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CS - 408 || Assignment 3 Solution 2020 || CS408 Assignment 3 Solution Solved by Vicky Lab


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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  

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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