Affordance
What an object or interface lets someone do, like grab, push or tap. In design, what matters most is that this possibility is perceived.
What problem it addresses
It explains why we push doors that open by pulling, and why some buttons go untouched because they don’t look like buttons.
An example
Two identical doors that open by pushing.
The door works the same in both cases; what changes is what it seems to allow. Norman calls these cues signifiers (Norman, 2013).
Why it happens
We see objects in terms of what we can do with them;
shape, size and position suggest an action;
if the cue misleads, we act wrongly even though the object works.
Applications in design
Use it like this
Make what can be touched look touchable: shape, contrast and position.
Avoid
Making something look like a button when it does nothing.
Don’t fall for it
If someone needs a “push” sign, the design isn’t communicating.
4 cases
What the research says
Gaver told them apart by whether the action exists and whether it is perceived: perceptible, hidden, false and absent (Gaver, 1991).
Solid evidence. Gibson used the word for everything the environment offers; Norman narrowed it for design and later proposed speaking of signifiers for the visible signals.
Connections
Authors and works
- 1966, 1979
James J. Gibson
Coined the term and later developed it: what the environment offers an animal, given its capabilities.
- 1991
William Gaver
Classified technology affordances by whether or not they are perceived.
- 1999
Donald A. Norman
Distinguished real affordance from perceived affordance, which is the one design controls.
- 2013
Donald A. Norman
Proposed calling signifiers the signals that show where and how to act.
Sources
Original sources
- Norman, D. A. (1988). The psychology of everyday things. Basic Books.
- Gibson, J. J. (1966). The senses considered as perceptual systems. Allen and Unwin.
- Gibson, J. J. (1979). The ecological approach to visual perception. Houghton Mifflin.
- Gaver, W. W. (1991). Technology affordances. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '91) (pp. 79–84). ACM. View source: Gaver, W. W. (1991)
- Norman, D. A. (1999). Affordance, conventions, and design. Interactions, 6(3), 38–43. View source: Norman, D. A. (1999)
- Norman, D. A. (2013). The design of everyday things (Rev. and expanded ed.). Basic Books.
Last reviewed: