Back to blog
October 12, 2014·6 min read

Affordance — or: the damn red button at the agency

UXAffordanceUsabilityPsychology
Affordance — or: the damn red button at the agency 1

At a Usaria workshop with interaction designer Verónica Traynor, we covered topics ranging from UX basics to usability evaluation methods. One concept stuck with me immediately: Affordance.

At that moment, an image came to mind — a red button located at the door of the agency where I work. Despite having a giant sign reading "Do not press," it was constantly used by people unfamiliar with its purpose. That's the perfect real-world example of affordance.

What is Affordance?

The definition of Affordance is the quality of an object or environment that allows an individual to perform an action. The term is used in several fields: perceptual and cognitive psychology, industrial design, HCI (Human-Computer Interaction), artificial intelligence, and interaction design.

James J. Gibson introduced the term in his 1977 article "Theory of Affordances," describing all possibilities of action that are materially possible. Donald Norman, co-founder of Nielsen-Norman Group, later focused the concept on interfaces — referring to the possibilities of use that a user perceives immediately when coming into contact with an element of an interface.

Gibson vs Norman

Gibson considers affordances independent of culture, prior knowledge, or individual expectations — focusing on action capabilities rather than perceptual and mental capacities.

Norman emphasizes perceived properties of an object: the information that specifies how the object can be used. A door can have the potential for "openability," but if it's hidden or camouflaged, that information isn't available to the actor.

Three types of Affordance

1. Perceptible affordances — the object provides them directly 2. Hidden affordances — the user must intuit them 3. False affordances — the user has an erroneous perception of what is possible

Why it matters for UX designers

When we properly leverage affordances, the user knows what to do by simply looking: no image, label, or instruction is necessary. As designers, we must consider the useful actions that the objects we create can perform — incorporating information about what is possible, leaving the possibilities of use clear.

The concept of affordance goes far beyond functioning — it includes the user and the designer as intrinsic parts of interface design.

Andrés Ballén

Andrés Ballén

UX Strategy & DesignOps Leader