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The word "affordance" is everywhere in design — and almost always wrong.
Don Norman borrowed a term from ecological psychology, put it at the heart of design thinking, and then watched it get mangled for three decades. Designers use it to mean roughly "what something looks like it does" — but that's not quite what Norman meant, and the gap between those two ideas turns out to matter enormously for how we build things people can actually use.
This episode is a careful look at where the word came from, what it was always trying to point at, and why Norman eventually introduced a second term — signifier — to rescue the conversation. We follow the idea from a psychologist studying how animals perceive their environment all the way to the door handles, app buttons, and everyday objects that quietly shape human behaviour every day.
A few of the threads we pull on:
• The original definition, from James Gibson, and why it has almost nothing to do with design
• What Norman actually argued in The Design of Everyday Things — and what he later said he got wrong
• A real product that failed because its designers confused the two concepts
• The quiet ethical question underneath all of this: who decides what an object "invites" someone to do?
None of this requires a background in HCI or user experience research. If you've ever pushed a door that was meant to be pulled, or tapped something on a screen that turned out not to be a button, you already understand the problem this episode is about. The theory just gives you a cleaner way to think about why that keeps happening.
Calm, unhurried, and worth your attention.
By HCI ExplainedThe word "affordance" is everywhere in design — and almost always wrong.
Don Norman borrowed a term from ecological psychology, put it at the heart of design thinking, and then watched it get mangled for three decades. Designers use it to mean roughly "what something looks like it does" — but that's not quite what Norman meant, and the gap between those two ideas turns out to matter enormously for how we build things people can actually use.
This episode is a careful look at where the word came from, what it was always trying to point at, and why Norman eventually introduced a second term — signifier — to rescue the conversation. We follow the idea from a psychologist studying how animals perceive their environment all the way to the door handles, app buttons, and everyday objects that quietly shape human behaviour every day.
A few of the threads we pull on:
• The original definition, from James Gibson, and why it has almost nothing to do with design
• What Norman actually argued in The Design of Everyday Things — and what he later said he got wrong
• A real product that failed because its designers confused the two concepts
• The quiet ethical question underneath all of this: who decides what an object "invites" someone to do?
None of this requires a background in HCI or user experience research. If you've ever pushed a door that was meant to be pulled, or tapped something on a screen that turned out not to be a button, you already understand the problem this episode is about. The theory just gives you a cleaner way to think about why that keeps happening.
Calm, unhurried, and worth your attention.