google-site-verification=Bi5tI8WZLmgLQCt3p-aIw8z5CkJAHeD9rrURuZtohHM Affordances - Human Factors Minute

Episode 135

Affordances

Affordances, coined by psychologist James Gibson in 1966, are detailed as what an environment offers to an individual. Further detailed later by computer interaction researcher Don Norman as, “A relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used” or, “action possibilities.”

Affordances imply what interactions for users are possible in our everyday life, physically and digitally. Affordances generally exist within the following categories:

False – Where the environment/object characteristics suggests and action may be taken where one does not exist, such as a button on an interface that does not work.

Hidden – Where there is no obvious explanation on interaction so the individual must rely on previous experience or knowledge to engage with the interface, such as hovering over an icon on a webpage to see if it is an active link.

Perceptible – Where the object/interface itself indicates what action possibilities are available and achievable, like a digital ordering menu at a restaurant that says “Place Order Here.”

For User Interface design, here are some examples of how affordances are used in design:

- Floppy disk icon affords saving data

- Magnifying glass affords searching

- Home icon affords returning to the home page

- Plus icon affords being able to add an element

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About your host

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Nick Roome

Nick is currently a Systems engineer at Imagine Believe Realize LLC in Phoenix Metro area. Alongside colleague and friends, Blake Arnsdorff and Barry Kirby, Nick hosts and produces Human Factors Cast, a weekly podcast that investigates the sciences of human factors, psychology, engineering, biomechanics, industrial design, physiology and anthropometry and how it affects our interaction with technology. Nick’s other areas of interest include, but are not limited to virtual, augmented, and mixed reality, systems engineering, and artificially intelligent systems.

Nick Started Human Factors Cast in early 2016 as a side-project. He believed that the way Human Factors concepts were being communicated is broken and saw a way to fix it. After getting initial traction, Nick moved to work on the Human Factors Cast Digital Media Lab and began assembling a multi-disciplinary team to test out new concepts in Human Factors communication.