Chapter 1: Affordances
Summary:
Affordances are perceived properties of an object that suggest its possible actions. They are based on our physical capabilities and cultural knowledge. For example, a door handle affords the action of pulling or pushing.
Real Example:
A refrigerator door handle is designed with a recessed grip, suggesting that it should be pulled open.
Chapter 2: Signifiers
Summary:
Signifiers are visible cues that communicate the purpose or function of an object. They can be symbols, words, or images. For example, a traffic light is a signifier that either indicates "stop" or "go."
Real Example:
The shape of a computer mouse is a signifier that it is designed to be handheld and moved around.
Chapter 3: Mappings
Summary:
Mappings establish a relationship between controls and their effects. They can be direct (e.g., pressing a button starts a motor), or indirect (e.g., turning a knob changes the volume of a radio).
Real Example:
The mapping between the accelerator pedal and the speed of a car is typically direct and linear.
Chapter 4: Constraints
Summary:
Constraints limit our interactions with objects. They can be physical (e.g., the shape of a cup restricts the way it can be held), or cognitive (e.g., the complexity of a computer interface restricts our ability to use it).
Real Example:
The safety belts in a car constrain our freedom of movement, but also protect us in case of an accident.
Chapter 5: Feedback
Summary:
Feedback provides information about the state of an object or system. It allows us to track progress and make adjustments. For example, the speedometer in a car provides feedback about our speed.
Real Example:
The sound of water running from a faucet provides feedback that the water is flowing properly.
Chapter 6: Temporal Relations
Summary:
Temporal relations describe the timing of events. They can affect our perception of the world and our interaction with objects. For example, the duration of a traffic light cycle can impact our driving behavior.
Real Example:
The timing of traffic lights is designed to optimize traffic flow and minimize wait times.
Chapter 7: Cultural Conventions
Summary:
Cultural conventions influence the design and use of objects. They vary across cultures and can affect our expectations about how things should work. For example, the direction of door handles varies in different countries.
Real Example:
In some cultures, it is considered polite to hold a door open for someone, while in others it is not.
Chapter 8: Social Psychology
Summary:
Social psychology explores how people interact with each other and their environment. It can inform the design of objects that promote social interaction or cooperation.
Real Example:
The design of a meeting table can influence the dynamics of group discussions.