Visibility The more visible functions are, the more likely
users will be able to know what to do next. In contrast, when functions are
“out of sight,” it makes them more difficult to fid and knows how to use.
Norman describes the controls of a car to emphasize this point. The controls
for different operations are clearly visible (e.g., indicator, headlights,
horn, hazard warning lights), indicating what can be done. The relationship
between the way the controls have been positioned in the car and what they do
makes it easy for the deriver to find the appropriate control for the task at
hand. For example, one problem that I often encounter, in word processing
software I often needed to set the properties of a word document. For this
logically option of properties should be in the File menu, and I have often
seen it there. But once, I opened the file menu I could not find it there, I
was confused. Look at the figure
In confusion, I looked through all the menus but in vain. At
last, surprisingly I was again looking at the file menu when I noticed the
arrow at the bottom of the menu, when I clicked on that I was able to see that
option again on the menu. Look at the figure bellow.
Affordance is a term used to refer to an attribute of an
object that allows people to know how to use it. For example, a mouse button invites
pushing by the way it is physically constrained in its plastic shell. At a very
simple level, to afford means “to give a clue.” When the affordances of a
physical object are perceptually obvious it is easy to know how to interact
with it. For example, a door handle affords pulling, a cup handle affords
grasping, and a mouse button affords pushing. Norman introduced this concept in
the late 80s in his discussion of the design of everyday objects. Since then,
it has been much popularized, being what can be done to them. For example,
graphical elements like button, icon, links, and scroll bars are talked about
with respect to how to make it appear obvious how they should be used: icons
should be designed to afford clicking, scroll bars to afford moving up and
down, buttons to afford pushing. There are two kind of affordance:
• Perceived
• Real
Real Physical
objects are said to have real affordances, like grasping, that are perceptually
obvious and do not have to be learned.
Perceived User
interfaces that are screen-based are virtual and do not make sense to try to
design for real affordances at the interface---except when designing physical
devices, like control consoles, where affordance like pulling and pressing are
helpful in guiding the user to know what to do. Alternatively screen based
interfaces are better conceptualized as perceived affordances, which are
essentially learned conventions.
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