We’d like to state upfront that this entry should be seen as a short introduction to the concept of designing for affordances in interaction design and not a definitive explanation of the theory – we could dedicate multiple guides to that topic! We’ve included affordances as we believe all designers, especially interaction designers, would benefit from consideration and understanding of how the theory applies to designing rich, engaging and thoughtful projects.
Unlike the other entries in this guide, affordances are not a method, rather, they’re a theory, which was coined by psychologist James J. Gibson and has been further expanded upon and popularised in the field of HCI by Donald Norman. While Gibson defines affordances as all possible interactions between an object and user1, Norman contextualised affordances to HCI, with his reframed definition stating that affordances include only the interactions with objects that can be perceived by users2.
A simple example here is that a while a user might be able to throw a chair and sit on a tennis ball, they will most likely sit on the chair and throw the tennis ball. This seemingly subtle distinction in definition is quite important to keep in mind, as perception plays a fundamental role in how users make sense of what is possible when interacting with objects, whether they be physical or digital.
While affordances with physical objects draw from our existing experience of interactions with the real world, affordances of screen-based environments do not play by the same rules. While early design of user interfaces sought to mimic their real-world counterparts, a trend known as ‘skeuomorphic design’, the advent and uptake of ‘flat design’ saw these rules being re-written. Over time the need to give users clues as to what interactions were possible by mimicking real-world objects (the trash can being a great example) began to diminish. Eventually, flat design afforded the same user interactions as their skeuomorphic counterparts because users had learned to perceive interfaces differently.
Whether designing for screen-based, tangible or hybrid interaction projects, an awareness and understanding of affordances theory can aid in helping you to create projects that enable seamless, intuitive and effective interactions.
Activity
Duration
15-20 mins
Participants
1 person
Requirements
Household object, notebook, pen/pencil
Before you start
In this activity you’ll select an everyday object and conceptualise how it might be reimagined to send an email. The process involves conducting a brief analysis of the object, extracting insights and then applying these insights to inform a design concept. Consider pairing this activity with physical prototyping to produce a lo-fi mockup of your concept.
Activity steps
- Select an everyday object from around your house – aim for something that has a few different physical qualities such as a water bottle, tea kettle, umbrella, dinner plate – whatever captures your attention! If you’re struggling, tools and kitchen utensils are another place to look for inspiration.
- Critically engage with the physical qualities of your chosen item and list these down. Think about shape, texture, colours, varying materials, any mechanisms that allow for interaction.
- Now begin to list down the different ways in which you can physically interact with the object and break these down even further. Aim for varying levels of detail when analysing your object, ranging from broad, obvious features right down to minute, specific details.
- In what ways can you touch it?
- How can you move it or move with it?
- What are the different gestures that can be enacted with the object?
- Can it be thrown? Rotated?
- Is it malleable or rigid?
- Now with your list of findings from the analysis, start to think about how each of these findings could be reframed as technical functions used to send an email. List down the following points:
- Typing the email
- Styling the text – bold and italics
- Inserting attachments
- Addressing the sender
- Sending the email
- Now start to draw relationships between your analysis and the functions required to send an email – how can they be mapped – explore how it feels to interact with your object in this way.
- Once you’re satisfied with your outcome, you’re essentially finished exploring the object’s affordances! Consider documenting your findings through sketches and notes in a journal, especially if you intend to work with this new concept and further develop (as mentioned above, perhaps through Physical Prototyping).
References
- Gibson, James Jerome. 1986. The Ecological Approach to Visual Perception. Hillsdale, N.J: Lawrence Erlbaum Associates. QUT Library Permalink.
- Norman, Don. 2002. The Design of Everyday Things. New York: Basic Books. QUT Library Permalink.