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What is Affordances

Humanizing Cities Through Car-Free City Development and Transformation
An object’s properties that show the possible actions users can take with it, thereby suggesting how they may interact with that object. It refers to all action possibilities depending on users’ physical capabilities. A chair not only “affords” being “sat on,” but also “thrown,” “stood on,” etc.
Published in Chapter:
Smart Cars, Smart Cities, and Smart Sharing: The Changing Nature of Urban Public Spaces
Celen Pasalar (North Carolina State University, USA), George D. Hallowell (North Carolina State University, USA), and Yanhua Lu (North Carolina State University, USA)
DOI: 10.4018/978-1-7998-3507-3.ch003
Abstract
Streets, plazas, and parks are important components of a city that play a key role in affording socio-cultural, political, and economic activities for the benefit of society. The physical nature of these urban spaces facilitates sharing of resources, infrastructures, good, services, experiences, and capabilities. Recent socio-economic and technological changes have resulted in a new generation of city design and planning paradigms shifting the way that urban public and semi-public forms and spaces are designed, managed, and used. This chapter addresses the foundational changes brought by smart, or autonomous (AV), vehicles; smart city technologies; and the business models and associated technologies of sharing. The primary goal is to examine how these three socio-economic and technological changes may influence the use of current and future urban public space. It further informs designers on how urban spaces can provide opportunities to create new relationships of use and engaging public experiences through technology.
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Collaborative Learning in a Mobile Technology Supported Classroom
Making available profitable spaces in which learners can interact in ways that meet their needs.
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A Protocol for Reviewing Off-the-Shelf Games to Inform the Development of New Educational Games
The qualities or properties of a game/tool that define its use or purpose as they are perceived on the way users see and experience the game/tool.
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Using Digital Tools for Studying About and Addressing Climate Change
The practices or actions mediated through use of digital tools, for example, how tools serve to connect people or foster access to information.
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Technology Cultures
Mostly visual feedback of a designed system or solution that advertises the possibilities of the system.
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Augmented Reality in Research and Practice: A Content Analysis of Claims in Education
Features of an object, interface, or application that indicate what can be done or accomplished by using the object.
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Enabling Adult Learning Advantage in Online Learning Environments
Features of the environment that suggest action. Elements in the learning environment that afford positive student progress.
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Stories, Games, and Learning through Play: The Affordances of Game Narrative for Education
The possibilities for action in the environment as co-defined by an organism’s perceptual detection systems (e.g., sight, smell, taste, hearing, proprioception) and mediated by the organism’s existing and emerging goals.
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A Curriculum Development and Quality Assessment Model Based on the Formation of Professional Identity
Features of the environment that suggest action: elements in the learning environment that afford positive student progress.
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Virtual Reality in Social Work Education: Models, Meaning, and Purpose for Enhanced Learning
The characteristics of the learning environment that provide, or afford , the opportunity for action and engagement.
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Religious Use of Mobile Phones
Specific characteristics of a media technology which are conducive to specific social activities.
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Practical Considerations When Using Virtual Spaces for Learning and Collaboration, with Minimal Setup and Support
the experiences that are allowed by the use of a technology product, for example, in virtual environments an affordance is that avatars can communicate through text or voice
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Corporeal Architecture: A Methodology to Teach Interior Design and Architecture With a Focus on Embodiment
What the environment, design object, interior space or building offers the individual as potential for action. Affordances can be related to possibilities of interaction between bodies and objects and also between bodies, adding a social dimension.
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Intertextuality in Massively Multi-Player Online Games
According to Gibson (1986), “the affordances of the environment are what it offers the animal, what it provides or furnishes, either for good or ill” (p. 127). With respect to MMOGs, affordances are most closely related to the rules and systems in place that allow users to interact with the game environment and each other. MMOGs are interesting in that they typically present unconstrained sets of affordances in terms of geographic motion and interaction.
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Supporting Young Children's Numeracy Development With Guided Play: Early Childhood Mathematics Research Combined With Practice
The quality or property of a material that defines its possible uses or clarifies how it should be used. In children’s play, affordances are often explored in objects as children create meaning in their environment.
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Expanding Potential for Written Engagement With the Visual and Textual
The possibilities of particular media or modes for conveying meaning in specific ways.
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Screen Time, Temporality, and (Dis)embodiment
Things in the environment that enable cognitive functions such as perception.
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Instant Messaging as a Hypermedium in the Making
Describe a medium’s capacity for tasks enabled through its message transport.
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The Influence of Technology on Privacy Boundary Management in Young Adults' Sexting Relationships: A Communication Privacy Management Perspective
The features of a platform (including permanence, editability, associations, and visibility) that make one platform more ideal in comparison to others for certain types of social situations or interactions. (Also referred to as social media affordances and technological affordances.)
