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Cake day: August 30th, 2023

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    In the book, Norman introduced the term affordance as it applied to design,[3]: 282  borrowing James J. Gibson’s concept from ecological psychology.[1] In the revised edition of his book in 2013, he also introduced the concept of signifiers to clarify his definition of affordances.[4] Examples of affordances are doors that can be pushed or pulled. These are the possible interactions between an object and its user. Examples of corresponding signifiers are flat plates on doors meant to be pushed, small finger-size push-buttons, and long and rounded bars we intuitively use as handles. As Norman used the term, a door affords pushing or pulling, and the plate or button signals that it is meant to be pushed, while the bar or handle signals pulling.[3]: 282–3 [5]: 9  Norman discussed door handles at length.[6][5]: 10, 87–92

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  • Double Dash is my favorite.
    I think I’m drawn more to the more co-operative games due to idealizing siblinghood as an only child.
    But Double Dash is by far the best co-op Mario Kart experience.
    Some notes that may have gone unnoticed:

    • if both players on one kart hold Z, they swap who is driving
    • the above is the only one way to make the reserve item available
    • the way to get the super drift boost requires both players to rock the kart in time

    It really rewards coordination and is loads of fun for couch co-op.