January 2011
2 posts
Affordance Design in Half-Life 2
Affordance, to put it simply, is the quality of an object that communicates a way to use it. It is more accurately called “perceived affordance,” as the operation that an object communicates depends entirely on user goals, past experiences, and context. A videogame padlock, for example, has no intrinsic affordance—It may afford lockpicking in Thief, but shooting in Max Payne or...