Note-taking for User Experience Design with June Ahn Don Norman discusses affordances and constraints in The Design of Everyday Things, Chapter Four: Knowing What To Do. User experience design is easy in situations where there's only one thing that the user can possibly do. But as the possibilities multiply, so do the challenges. We can deal with new things using information from our prior experiences, or by being instructed. The best-designed things include the instructions for their own use, like video games whose first level act as tutorials, or doors with handles that communicate how you should operate them by their shape and placement.
Affordances and Constraints
Affordances and Constraints
Affordances and Constraints
Note-taking for User Experience Design with June Ahn Don Norman discusses affordances and constraints in The Design of Everyday Things, Chapter Four: Knowing What To Do. User experience design is easy in situations where there's only one thing that the user can possibly do. But as the possibilities multiply, so do the challenges. We can deal with new things using information from our prior experiences, or by being instructed. The best-designed things include the instructions for their own use, like video games whose first level act as tutorials, or doors with handles that communicate how you should operate them by their shape and placement.