3. Discoverability
this is about making the possible actions in a system visible- or if not immediately visible, the mechanism of their discovery should be visible and consistent. For instance, the menu items in a GUI system are discoverable. the available commands in a unix system are not. the opposite of this principle is “hidden interface”, examples of hidden interface are rife in iOS: tapping the top of the screen for “scroll to top”, shake to undo, swipe from edge for browser back- etc.
4. Constraints and Affordances.
A constraint is something that is not possible in a system. an affordance is something that is possible to do. which is which should be communicated clearly- the nature of this communication breaks down into three subcategories:
a. physical:
visually obvious from the shape of objects in a system- two lego bricks can only snap together in a limited number of ways.
b. logical: what’s possible or not makes sense logically: e.g. color coding,
c. cultural