1 00:00:00,550 --> 00:00:05,900 Now that you have a handle on mental models, let's discuss affordances. 2 00:00:05,900 --> 00:00:10,650 Affordances are clues in the UI that trigger a connection to a mental model. 3 00:00:11,680 --> 00:00:15,050 I realized that sounds abstract, but bear with me for 4 00:00:15,050 --> 00:00:17,990 a bit as it'll become clear when I show examples. 5 00:00:19,030 --> 00:00:23,842 The term originated in the 1970s when psychologist James Gibson 6 00:00:23,842 --> 00:00:28,450 defined affordances as the actions provided to the actor by the environment. 7 00:00:29,710 --> 00:00:32,080 Then in the late 1980s, 8 00:00:32,080 --> 00:00:36,940 Don Norman expanded upon this terms application to human computer interaction. 9 00:00:38,270 --> 00:00:42,820 Affordances provides strong clues to the operations of things. 10 00:00:42,820 --> 00:00:47,050 Plates are for pushing, knobs or for turning, slots or for 11 00:00:47,050 --> 00:00:52,080 inserting things into, balls or for throwing or bouncing. 12 00:00:52,080 --> 00:00:57,110 When affordances are taken advantage of the user knows what to do just by looking, 13 00:00:57,110 --> 00:00:59,630 no picture, label, or instruction needed. 14 00:01:01,405 --> 00:01:04,200 In those examples the affordance is built off of 15 00:01:04,200 --> 00:01:06,650 the mental models that exist in the physical world. 16 00:01:07,700 --> 00:01:11,170 However, there are also affordances in digital products. 17 00:01:12,260 --> 00:01:17,080 Affordances can even be invented, but it's much easier to build 18 00:01:17,080 --> 00:01:21,680 off of something existing since people already have a shared understanding. 19 00:01:22,970 --> 00:01:27,760 Building off existing affordances makes an experience intuitive. 20 00:01:27,760 --> 00:01:29,220 Let's look at some examples. 21 00:01:30,460 --> 00:01:36,005 Affordances can be defined in a few categories, 22 00:01:36,005 --> 00:01:43,290 explicit, pattern, hidden, false, and negative. 23 00:01:43,290 --> 00:01:46,480 Explicit affordances are straightforward, 24 00:01:46,480 --> 00:01:49,985 whether that's in terms of the design or the text itself. 25 00:01:49,985 --> 00:01:55,690 Text-wise, an input could be clearly labelled with the text phone number. 26 00:01:55,690 --> 00:02:01,071 Design-wise, it could be a button that appears to press down on click or 27 00:02:01,071 --> 00:02:04,526 a toggle that operates as a real world switch. 28 00:02:06,761 --> 00:02:13,100 This style is skeuomorphic design where UI elements are made to look photorealistic. 29 00:02:14,170 --> 00:02:17,740 Early versions of Apple's mobile operating system 30 00:02:17,740 --> 00:02:21,130 used skeuomorphism heavily across its user interface. 31 00:02:22,290 --> 00:02:26,790 This style of UI design mimicked real world affordances. 32 00:02:26,790 --> 00:02:30,140 UI elements, such as buttons, contained highlights and 33 00:02:30,140 --> 00:02:33,880 shadows to seem like three dimensional buttons. 34 00:02:33,880 --> 00:02:35,710 Icons were hyper realistic. 35 00:02:36,760 --> 00:02:41,110 Around 2013 skeuomorphic design transitioned to flat design. 36 00:02:42,460 --> 00:02:46,690 Pattern affordances refer to UI patterns and components. 37 00:02:46,690 --> 00:02:48,640 An example is the tab bar, 38 00:02:48,640 --> 00:02:52,510 which is a popular form of navigation at the bottom of mobile apps. 39 00:02:54,380 --> 00:02:57,640 Hidden affordances are not immediately visible. 40 00:02:57,640 --> 00:03:01,530 For example, a tool tip that shows additional information 41 00:03:01,530 --> 00:03:04,850 when hovering over an information icon. 42 00:03:04,850 --> 00:03:10,060 It can also be an icon that when clicked reveals a menu of additional actions. 43 00:03:11,130 --> 00:03:15,530 Hidden affordances are a great tool to simplify a complex UI and 44 00:03:15,530 --> 00:03:17,760 reduce cognitive load. 45 00:03:17,760 --> 00:03:21,630 However, use them with care because hidden affordances 46 00:03:21,630 --> 00:03:23,610 hide available actions from a user. 47 00:03:24,620 --> 00:03:28,790 This can be a pitfall if it isn't intuitive to discover, so 48 00:03:28,790 --> 00:03:33,950 it's best to avoid using hidden affordances for important interactions. 49 00:03:33,950 --> 00:03:38,100 Negative affordances communicate that an element is currently not 50 00:03:38,100 --> 00:03:40,360 interactive or active. 51 00:03:40,360 --> 00:03:44,410 This is seen in inactive tabs and the disabled button state. 52 00:03:45,480 --> 00:03:48,120 False affordances should be avoided. 53 00:03:48,120 --> 00:03:52,170 This is when an affordance does not match the interaction. 54 00:03:52,170 --> 00:03:57,540 For example, a button that looks active but is disabled. 55 00:03:57,540 --> 00:04:01,380 A real world example of this is the Norman door. 56 00:04:01,380 --> 00:04:04,650 Named after UX expert Don Norman, 57 00:04:04,650 --> 00:04:09,090 it describes any door that's confusing or difficult to use. 58 00:04:09,090 --> 00:04:14,540 You've probably encountered this problem, you walk up to a door with a handle, 59 00:04:14,540 --> 00:04:18,280 naturally you pull the handle but it doesn't open. 60 00:04:18,280 --> 00:04:21,020 Then you push the handle and it opens. 61 00:04:21,020 --> 00:04:24,080 The affordance was telling you to pull open the door 62 00:04:24,080 --> 00:04:27,500 when really it needed to be pushed open. 63 00:04:27,500 --> 00:04:30,550 All right, that wraps up affordances. 64 00:04:30,550 --> 00:04:35,330 In the next video I'll talk about a few psychological principles that inform 65 00:04:35,330 --> 00:04:36,360 interaction design.