163 lines
5.3 KiB
Markdown
163 lines
5.3 KiB
Markdown
---
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id: wiki-2026-0508-어포던스-affordances
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title: 어포던스(Affordances)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Affordance, Perceived Affordance, Signifier]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [ux, design, hci, norman, affordance]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: react
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---
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# 어포던스(Affordances)
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## 매 한 줄
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> **"매 object 의 possible action 의 perception"**. Gibson (1979) 의 ecological psychology 에서 origin — 매 environment 의 actor 에게 offer 하는 action possibility. Norman (1988) 가 design 에 도입 — 매 *perceived* affordance + signifier 의 구분. 2026 년 매 mobile/AR/voice UI 의 affordance 의 redesign 의 active.
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## 매 핵심
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### 매 Gibson vs Norman
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- **Gibson (real)**: 매 actor-environment relation 의 objective property — 매 perception 의 independent.
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- **Norman (perceived)**: 매 user 의 *perceive* 하는 action possibility — 매 design 의 target.
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- **Signifier (Norman 2013)**: 매 affordance 의 hint — icon, label, shadow.
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### 매 6 categories (Gaver 1991)
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- **Perceptible**: affordance + signifier 의 모두 — 매 button 의 click.
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- **Hidden**: affordance 의 있음 + signifier 의 X — 매 secret keyboard shortcut.
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- **False**: signifier 의 있음 + affordance 의 X — 매 fake button.
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- **Correct rejection**: affordance + signifier 의 모두 X — 매 nothing 의 there.
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### 매 응용
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1. UI button — 매 raised + shadow 의 click 의 signifier.
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2. Mobile gesture — 매 swipe edge indicator.
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3. AR/VR — 매 spatial affordance (grab, pull).
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## 💻 패턴
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### Button affordance (modern CSS)
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```css
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.button {
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/* Perceptible: padding + bg + shadow → "clickable" 의 perceive */
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padding: 12px 24px;
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background: var(--accent);
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border-radius: 8px;
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box-shadow: 0 1px 2px rgba(0,0,0,0.1);
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cursor: pointer;
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transition: transform 0.1s;
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}
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.button:hover { transform: translateY(-1px); }
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.button:active { transform: translateY(0); box-shadow: none; } /* "pressed" feedback */
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```
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### Disabled state (correct rejection)
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```tsx
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<button
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disabled={!canSubmit}
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aria-disabled={!canSubmit}
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className={canSubmit ? 'button' : 'button button--disabled'}
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>
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Submit
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</button>
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// CSS: opacity 0.5 + cursor: not-allowed → "매 click 의 X" 의 signify.
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```
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### Drag handle signifier
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```tsx
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<div className="card" draggable>
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<span className="drag-handle" aria-label="Drag to reorder">⋮⋮</span>
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{/* 매 dotted icon 의 "draggable" affordance 의 signify */}
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<h3>{title}</h3>
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</div>
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```
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### Swipe affordance (mobile)
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```tsx
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function SwipeableRow({ children, onDelete }) {
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return (
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<div className="row">
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{children}
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{/* Edge gradient: swipe affordance 의 hint */}
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<div className="swipe-hint" aria-hidden>
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<span>← Swipe to delete</span>
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</div>
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</div>
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);
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}
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```
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### Voice UI affordance
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```typescript
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// 매 voice UI 의 invisible — 매 explicit prompt 의 affordance signal.
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const greeting = `Hi! You can ask me to:
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- "Set a timer for 10 minutes"
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- "Play jazz"
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- "What's the weather?"`;
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// 매 example utterance 의 affordance 의 surface.
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```
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### Cursor as affordance
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```css
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.link { cursor: pointer; } /* clickable */
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.text-input { cursor: text; } /* type-able */
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.draggable { cursor: grab; }
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.dragging { cursor: grabbing; }
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.resizable-h { cursor: ew-resize; }
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.disabled { cursor: not-allowed; }
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```
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### AR object affordance (WebXR)
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```javascript
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// 매 grabbable object 의 outline glow.
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function highlightGrabbable(object3D, isHovered) {
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const outline = object3D.getObjectByName('outline');
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outline.material.opacity = isHovered ? 0.8 : 0;
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// 매 glow 의 "grab me" 의 signifier.
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}
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```
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## 매 결정 기준
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| 상황 | Affordance approach |
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|---|---|
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| Touch UI primary action | Large button + shadow + label |
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| Hidden power feature | Tooltip + onboarding hint |
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| Destructive action | Red color + confirm dialog (anti-affordance) |
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| Mobile gesture | Edge indicator + first-time tutorial |
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| Voice/Conversational | Explicit example prompts |
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**기본값**: 매 perceptible affordance — signifier 의 visible.
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## 🔗 Graph
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- 부모: [[HCI]] · [[Norman Design]] · [[Ecological Psychology]]
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- 변형: [[Signifier]] · [[Mapping]] · [[Feedback Loop]]
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- 응용: [[Button Design]] · [[Gesture UI]] · [[Voice UI]]
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- Adjacent: [[Discoverability]] · [[Learnability]] · [[Skeuomorphism]]
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## 🤖 LLM 활용
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**언제**: UI element 의 user 의 action possibility 의 perceive 의 design 시.
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**언제 X**: backend logic 또는 algorithm — 매 affordance 무관.
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## ❌ 안티패턴
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- **Mystery meat navigation**: 매 unlabeled icon — 매 affordance 의 hidden.
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- **False affordance**: 매 underlined text 의 link 의 X — 매 user 의 confuse.
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- **Ghost button**: 매 outline-only button 의 affordance 의 weak.
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- **Flat design extreme**: 매 모든 visual hint 의 remove — 매 button 의 plain text 의 indistinguishable.
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## 🧪 검증 / 중복
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- Verified (Gibson 1979 *Ecological Approach*; Norman 1988/2013 *Design of Everyday Things*; Gaver 1991 *Technology Affordances*).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Gibson/Norman + 6 categories + UI patterns |
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