---
title: "Affordance"
url: "https://insideuxdesign.com/en/glossar/affordance"
language: "en"
description: "What is an affordance in UX design? A plain-language explanation with an example and practical tips. Learn how to design buttons and links people spot at once."
published: "2026-10-14T09:50:31+02:00"
updated: "2026-10-14T13:08:45+02:00"
---

# Affordance

An affordance describes what action an object makes possible and whether people can recognize it: a button invites you to press it, a handle invites you to pull.

- **Buchstabe:** A

UX glossary

# Affordance

An affordance describes what action an object makes possible and whether people can recognize it: a button invites you to press it, a handle invites you to pull.

Picture a glass door with a big handle. You pull it, but the door only opens inward. The handle told you “pull me” when pushing would have been right. Doors like this are so common that they have their own nickname: *Norman doors*, named after design researcher Don Norman.

The same thing happens on screens when text looks like a button but does nothing, or when a button is so flat that nobody notices it.

## Explained simply

An affordance describes what actions an object makes possible. A chair affords sitting, a button affords pressing, a slider affords sliding. What matters for design is whether people can actually recognize that possibility.

The term comes from American psychologist James J. Gibson. He introduced it in 1966 and explained it in detail in his 1979 book on visual perception. For Gibson, an affordance was a relationship between an environment and a living being: a high step is a place to sit for an adult but an obstacle for a toddler.

Don Norman brought the term into design in 1988 with the book now known as “The Design of Everyday Things.” He mainly meant the *perceived* possibilities for action. You can find more about the book in the resource [The Design of Everyday Things](https://insideuxdesign.com/en/ressourcen/the-design-of-everyday-things).

## Affordances and signifiers

Because designers often used the term loosely, Norman later introduced a second one: the **signifier**, a perceivable cue that shows where and how you can act. The affordance is the possibility, the signifier is the hint. On a touchscreen, you could theoretically tap anywhere. Only shape, color, shadow, or labels tell you where tapping actually does something.

Problems come from two directions. A **hidden** affordance exists but can’t be seen, like a swipe menu with no visual hint. A **false** affordance promises an action that doesn’t exist, like a heading styled as a button. A 2017 eyetracking study by the Nielsen Norman Group found that participants needed about 22 percent more time on average to find clickable elements on pages with weak clickability cues.

## An example

Here’s an example. A banking app shows the “Send transfer” button as gray text with no border, the same size as the body copy. Many people tap next to it or scroll up and down looking for it.

After the redesign, the button is a colored shape with rounded corners and strong contrast. Plain text, on the other hand, is never highlighted in color anymore. Without a single line of explanation, it’s now clear what’s tappable and what isn’t.

## In practice

- **Make clickable things visible.** Buttons need a recognizable shape, and links need a distinct color or underline that sets them apart from body text.
- **Don’t make false promises.** Don’t style non-clickable elements like buttons or links, or people will tap and get nothing.
- **Stick to conventions.** Familiar patterns are strong signifiers. For more typical pitfalls, read [Common Usability Mistakes and How to Avoid Them](https://insideuxdesign.com/en/blog/common-usability-mistakes-and-how-to-avoid-them).

## Related terms

[Mental Model](https://insideuxdesign.com/en/glossar/mental-model), [Gestalt Principles](https://insideuxdesign.com/en/glossar/gestalt-principles), [Microcopy](https://insideuxdesign.com/en/glossar/microcopy), [Usability Testing](https://insideuxdesign.com/en/glossar/usability-testing)

## Sources

- [Don Norman: Signifiers, not affordances. ACM Interactions, 2008](https://jnd.org/signifiers-not-affordances/)
- [Kate Moran: Flat UI Elements Attract Less Attention and Cause Uncertainty. Nielsen Norman Group, 2017](https://www.nngroup.com/articles/flat-ui-less-attention-cause-uncertainty/)
- [Hoa Loranger: Beyond Blue Links: Making Clickable Elements Recognizable. Nielsen Norman Group, 2015](https://www.nngroup.com/articles/clickable-elements/)

## More terms

 [  ### A/B Testing

An A/B test is an experiment that shows two versions of a page or element at the same time to randomly split groups of visitors. It lets you decide with real data which version works better.

 ](https://insideuxdesign.com/en/glossar/a-b-testing) [  ### ARIA

ARIA is a W3C standard that adds roles, states and properties to HTML. It tells screen readers what an element is and how it currently behaves.

 ](https://insideuxdesign.com/en/glossar/aria) [  ### Accessibility

Accessibility means designing websites, apps and digital documents so that everyone can use them, including people with visual, hearing, motor or cognitive disabilities.

 ](https://insideuxdesign.com/en/glossar/accessibility) [  ### Alt Text

Alt text is a short text version of an image, stored in the HTML alt attribute. Screen readers read it aloud so people who can’t see the image get the same information.

 ](https://insideuxdesign.com/en/glossar/alt-text) [  ### Atomic Design

Atomic Design is a method for building user interfaces from small, reusable building blocks, from single elements like buttons all the way up to complete pages.

 ](https://insideuxdesign.com/en/glossar/atomic-design) [  ### BFSG

The BFSG, Germany’s Accessibility Strengthening Act, has required many companies since 28 June 2025 to make certain products and digital services, such as online shops, accessible.

 ](https://insideuxdesign.com/en/glossar/bfsg) [  ### Card Sorting

Card sorting is a research method in which people sort terms written on cards into groups. It shows you how they mentally organize content, so you can plan navigation that makes sense to them.

 ](https://insideuxdesign.com/en/glossar/card-sorting) [  ### Cognitive Load

Cognitive load is the mental effort it takes to understand and use an interface. The less unnecessary thinking a design demands, the easier the actual task becomes.

 ](https://insideuxdesign.com/en/glossar/cognitive-load) [  ### Color Vision Deficiency

A color vision deficiency means someone has a harder time telling certain colors apart than most people. The most common type is red-green deficiency.

 ](https://insideuxdesign.com/en/glossar/color-vision-deficiency) [  ### Contextual Inquiry

Contextual inquiry is a research method where you observe and interview people in their real work environment. It shows you how they actually get tasks done, not just how they describe it.

 ](https://insideuxdesign.com/en/glossar/contextual-inquiry) [  ### Contrast Ratio

The contrast ratio describes how much two colors differ in brightness, such as text and background. WCAG requires at least 4.5:1 for normal text.

 ](https://insideuxdesign.com/en/glossar/contrast-ratio) [  ### Conversion

A conversion is a desired action on a website or in an app, such as a purchase or a signup. The conversion rate shows what share of visits leads to one.

 ](https://insideuxdesign.com/en/glossar/conversion)
