







Affordance is a concept in design that refers to the possible actions or uses that an object or environment offers a user. It is the relationship between an object and the person using it and what the person perceives they can do with the object based on its physical characteristics. In other words, affordance is ... Read more
What are Affordances? — updated 2026
Affordances are the characteristics or properties of an object that suggest how it can be used. It shows a user that an object can be interacted with.

Affordance
In psychology, affordance is what the environment offers the individual. In design, affordance has a narrower meaning; it refers to possible actions that an actor can readily perceive.

Spatial Web Browsing
Adding spatial affordances to the experience of browsing the web

inFORM: dynamic physical affordances and constraints through shape and object actuation
We propose a new approach to Physical Telepresence, based on shared workspaces with the ability to capture and remotely render the shapes of people and objects. In this paper, we describe the concept of shape transmission, and propose interaction ...

MCP Research & Discussion Night · Luma
We're hosting a reading and discussion group for Anthropic's Model Context Protocol. We'll look at the fundamental protocol affordances, its consequences, and…
ICPA - ICPA 2026
Welcome to the 2026 International Conference on Perception and Action (ICPA). This year, we meet in Omaha, Nebraska, bringing the international ecological psychology community together in a setting that reflects a growing culture of research and innovation.ICPA brings together scholars from around the world who study perception and action as inseparable, mutually constraining processes grounded in organism–environment relations. The program features work spanning affordances, perceptual learning, coordination and control, development, social interaction, ecological design, and methodological innovation.The conference is designed to support sustained dialogue across theoretical, empirical, and applied perspectives—welcoming diverse viewpoints and participants from across institutions, disciplines, and countries. We invite you to join us for a week of scientific exchange and community building as we continue to advance ecological approaches to understanding behavior in real-world contexts.

“interest sources”, contextual interactions for NPCs in Sleight of Hand
I’ve worked with a few “target-based” contextual interaction systems for NPCs on different projects, they’re one of my favourite things to make, and lately I’ve been making one for Sleight of Hand, a stealth game I’m working on at RiffRaff, deets of which I shall here now divulge. Everyone calls these objects something different: at Wolfeye and (I think) Arkane they were Distractions, I’ve also heard Smart Objects and Chores, but I call them Interest Sources on account of I first read about them in a technical article about Mark Of The Ninja while working on The Siege & The Sandfox, whose interest system I also made.

Embodied Experience Design: Thinking Through Tree Apprecation
Bringing together place-based technologies, embodied experience and trees
562 – Ecological Cognition III: Radical Embodied Cognitive Science (part 1)
562 Continuing the journey in understanding the Ecological approach to cognition by looking at Tony Chemero’s book: Radical Embodied Cognitive Science. Conceptualizing cognition in terms of agent-environment dynamics instead of computation and representation. What is RECS, and where did these ideas come from?Download link

Grounded world models in biological organisms and future embodied AI
Recent advances in generative and embodied AI have been driven by large-scale predictive learning over multimodal data. However, the resulting systems remain largely based on passive training regimes where linguistic regularities create the scaffold onto which information from other modalities is attached. Conversely, neuroscience and cognitive science suggest that biological intelligence is organized in the opposite way, where grounded world models acquired through interaction with the environment provide the semantic scaffold to which language is attached. Here, we illustrate five examples of neural circuits supporting grounded world modelling, which underlie navigation in physical and conceptual spaces, affordance-based perception and interaction with objects, active perception and exploratory learning, allostatic control and emotion, and the distinction between self- and world-generated outcomes. These examples highlight several features largely missing from current embodied AI, including the role of intrinsic dynamics as a foundation for learning, the centrality of action in aligning these dynamics with the external world, the prominence of autonomous experience and open-ended learning over passive assimilation of externally provided data, and the fact that early predictive and control mechanisms scaffold higher cognitive abilities such as reasoning, conceptual navigation, planning, imagination, understanding others' minds, and communication. Finally, we discuss whether and how principles derived from biological systems may inform future embodied AI, including training regimes based on social interaction to construct world models that are not only grounded but also socially shared and aligned with human norms and values.

Structural Analogies of User Interfaces with Belidor
Screen As Room: An Architectural Perspective on User Interfaces — Christoph Locher · Interaction Designer
With the use of video games as social spaces being observed for several years and the increased focus put on virtual social spaces due to the scarceness of physical social spaces in the last months, the concept of “spatial interfaces” is once again at the center of discussions. I want to add an alternative perspective to this, looking at the properties of physical spaces as metaphors, rather than models, for interfaces and exploring seven of them in more detail.
Screen As Room: An Architectural Perspective on User Interfaces — Christoph Locher · Interaction Designer
With the use of video games as social spaces being observed for several years and the increased focus put on virtual social spaces due to the scarceness of physical social spaces in the last months, the concept of “spatial interfaces” is once again at the center of discussions. I want to add an alternative perspective to this, looking at the properties of physical spaces as metaphors, rather than models, for interfaces and exploring seven of them in more detail.
Consumers’ Mental Representation of Expenditures: Implications for Spending and Savings Decisions
Abstract People’s mental representation of expenditures is crucial to their budgeting. This article proposes that much like how they represent natural kinds (e.g., animals and plants), people represent expenditures in a hierarchical taxonomy. Seven studies, supported by six norming studies and three pilots, revealed that expenditures are represented hierarchically. We first recover people’s mental representations using a successive pile-sort method that asks people to form hierarchies of categories with common expenditures (e.g., rent, dining out, etc.). The pile-sort reveals consensus in people’s representations of expenditures and that these representations are relatively stable over time. Further, people’s adjustment in their spending behavior can be predicted by the distance between items in their representation. Specifically, when people overspent on an item, they spontaneously adjust spending more on taxonomically closer items. We examine this spontaneous adjustment behavior using both laboratory studies and field data with 6.5 million grocery shopping trips over 12 years. The findings highlight the connection between mental representation and consumer behavior, and they emphasize the importance of studying concepts and categories in the context of consumption.


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