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Breaking Away: How Virtual Worlds Impact Pedagogical Practices
The perceived and actual properties of an object that enable individuals to take action.
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Profiling Information and Communication Technologies: Guiding the Channel Choices of Technology Leaders
The underlying properties (e.g., synchronicity) of communication channels.
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Research Methodological Issues with Researching the Learner Voice
“Affordance” refers to the perceived and actual properties of a thing, primarily those functional properties that determine just how the thing could possibly be used. It originates from work on Gibson in the 1970s and has been used in relation to technological affordances in the last decade or so.
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Designing Blended Learning Environments
Features of an environment or artifact that “afford” or permit certain behaviors.
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Interpreting Game-Play Through Existential Ludology
Actionable opportunities in one’s environment. Psychologist J.J. Gibson coined this term in 1977 and stresses that affordances are limited both by physics (wishful thinking is not enough), and by an agent’s ability to recognize available opportunities for action. For instance, a stone can only be used as a weapon if one recognizes that prospect and can wield it accordingly.
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Blended Learning Models
Features of an environment or artifact that “afford” or permit certain behaviors.
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Authentic Education: Affording, Engaging, and Reflecting
Are qualities of an object or an environment which allows an individual or a community of practice to perform an action. For instance, authentic education affords reflecting and engaging.
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Augmented Reality in Informal Learning Environments: A Music History Exhibition
The concept, initially proposed by J. Gibson, relates to the functional properties of an object, which allows it to be used in a certain environment. Affordances can be positive or negative characteristics that occur between subjects and objects. In education, the term relates to educational interventions and to students learning characteristics.
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Online Dating/Dating Apps
“The perceived properties of the things that determine just how they could possibly be used” (Norman 1998 AU49: The in-text citation "Norman 1998" is not in the reference list. Please correct the citation, add the reference to the list, or delete the citation. ).
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Collaborative Writing: Wikis and the Co-Construction of Meaning
The resources specific to a mode or form of technology that are used in the creation of a text and for meaning making.
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Applying Bourdieu to eBay's Success and Socio-Technical Design
The term ‘affordances’ has its origins in Psychology, “the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used” (Norman, 2002, p. 9). The term was coined by a perceptual Psychologist, J. J. Gibson (Norman, 1999). However, Norman pushed the notion of affordance beyond properties into experiences, noting affordances have a historical basis—users know what to do with things because they have used them before—they know to turn a knob or push on a door plate (Norman, 2002). Norman’s contribution was in setting out perceived affordances. In product design, Norman notes that there are both real and perceived affordances, but these need not be the same (Norman, 1999). There is a perception of what is possible which is different from what is actually possible. In screen based interfaces, he notes interface designers primarily control only perceived affordances (op. cit.). The physical affordances of the computer, screen, keyboard and mouse are already built in. There are differences between real affordances and perceived affordances on the screen. Real affordances may not have a visual presence, and perceived affordances sometimes do not support real affordances. Norman (1999) also suggests that designers often confuse the notion of affordances with conventions or constraints. He contends that virtual worlds are often more about constraints and conventions, and the physical world more about affordance. He suggests there are three kinds of constraints on behaviour: physical, logical and cultural. Physical constraints are related to real affordances—you cannot move a cursor outside a screen. Logical constraints involve reasoning to determine alternatives. It is how users know to scroll down to see the rest of the page. Cultural constraints are conventions shared by a group. They are cultural and learned conventions, such as dragging the scroll bar down with a cursor which changes shape on the scroll bar, to see the bottom of the page. But the system does not have to be designed in this way. Conventions are constraints that prohibit some activities and encourage others, affordances concern the range of possible actions and relate to properties of the world. Physical constraints cannot be overcome, but logical and cultural constraints can be ignored. Conventions evolve and require a ‘community of practice’ to be adopted (op. cit.) and are artificial and learned, with learning them helping us to master everyday life.
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A Design Framework for Guiding Integration of Instruction and Assessment
Features of the environment that suggest action: elements in the learning environment that afford positive student progress.
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Instant Messaging as a Hypermedium in the Making
Describe a medium’s capacity for tasks enabled through its message transport.
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Aligning Children's Books With Digital Tools for Reader Response: The Text, the Tech, and the Task
The ways that technologies can be used that go beyond previously used technologies. An example is using iPads to create video book reports.
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The City as a Mode of Perception: Corporeal Dynamics in Urban Space
Solicitations of use and movement that an environment offers a specific subject.
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Mobile Communication Tools as Morality-Building Devices
The features of a technology that anticipate paths of action, shape people conduct and make some usages more relevant than others.
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Suggestopedia Meets TELTL: A Perfect Match?
The specific features of a digital tool, allowing for different uses (in the context of this research, pedagogical uses).
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