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	<title>Affordance - Revision history</title>
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	<updated>2026-08-25T21:10:20Z</updated>
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		<id>https://cyborganthropology.com/index.php?title=Affordance&amp;diff=7253&amp;oldid=prev</id>
		<title>Caseorganic: Created page with &quot;===Definition=== An affordance is an action possibility offered by an environment or object to an organism — what a thing lets you do.  ===Origin=== The term was coined by the perceptual psychologist James J. Gibson, first in the 1960s and fully developed in &#039;&#039;The Ecological Approach to Visual Perception&#039;&#039; (1979). Gibson&#039;s claim is radical and frequently softened in retelling: affordances are properties of the &#039;&#039;&#039;animal–environment system&#039;&#039;&#039;, not of the object alone...&quot;</title>
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		<updated>2026-08-25T16:28:19Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;===Definition=== An affordance is an action possibility offered by an environment or object to an organism — what a thing lets you do.  ===Origin=== The term was coined by the perceptual psychologist James J. Gibson, first in the 1960s and fully developed in &amp;#039;&amp;#039;The Ecological Approach to Visual Perception&amp;#039;&amp;#039; (1979). Gibson&amp;#039;s claim is radical and frequently softened in retelling: affordances are properties of the &amp;#039;&amp;#039;&amp;#039;animal–environment system&amp;#039;&amp;#039;&amp;#039;, not of the object alone...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;===Definition===&lt;br /&gt;
An affordance is an action possibility offered by an environment or object to an organism — what a thing lets you do.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
The term was coined by the perceptual psychologist James J. Gibson, first in the 1960s and fully developed in &amp;#039;&amp;#039;The Ecological Approach to Visual Perception&amp;#039;&amp;#039; (1979). Gibson&amp;#039;s claim is radical and frequently softened in retelling: affordances are properties of the &amp;#039;&amp;#039;&amp;#039;animal–environment system&amp;#039;&amp;#039;&amp;#039;, not of the object alone and not of the perceiver&amp;#039;s mind. A surface affords support for a creature of a given weight and leg length; the same surface affords nothing of the kind to a different creature. And affordances, for Gibson, are perceived &amp;#039;&amp;#039;&amp;#039;directly&amp;#039;&amp;#039;&amp;#039; — we see what a thing is for, without an intervening step of inference or memory.&lt;br /&gt;
&lt;br /&gt;
===Norman&amp;#039;s Version===&lt;br /&gt;
[[Don Norman]] imported the term into design in &amp;#039;&amp;#039;The Psychology of Everyday Things&amp;#039;&amp;#039; (1988), and in doing so changed it. In Norman&amp;#039;s usage an affordance became, in practice, a &amp;#039;&amp;#039;perceptible suggestion&amp;#039;&amp;#039; about how a thing should be used: a flat plate on a door affords pushing, a vertical bar affords pulling, a slot affords inserting.&lt;br /&gt;
&lt;br /&gt;
Norman later objected to what the field had done with this, and in 1999 introduced &amp;#039;&amp;#039;&amp;#039;perceived affordance&amp;#039;&amp;#039;&amp;#039; and then, more decisively, borrowed the term &amp;#039;&amp;#039;&amp;#039;signifier&amp;#039;&amp;#039;&amp;#039; to name what designers had actually been talking about all along.&amp;lt;ref&amp;gt;Norman, Donald A. &amp;quot;Affordance, Conventions, and Design.&amp;quot; &amp;#039;&amp;#039;Interactions&amp;#039;&amp;#039; 6, no. 3 (1999): 38–43; and &amp;#039;&amp;#039;The Design of Everyday Things: Revised and Expanded Edition&amp;#039;&amp;#039; (2013).&amp;lt;/ref&amp;gt; The distinction he settled on is worth keeping:&lt;br /&gt;
&lt;br /&gt;
* An &amp;#039;&amp;#039;&amp;#039;affordance&amp;#039;&amp;#039;&amp;#039; is a relation that exists whether or not anyone notices it. A screen affords tapping anywhere on its surface.&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;signifier&amp;#039;&amp;#039;&amp;#039; is a perceptible indication of where the useful affordance actually is. The button drawn on the screen.&lt;br /&gt;
&lt;br /&gt;
Most complaints about &amp;quot;poor affordances&amp;quot; in interfaces are complaints about missing signifiers. The affordance was there; nothing indicated it.&lt;br /&gt;
&lt;br /&gt;
===Kinds===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;False affordance.&amp;#039;&amp;#039;&amp;#039; Something appears to permit an action it does not — a fake button, a decorative handle on a sliding door.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hidden affordance.&amp;#039;&amp;#039;&amp;#039; A real possibility with no signifier — a swipe gesture nobody discovers.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Perceptible affordance.&amp;#039;&amp;#039;&amp;#039; Possibility and signifier aligned. The case designers are aiming for.&lt;br /&gt;
&lt;br /&gt;
===Why It Matters Beyond Design===&lt;br /&gt;
The concept has been taken up widely in sociology and media studies to describe what platforms make easy, hard, or impossible without determining outcomes: a system that affords instant global rebroadcast of a stranger&amp;#039;s message and affords no equivalent effort for retraction has a politics, without anyone having decided one. Used this way, affordance is a middle path between technological determinism (the technology decides) and pure social constructivism (only use decides).&lt;br /&gt;
&lt;br /&gt;
The risk, noted by critics including Ian Hutchby, is that the word becomes a way of asserting causation without demonstrating it. An affordance is a possibility, not a prediction; what people actually do with it is an empirical question.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Affordance is the concept that connects an object&amp;#039;s material form to the behaviour that grows up around it — the hinge between design decisions and culture. See [[Frictional Interface|frictional interfaces]] for what happens when the affordances a system offers do not match the goals people bring to it.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Don Norman]]&lt;br /&gt;
* [[Gulf of Execution]]&lt;br /&gt;
* [[Frictional Interface]]&lt;br /&gt;
* [[Human-Computer Interaction]]&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
[[Category:UX Resources]]&lt;br /&gt;
[[Category:Cyborg Anthropology]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
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