IAT 210 Lecture Notes - Lecture 8: Crayon Physics Deluxe, Janet Murray, Atari 2600

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Affordance = you intently know what to do. This is because your body knows how to interact with the object. The visual cues suggest the intended function of the object. It limits the possibility of incorrect use and intuitively implies the intended function for the user. e. g. cup design; a handle affords gripping or a button; a button affords pushing. All these visual cues help the user understand how the object should be used. Our mental model is based on previous experiences of how things are meant to work. We are able quickly to figure out the function of the object. When an object is designed correctly, we do not need instructions of how to use it and the intended purpose should be obvious. Affordance in game design = get players intuit things virtual world by trying to link them to their understanding of the real one.

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