As perceived action possibilities In 1988, Donald Norman appropriated the term affordances in the context of human – machine interaction to refer to just those action possibilities that are readily perceivable by an actor. This new definition of "action possibilities" has now become synonymous with Gibson's work, although Gibson himself never made any reference to action possibilities in any of his writing.R. Osborne (2015). An ecological approach to educational technology: affordance as a design tool for aligning pedagogy and technology. Ph.D. thesis. Through Norman's book The Design of Everyday Things,Donald Norman, The Design of Everyday Things, , originally published under the title The Psychology of Everyday Things (often abbreviated to POET) this interpretation was popularized within the fields of HCI, interaction design, and user-centered design. It makes the concept dependent not only on the physical capabilities of an actor, but also on their goals, beliefs, and past experiences. If an actor steps into a room containing an armchair and a softball, Gibson's original definition of affordances allows that the actor may throw the chair and sit on the ball, because this is objectively possible. Norman's definition of (perceived) affordances captures the likelihood that the actor will sit on the armchair and throw the softball. Effectively, Norman's affordances "suggest" how an object may be interacted with. For example, the size, shape  and weight of a softball make it perfect for throwing by humans, and it matches their past experience with similar objects. The focus on perceived affordances is much more pertinent to practical design problems , which may explain its widespread adoption. Following Norman's adaptation of the concept, affordance has seen a further shift in meaning where it is used as an uncountable noun, referring to the easy discoverability of an object or system's action possibilities, as in "this button has good affordance". This in turn has given rise to a use of the verb afford – from which Gibson's original term was derived – that is not consistent with its dictionary definition (to provide or make available): designers and those in the field of HCI often use afford as meaning "to suggest" or "to invite". When affordances are used to describe information and communications technology (ICT) an analogy is created with everyday objects with their attendant features and functions.Faraj, S., & Azad, B. (2012). The Materiality of Technology: an Affordance Perspective. In Materiality and Organizing: Social Interaction in a Technological World. . Yet, ICT's features and functions derive from the product classifications of its developers and designers. This approach emphasizes an artifact’s convention to be wholly located in how it was designed to be used. In contrast, affordance theory draws attention to the fit of the technology to the activity of the user and so lends itself to studying how ICTs may be appropriated by users or even misused. One meta-analysis reviewed the evidence from a number of surveys about the extent to which the Internet is transforming or enhancing community. The studies showed that the internet is used for connectivity locally as well as globally, although the nature of its use varies in different countries. It found that internet use is adding on to other forms of communication, rather than replacing them.Barry Wellman, Anabel Quan-Haase, Jeffrey Boase, Wenhong Chen, Keith Hampton, Isabel Diaz de Isla  and Kakuko Miyata. 2003. [ "The Social Affordances of the Internet for Networked Individualism."] Journal of Computer-Mediated Communication 8, 3 (April) In his book, Superhuman Creators, Al Byrd argues that the primary source of creative intelligence in humans and other animals is affordance awareness – awareness of the action possibilities in an environment. Superhuman creative intelligence can be achieved by increasing the affordance awareness of artificial entities dramatically , and integrating that awareness tightly with the systems capable of capitalizing on the action possibilities.
As perceived action possibilities In 1988, Donald Norman appropriated the term affordances in the context of Human – Computer Interaction to refer to just those action possibilities that are readily perceivable by an actor. This new definition of "action possibilities" has now become synonymous with Gibson's work, although Gibson himself never made any reference to action possibilities in any of his writing.R. Osborne (2015). An ecological approach to educational technology: affordance as a design tool for aligning pedagogy and technology. Ph.D. thesis. Through Norman's book The Design of Everyday Things,Donald Norman, The Design of Everyday Things, , originally published under the title The Psychology of Everyday Things (often abbreviated to POET) this interpretation was popularized within the fields of HCI, interaction design, and user-centered design. It makes the concept dependent not only on the physical capabilities of an actor, but also on their goals, beliefs, and past experiences. If an actor steps into a room containing an armchair and a softball, Gibson's original definition of affordances allows that the actor may throw the chair and sit on the ball, because this is objectively possible. Norman's definition of (perceived) affordances captures the likelihood that the actor will sit on the armchair and throw the softball. Effectively, Norman's affordances "suggest" how an object may be interacted with. For example, the size, shape , and weight of a softball make it perfect for throwing by humans, and it matches their past experience with similar objects. The focus on perceived affordances is much more pertinent to practical design problems , which may explain its widespread adoption. Following Norman's adaptation of the concept, affordance has seen a further shift in meaning where it is used as an uncountable noun, referring to the easy discoverability of an object or system's action possibilities, as in "this button has good affordance". This in turn has given rise to use of the verb afford – from which Gibson's original term was derived – that is not consistent with its dictionary definition (to provide or make available): designers and those in the field of HCI often use afford as meaning "to suggest" or "to invite". When affordances are used to describe information and communications technology (ICT) an analogy is created with everyday objects with their attendant features and functions.Faraj, S., & Azad, B. (2012). The Materiality of Technology: an Affordance Perspective. In Materiality and Organizing: Social Interaction in a Technological World. . Yet, ICT's features and functions derive from the product classifications of its developers and designers. This approach emphasizes an artifact’s convention to be wholly located in how it was designed to be used. In contrast, affordance theory draws attention to the fit of the technology to the activity of the user and so lends itself to studying how ICTs may be appropriated by users or even misused. One meta-analysis reviewed the evidence from a number of surveys about the extent to which the Internet is transforming or enhancing community. The studies showed that the internet is used for connectivity locally as well as globally, although the nature of its use varies in different countries. It found that internet use is adding on to other forms of communication, rather than replacing them.Barry Wellman, Anabel Quan-Haase, Jeffrey Boase, Wenhong Chen, Keith Hampton, Isabel Diaz de Isla , and Kakuko Miyata. 2003. [ "The Social Affordances of the Internet for Networked Individualism."] Journal of Computer-Mediated Communication 8, 3 (April) In his book, Superhuman Creators, Al Byrd argues that the primary source of creative intelligence in humans and other animals is affordance awareness – awareness of the action possibilities in an environment. Superhuman creative intelligence can be achieved by increasing the affordance awareness of artificial entities dramatically and integrating that awareness tightly with the systems capable of capitalizing on the action possibilities.
R
human
Human
R
machine interaction
Computer Interaction
A
,
D
a
A
,
D
,