Human centric design a way of putting the user (human) first. Discoverability when you look at something, you should know what to do. Key component of good game design, sometimes a vast open world can be too confusing. Instead, there are ways of designing levels and tutorials that can encourage discovery. Affordances looking at the relationship between the user/person and the object that determine how the object can possibly be used ex. Learning how to wall jump in super meat boy. Signifies any sensory way that hints the person at how to use the object. Sound feedback (pressure release sound), high res door: click, doorway. Survival horror game to find the door you are supposed to go through, one door may be more high res than other doors and there would be a sound when you open it. Discoverability way of describing things in a way that encourages users to explore: affordances, signifies.