GUI Design : Affordance

the perceived and actual fundamental properties of the object that determine how it could be used

appearance indicates how the object should be used

  • chair for sitting
  • table for placing things on
  • knobs for turning
  • slots for inserting things into
  • buttons for pushing

complex things may need explaining but simple things should not

Needs familiar idiom and metaphor to work:

sliders for sliding, dials for turning

what does some of the buttons do?

is the musical notes a button?

visual affordances for basic window controls are absent.

what does the button to left of the slider do?

what is the purpose of the phone handle...just a graphic?

 

Handles on left and right indicate for lifting device....but, these are meant for scrolling.