The idea of this article is to allow users to know how to use Affordance. Affordance is what you see on an object which gives you clues on what to do with the object by using your initiative to know how the thing could work on the object. For example, a door handle, when you see a door handle your initiatives will tell you the handle is used to open the door.
Another example is a coffee mug when you see a mug you see its handle and a large opening at the top with an empty well inside. The object has already given you a hint on how to use the mug. The object affords to be picked up using its handle and also afford drinking using the large opening at the top, without anyone directing you on how to use the mug. Affordance makes things easier to operate because it already gives a hint on how the object can be used without a picture, label, and instructions on how users will use the object.
How to use Affordance in a User interface There are lots of software and input device that users and computer systems interact with using the affordance present on the software or device.
Above are examples of affordance, giving a hint on how to use and what is used for. The above buttons (Apply Now, Submit, Click Here) and icons (Camera, mail, phone) are for user interaction without being worried about how to use them when seen.
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