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