so that you make sure the users are capable of instantly figuring out what the affordances are for that graphical object.
27
"Use metaphor"
A coherent and consistent set of metaphors for actions in a system can be useful to new users, especially when they are based on existing representations, whether from the real or virtual worlds. For example, the Xerox Star used icons based on their physical counterparts, such as a folder to represent the function of placing a document into a folder and pair of scissors to represent cutting.
28
Why should you follow a coherent conceptual model?
Following a coherent conceptual model allows the users to apply the same principles they've learned from one part of the interface to other parts. It helps the users identify some of the affordances immediately. Once they have established these perceived affordances, there should be conformity in the rest of the interface.
29
T or F: You should never go against conventions which users understand from other interfaces.
True