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1.6  More on usability: design and usability principles  25

                        sion so that the menus are structured in the way I think they should be, but this all
                        takes considerable time (especially when I use different machines at work, home,
                        and when travelling).
                            Another problem with consistency is determining what aspect of  an interface
                        to make consistent with what else. There are often many choices, some of  which
                        can be inconsistent with other aspects of  the interface or ways of  carrying out ac-
                        tions. Consider the design problem of  developing a mechanism to let users lock
                        their files on a shared server. Should the designer try to design it to be consistent
                        with the way people lock things in the outside world (called external consistency)
                        or with the way  they lock objects in  the existing system  (called internal consis-
                        tency)? However, there are many different ways of  locking objects in the physical
                        world (e.g., placing in a safe, using a padlock, using a key, using a child safety lock),
                        just as there are different ways of  locking electronically (e.g., using PIN numbers,
                        passwords, permissions, moving the physical switches on floppy disks). The prob-
                        lem facing designers is knowing which one to be consistent with.

                        Ahbrdance  is a term used to refer to an attribute of  an object that allows people
                        to know how to use it. For example, a mouse button invites pushing (in so doing ac-
                        tivating clicking) by the way it is physically constrained in its plastic shell. At a very
                        simple level, to afford means "to give a clue" (Norman, 1988). When the  affor-
                        dances of a physical object are perceptually obvious it is easy to know how to inter-
                        act  with  it.  For  example,  a  door  handle  affords pulling,  a  cup  handle  affords
                        grasping, and a mouse button affords pushing. Norman introduced this concept in
                        the late '80s  in his discussion of  the design of  everyday objects. Since then, it has
                        been much popularized, being used to describe how interface objects should be de-
                        signed so that they make obvious what can be done to them. For example, graphi-
                        cal elements like buttons, icons, links, and scroll bars are talked about with respect
                        to how to make it appear obvious how they should be used: icons should be de-
                        signed to afford clicking, scroll bars to afford moving up and down, buttons to af-
                        ford pushing.
                            Unfortunately, the term affordance has become rather a catch-all phrase, los-
                        ing much of  its potency as a design principle. Norman (1999), who was largely re-
                        sponsible for originally promoting the concept in his book The Design of  Everyday
                        Things (1988), now despairs at the way it has come to be used in common parlance:

                            "Zput an affordance there, " a participant would say, "I wonder if the object affords
                            clicking. . . " affordances this, affordances that. And no data, just opinion. Yikes! What
                            had I unleashed upon the world? Norman's (1999) reaction to a recent CHI-Web
                            discussion.
                        He has since tried to clarify his argument about the utility of  the concept by saying
                        there are two kinds of affordance: perceived and real. Physical objects are said to
                        have real affordances, like grasping, that are perceptually obvious and do not have to
                        be learned. In contrast, user interfaces that are screen-based are virtual and do not
                        have these kinds of real affordances. Using this distinction, he argues that it does not
                        make sense to try to design for real affordances at the interface--except when design-
                        ing physical devices, like control consoles, where affordances like pulling and press-
                        ing are helpful in guiding the user to know what to do. Alternatively, screen-based
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