I am experimenting with finding a way to trace behaviors back to design features for a game and I figured affordances may be the way to go. The goal is through participant observation and interviews to tie behaviors back to affordances that are aimed back at artifacts. Here is what I have in mind with an example.

Say I want to study players playing FIFA online.

Stage 1: Play the game and attempt to identify artifacts and affordances. Artifacts do not have to just be part of UI but they can also non-visual (e.g., algorithms and other pieces of code). The view that I would build is still one of perceptual affordances but probably closer to a designers model rather than a user's model. That's okay. Also, I am expecting that of the affordances I discover not all users will perceive the same affordances or utilize all features in a game. In fact, some artifacts that lead to affordances may be a mystery to some players.

Example: 

=Artifact=                         =Affordances=

Team Score indicator      tracking game progress

                                        predicting game outcome*

Player rank                      tracking players skill in the world

* An artifact can have more than one affordance. Some are implicit while others explicit. Not all affordances have to be confirmed at this stage either. This is so that I will have something to work with.

** I also may or may not categorize affordances at this point.

Stage 2: Play the game but this time attempt to actively talk to people as well as have interviews. The goal is to verify as many of the affordances identified as I can and even link them to the artifacts. At this stage, I also aim to expand affordances to further behaviors.

Example:

=Artifact=                         =Affordances=                            =Behavioral outcomes/effects=

Team Score indicator      tracking game progress                 feeling pressured

                                        predicting game outcome               becoming more aggressive near the end of the game

Player rank                      tracking players skill in the world    feeling exposed

* At this point some of affordances will be dropped if not verified. Others may be added. Behavioral are linked to affordances all the way to artifacts.

Grouping of artifacts and affordances under themes will be done at this point.

Stage 3: Ask actors more direct questions that aim to provide a more definitive picture of the links identified.

I omitted a lot of the process but kept the gist.

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