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Explore the concepts of affordance and mapping in Human-Computer Interaction (HCI) design. Learn how good and poor examples demonstrate the importance of designing intuitive interfaces for users.
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CS5540 HCI Assignment 1 Affordance and Mapping Justin Lucast 00126492 20 December 2019
Definitions (your words) • Affordance: How easy it is to look at something and be able to tell what it does or how it works. • Mapping: How well a device used to change something in a system does its job. CS5540
Good and Poor Examples CS5540
Ex 1: Good Affordance • A soccer ball is a good affordance because it is very distinctive looking as a white ball with black patches on it. It is a good size and weight to kick. So most people who saw this ball laying on the ground would know to kick it instead of hit it with a tennis racket. CS5540
Ex 2: Poor Affordance • The beetle cd player is a poor affordance because when the hood is down you can’t tell what it is. It looks like a toy car, so your first instinct is that it is a little kid’s toy. But it is really electronic equipment and should be handles with care. You have to know to open the hood to find the buttons. CS5540
Ex 3: Good Mapping • A stereo knob is good mapping because you need to go through a range of values to cover all the stations there are. The values also rap around so that in an electronic tuner the end of the dial is the beginning of the dial. CS5540
Ex 4: Poor Mapping • An automatic sink faucet is a poor mapping scenario. There are only two states, on and off. If you wanted to wash your hands with hot water or fill up a glass with cold water this hardware would not be ideal.You can not change the temperature of the water. CS5540
End of Assignment 1 CS5540