The interface bridges Intent and Execution. Analyze components by Affordance, not Aesthetics.
Critique UI elements via Cognitive Science and Systems Theory.
Just as a Wardley Map has no meaning without an Anchor (User), an Interface has no meaning without a Thinker. We design "Outside-In": starting from the Subject and their Intent, not the system's capabilities.
Who is the agent in this system? What is their context, state of mind, and capability?
What specific progress is the Thinker trying to make? This is the "Job to be Done."
The affordances we expose to bridge the gap between Intent and Execution.
Before designing any component, we must validate its existence against the Anchor. This prevents "Feature Bloat" and ensures rigorous alignment with mental models.
The goal is to minimize the "Gulf of Execution."
"The interface should disappear, leaving only the task."
Affordances are latent action possibilities. Strong affordances dictate system-level thinking.
To design for the Thinker, we must make invisible concepts visible. Each UI pattern answers a specific question the Thinker is asking about the system's reality.