With his wonderful book, The Design of Everyday Things, Don Norman
ensured that a generation of interaction designers would be acutely
aware of the layout of. . .stove tops. The concept of a natural
mapping is now a familiar one: if the spatial arrangement of the knobs
on a stove matches that of the burners, it is easy to see which knob
corresponds to which burner. The correspondence between a square of
burners and a line of knobs, on the other hand, is ambiguous and can
lead to potentially disastrous usage errors.
My students offer comparable everyday examples of mapping problems:
The clothes dryers in the laundry rooms here on campus are poorly
designed. They are arranged in pairs, with a single coin slot and
controls between each pair. More than once, I have put in money
and pressed the button to start the wrong dryer. If the other
dryer is already being used by someone else, it is impossible to
move your own clothes into it. I have ended up paying for other
people's clothes to dry by mistake at least twice this semester!
One of the elevators I use has a "walk through" design, with two
sets of doors opposite each other. The elevator buttons are in two
columns on a panel beside one set of doors. On the bottom row of
the panel is a pair of buttons, side by side, for opening and
closing one set of doors; the row just above controls the other set
of doors. The problem is that there's no easy way to tell which
row of buttons is for which doors, so when someone is running to
catch the elevator as the doors close, and I reach out to push a
button, I can't tell which is the right one.
Most discussions of mappings in the HCI literature focus on such
examples and their analogies in user interface design. If we dig a
bit deeper, though, we find a strong (but to my knowledge
unrecognized) connection to another general concept in HCI, that of
affordance.
Affordances can be thought of as opportunities for action in the
environment, opportunities that can be perceived immediately or via
exploration. The knobs on a stove are a good illustration. Knobs are
contoured to fit the hand, such that they can be easily activated by a
twisting motion. Even if I had no knowledge of the behavior or
purpose of a knob, I could still see that it is grippable; trying out
different motions while gripping the knob would eventually teach me
that twisting it is the correct action to take. (Perhaps
surprisingly, knowing which direction to twist a stove top knob seems
to be a matter of convention, based on a metaphor with "increasing"
time on a clock face.)
Harold Thimbleby has suggested that central aspects of affordance are
captured by the concept of symmetry. For example, a knob has an
affordance for grippability because of the symmetry between its shape
and the configuration of my fingers as they close on it. In
"Reflections on Symmetry,"
Thimbleby writes,
Hence Gibson [who coined the term "affordance"] assumed the human
(i) recognises a set of symmetries (ii) particular sets of
symmetries stimulate particular responses. Together these ideas
constitute affordance.
One of Thimbleby's key insights is that symmetry in the user interface
generalizes beyond visual arrangements, to states and actions: if an
system has translational symmetry, for example, then an action taken
in this interactive context has the same effect as in
that context.
Mappings and affordances come together in the process of learning how
to act in an environment. If I have some set of objects that can be
acted upon to cause changes in the environment, as in the examples
above, then natural mappings are spatial symmetries that tell me
where to expect a change when I interact with a specific
object. Affordances of the kind described above are procedural
symmetries that tell me how I can interact with an object and
sometimes, by translation, what I can expect will happen as a result.
In user interfaces, many common conventions for layout and function
can be traced to the appropriate use of symmetry. For example,
buttons for scrolling upward are always above, not below, buttons for
scrolling downward---a natural mapping. A horizontal slider that
controls vertical scrolling would break a symmetry based on
orientation. Natural mappings are not always unique, however. In
visualization applications such as Google Earth, for example, it's
possible to zoom in on points of interest. Zooming in can be
interpreted as "moving closer", which in this application is handled
by moving a vertical control upward, but zooming can also be thought
of as "increasing the level of detail", which could be handled by the
same vertical control or by moving a horizontal control to the right
(a convention based on an analogy to a number line).
Affordances, in the form of the symmetrical translation of actions,
can also be seen in the user interface. Moving about locally in a
visualization is sometimes supported by a dragging action on the scene
displayed, an action that corresponds to sliding a paper map across a
desk. Sometimes an interface does not entirely meet expectations; in
trying to change the angle of view of a map in Google Earth, for
example, I tried "pressing down" on the lower part of the map to tilt
the surface, but to no effect. What's important here is that analysis
of the actions possible in one context can help designers understand
what is expected in similar contexts.
We'll end this essay with another student example of a "broken"
affordance in the real world:
Have you ever seen mirrors in the bathroom that double as medicine
cabinets? All the bathrooms in my house have these. They sit up
off the wall (about three inches) and to open them, you just pull
on one of the edges. My friend has a mirror in the bathroom of her
apartment that sits up off the wall. Naturally I assumed it
doubled as a medicine cabinet. Imagine my surprise when I pulled
on the mirror, to open it, and it fell off the wall. It wasn't a
medicine cabinet after all!