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Cognitively Describing Intuitive Interactions
Published in Blackler Alethea, Intuitive Interaction, 2018
Mary L. Still, Jeremiah D. Still
Gibson (1979) introduced the concept of affordances, but Norman (1988) introduced the human–computer interaction community to it. According to Norman (1988, p. 9), “affordance refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used.” For example, plates on doors are for pushing and kitchen cabinet knobs are for pulling. According to You and Chen (2007), affordances act as intuitive actions that support the user–product interaction. Further, Blackler (2008) states, “The concept of affordance suggests a route to intuitive use” (p. 92). She highlights that through direct perception, affordances ought to support the initial interactions with a novel interface. One could consider affordances to be naturally intuitive. This intuitive use could come about from a user’s familiarity with how to use the object (e.g., Raskin, 1994).
From Cognitive Systems Engineering to Human Systems Integration
Published in Philip J. Smith, Robert R. Hoffman, Cognitive Systems Engineering, 2018
In the HTI model, a capability is something that a human is able to do (without the aid of any tools or technological systems), whereas a limitation is something that the human cannot do—or at least the limitation establishes the boundary between what the human can and cannot do. Technology presents affordances and constraints. Gibson (1979), who coined the term “affordance,” described it as follows. “An affordance is not bestowed upon an object by a need of an observer and his act of perceiving it. The object offers what it does because it is what it is” (p. 130). Decades later, Norman provided a more relational view of an object’s affordances and the agents who use them. “An affordance is a relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used” (Norman 2013, p. 13). A constraint is a design feature that prevents certain actions from being taken. Many cars are designed so that the key cannot be locked inside. The car’s sensors detect the presence of the key and prevent the driver from locking the car until the key has been removed from the vehicle.
UCD Principles
Published in Brian Still, Kate Crane, Fundamentals of User-Centered Design, 2017
What Norman (2013) calls an affordance, a term we will use again, is the sound in the officer’s car or the speech-to-text search in the mobile device. According to Norman, an affordance is “a relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used” (11). It isn’t just the object, such as the mobile device, that has the affordance built into it. Rather, the affordance is how the user’s capability is connected to the product’s capability. If the user can use speech-to-text within the context of use, and if the product allows for voice-to-text search, we can call this relationship now established an affordance. Where will the product be used? What about the environment (e.g., indoors/outdoors, noise/silence, movement/stationary) can influence what the user needs and thus what the designer has to consider when creating capabilities in the product to meet up with the capabilities of the user?
Psychological Factors Behind Innovation Adoption: Affordance Actualisation Model
Published in Journal of Computer Information Systems, 2022
Shi-Zhu Liang, Meng-Hsiang Hsu, Wei-Hong Chen
El Amria and Akrout 4 have noted that the traditional design approach has changed since the introduction of affordance theory which emphasizes user-centricity. Affordance refers to what an object is used for, or perceived to be used for; it may also refer to an actor’s understanding of the object’s function and its use.4 The concept emphasizes the relationship between an actor and an object.4 Based on affordance theory, Strong et al.5 introduced the theory of affordance actualization, which combines the realization of individual or organization goals with the affordances of technology features. According to the theory of affordance actualization, designers can develop a product according to its potential characteristics, its semantics, and organization’s goal, and then enhance the competitiveness of product design.1,6,7 Therefore, they can design products with different functions, which affects the perceived usability, aesthetics, functionality, and symbolism of a product. Studies have confirmed that these dimensions of the product design positively influence consumers’ evaluations of a product and their purchase intention.1,4
Nested affordance-based intuitive design tool: Affordance interaction matrix
Published in Cogent Engineering, 2023
Yixuan Gao, Duanshu Song, Li Liu, Yuexin Huang
Affordance, as a design concept, describes how objects or environments support human behavior. It is a quality relative to human users, indicating how an object or environment can be used or operated. For example, the affordance of a chair is its sit-ability, and the affordance of a door is its ability to be opened and closed Affordances in design are users’ action possibilities when interacting with an artefact. They can be “directly” perceived based on the structural features of the artefact (Kaptelinin & Nardi, 2012). If designed properly, users can effortlessly determine how the product should be used.