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Affordances and signifiers

An interface should show what can be done and where, and give people a model of how it works.

Our reading of the idea · 10 claims from 7 people, in their own words

Affordances determine what actions are possible and signifiers communicate where to act, and design needs both

  1. Don Norman Cognitive scientist and designer Affordances determine what actions are possible. Signifiers communicate where the action should take place. We need both. The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com · c. 2013All korrents from this piece
    Affordances determine what actions are possible. Signifiers communicate where the action should take place. We need both.

For designers, signifiers matter more than affordances: affordances control what is possible, signifiers are how a product communicates what to do.

  1. Don Norman Cognitive scientist and designer Affordances control what actions are possible. For designers, signifiers are far more important. Signifiers are how communication takes place, how one signals the appropriate controls and operations. A Great Product Ruinedjnd.org · 20 Sept 2014
    Affordances control what actions are possible. For designers, signifiers are far more important. Signifiers are how communication takes place, how one signals the appropriate controls and operations.

Discoverability and understanding are two of the most important characteristics of good design

  1. Don Norman Cognitive scientist and designer Two of the most important characteristics of good design are discoverability and understanding. The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com · c. 1988–2013All korrents from this piece
    Two of the most important characteristics of good design are discoverability and understanding.

Providing a good conceptual model is the most important principle for taming complexity

  1. Don Norman Cognitive scientist and designer The most important principle for taming complexity is to provide a good conceptual model, which has already been well covered in this book. The Design of Everyday Things (Basic Books, 2013, revised and expanded edition)books.google.com · c. 2013All korrents from this piece
    The most important principle for taming complexity is to provide a good conceptual model, which has already been well covered in this book.

Graphical interfaces have superior usability because they show people what can be done rather than requiring them to articulate what they want.

  1. Jakob Nielsen Usability pioneer; co-founder of Nielsen Norman Group… GUIs have superior usability because they show people what can be done rather than requiring them to articulate what they want. The Articulation Barrier: Prompt-Driven AI UX Hurts Usabilityjakobnielsenphd.substack.com · 26 Jun 2023
    GUIs have superior usability because they show people what can be done rather than requiring them to articulate what they want.

Chatbots are a terrible interface for large language models, because a text box has no affordances.

  1. Amelia Wattenberger by Designer and engineer; formerly principal research… Hopefully I've convinced you that chatbots are a terrible interface for LLMs. Or, at the very least, that we can add controls, information, and affordances to our chatbot interfaces to make them more usable. Why Chatbots Are Not the Futurewattenberger.com · by 1 May 2023
    Hopefully I've convinced you that chatbots are a terrible interface for LLMs. Or, at the very least, that we can add controls, information, and affordances to our chatbot interfaces to make them more usable.

The original Cuisinart, with its two paddle buttons and clear affordances, was peak interface design, and it has been downhill from there.

  1. Jason Fried Co-founder and CEO of 37signals (Basecamp, HEY) Big flat toggle buttons under satisfying tension. Clear affordances. You push them down, not in. One click catches, one doesn't. You can use them with bare hands, oven mitts, fingers coated in slippery whatever. Doesn't matter. Plenty of surface area. Outstanding design. It's all been downhill from there. Great design was a Cuisinartworld.hey.com · 14 Jan 2026
    Big flat toggle buttons under satisfying tension. Clear affordances. You push them down, not in. One click catches, one doesn't. You can use them with bare hands, oven mitts, fingers coated in slippery whatever. Doesn't matter. Plenty of surface area. Outstanding design. It's all been downhill from there.

Interface copy is an affordance: reading it is an act that gives the user information for what to do next.

  1. Ryan Singer by Author of Shape Up; formerly head of strategy at Basecamp We consider interface copy to be an affordance, too. Reading it is an act that gives the user information for subsequent actions. Shape Up, chapter 4: Find the Elementsbasecamp.com · by 10 Jul 2019
    We consider interface copy to be an affordance, too. Reading it is an act that gives the user information for subsequent actions.

An interface should give the user a useful mental model even if it is false, while a game should give the player an accurate model of its own machinery.

  1. Raph Koster Game designer and theorist Where UX tries to provide a likely false but useful mental model of the interior workings to the user, game design tries to guide the player towards a fairly accurate mental model. Game design vs UX designraphkoster.com · 29 Jun 2015All korrents from this piece
    Where UX tries to provide a likely false but useful mental model of the interior workings to the user, game design tries to guide the player towards a fairly accurate mental model.

The invisible thinking behind a product, the mental model, the interaction model and the base primitives, has long been the unsung hero of product designers.

  1. Meaghan Choi Design Lead for Claude Code at Anthropic the invisible thinking that goes behind building a product. That's one that I think I expect and hire for at Anthropic and I think has been the long unsung hero of product designers everywhere is like the mental model, the interaction model, like the base primitives that compose how you think about what you're interacting with. Meaghan Choi - Designing Claude Code (and what's coming next)youtube.com · 8 Jul 2026 · 3:38 into the videoAll korrents from this video
    the invisible thinking that goes behind building a product. That's one that I think I expect and hire for at Anthropic and I think has been the long unsung hero of product designers everywhere is like the mental model, the interaction model, like the base primitives that compose how you think about what you're interacting with.

    Watch from 3:38 plays here

    ↗Meaghan Choi - Designing Claude Code (and what's coming next)youtube.com

    8 Jul 2026 · video · 53m · spoken · machine transcript

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