Affordances are possibilities for action offered by environment: objects, artifacts, technologies. This concept was created to complement the functional view with an emphasis on users’ actions, and help identify potential failures or negative effects which the other approaches have difficulty identifying. And though this approach will never provide the creator with all potential user actions, it helps change one’s viewpoint to a more reflective one, and devise organizational designs and technologies that are safer and easier to use.

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Video games are a global digital infrastructure with real economic and social impact. They raise ethical challenges - from harassment to manipulative gamification - often overlooked by traditional frameworks. Normative, utilitarian, and virtue ethics approaches guide design, but often miss the designers’ own experiences and dilemmas. A case study of Eldermove shows ethical design emerges when developers avoid infantilizing users and step back from assumptions about them, respecting dignity and autonomy. Creating responsible games requires attending to the ethics of design itself. As gaming increasingly shapes culture, business, and healthcare, understanding designers’ fantasies and choices is key to technologies that truly support users.
PIGNOT Edouard - EMLV |
- Trends
- Digital Transformation, Health Sector Management, Information Systems, Innovation Management, Organizational Theory

