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Affordance Theory in XR Design : A Designer’s Perspective

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Affordance Theory in XR Design : A Designer’s Perspective

This thesis explores the application of Affordance Theory in creating virtual learning environments, particularly in the context of the Agile XR project. The author, an experienced spatial designer with a decade and a half of expertise, concentrates on redesigning the user-friendliness and immersion of a virtual world called Dana’s Mind. In implementing the Affordance Theory, the author orientates to two significant literatures, The Ecological Approach to Visual Perception (Gibson,1979) and The Design of Everyday Things (Norman, 2013). Affordance Theory can be separated into two views. Gibson’s perspective highlights the significance of environmental clues in indicating potential actions, regarding objects not just as static entities but as invitations for action. Expand upon this concept by introducing the concept of “perceived affordances,” highlighting the significance of making these signals clear in design to improve user comprehension without relying on instruction manuals. This study utilizes a first-person study methodology, where the author actively participates in Dana’s Mind, carefully documenting their encounters and findings. The study is enhanced by feedback from teachers who participated in the Agile XR project, which offers significant insights into user interactions. Subsequent redesign combines theoretical ideas and practical feedback to keep the original design’s style while improving user-centric aspects. In terms of the study's research participation, this study utilizes a dual-method approach: the author evaluates the revised virtual area, replicating their first experience, while eight other individuals give extra opinions through a survey. Findings emphasize the influence of Affordance Theory on user engagement and highlight its function in establishing a consistent and user-friendly virtual learning environment. This study suggests that Affordance Theory is a highly effective tool for designers, serving as an advantage in XR design for online education and optimizing the user interface of virtual elements to be intuitive and user-friendly, guaranteeing a smooth and effortless experience for students and teachers. The paper claims that Affordance Theory is crucial for improving XR design, which transforms online learning spaces into settings where navigation is efficient and intuitively simple.

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