Different types of affordances
After making several prototypes and collecting some existing AR demos, I synthesis different types of affordances that will help me to research the AR affordances in a more structured manner.
Shape and Position
The shape of a object conveys its functionality, intuitively tells users how to use it. In addition, changing the shape of an object can also convery meanings or highlighting a part of it, like the hover effect in 2D user interface.
Adding AR layers on existing affordances for direct control
Using existing affordances could be powerful and intuitive, and connecting users’ mental model of how a physical object works to trigger a certain digital action.
Color & texture
Color can also communicate many meaning.
Motion & physics
Motion of an object can draw users attention, conveying meaning, smoothing transition. On the other hands, physics simulation makes the interaction with virtual content convincing and believable. especially real adding real physics to virtual object can make it align with users’ mental model of physical world, so I think it is more likely that they can transform their experience interacting with physical object into the AR world.
Proximity
Using proximity can show different levels of detail for a given information, which reduce the cognitive load and avoid overwhelming users. Proximity can be used for engagement as well, for example, a character in AR can behave differently when you get closer to him, e.g. frightened, excited etc.