#blog 05 Affordance

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When discussing the affordance of the product, we are talking about the extent to which a product can inspire users to use its functions without the need for additional guidance and training for users. Affordance is well designed, and it will give people a “simple and easy to use” feeling. The ability of a product to let users naturally comprehend its usage is called affordance.

The term Affordance was first proposed by cognitive psychologist James J. Gibson in the book “The Ecological Approach to Visual Perception” in 1979, and was later introduced by Donald Norman in his book “The Psychology of Everyday Things” in 1988 in human-computer interaction (HCI) field.

When Norman first applied Affordance to the field of human-computer interaction, what he was referring to was the “how to use” nature of an object itself, which was a visual cue for its function.  It’s how this object looks like it should be used. For example, the teapot handle is held by the hand, and the button is used to press it.

The original creator of the term – Gibson used the word Affordance in a slightly different way. The definition of Affordance he proposed is as follows: “an action possibility available in the environment to an individual, independent of the individual’s ability to perceive this possibility (people’s possible operation in the environment, it has nothing to do with people’s ability to accept this possibility)”

Gibson did not consider the “people’s perception” part, but only refers to all possibilities. In his theory, affordance refers to what a thing can be used for, and all its functions can be included in its Affordance, not just what people can use it for.

Affordance of iPad

1. Draw

2. Play games

3. Watch TV series

4. Listen to music

5. Take notes

6. Read

7. Work (retouch photos/make PPT/attend meeting)

8. Take photos

9. Cover instant noodles

10. Take online classes

11. Record

12. Make music

13. Read social media news

14. Online shopping

15. Write e-mails

16. GPS

17. Share files

18. Make animation

19. 3D modeling

20. Monitor

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