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I love the concept of "affordances" (that is, stuff you can do), and with it, "perceived affordances" (stuff you think you can do). One of the major challenges
by lotharbot 17y ago
I love the concept of "affordances" (that is, stuff you can do), and with it, "perceived affordances" (stuff you think you can do).
One of the major challenges of product design is figuring out how to teach users what actions are available to them. Designing the UI in a clear and consistent way (obviously clickable buttons, etc.) helps users understand which simple actions are available. What about teaching more complex actions?
Documentation (including tutorials) is one way. Listing possibilities either at startup or when a process is loading (say, while the ATM is verifying you can withdraw money) is another. Many video games use awards -- you're introduced to the awards list by accomplishing something simple (logging in for the first time, shooting your first zombie) and can then read over the list to see other possibilities from the most basic to the most advanced.
I'm curious to see if there are other common ways to teach users about their "affordances".
- pixelbath 17y agoHere are some examples from Jakob Nielsen concerning perceived affordances on the web (or applications in general): http://www.useit.com/alertbox/application-mistakes.html http://www.useit.com/alertbox/application-mistakes.html There's a pretty standard language, I think, for those in hardware design for interaction. Maybe it's never been documented (that would be an interesting project). I'd say things like "bevels surrounding text" is a fairly standard "I'm a button; please press me" concept. I think after that point, though, it rapidly deteriorates. Obviously, a button sitting over a linear trench says "I'm a slider," but what about things like the iPod clickwheel? Doesn't seem like a standard interaction, but it was immediately graspable and usable by a huge majority of the population. Interesting stuff, if you're willing to dive into it.