Affordances in the scene:
Currently the scene can be experienced in two perspectives, 1st person POV and 3rd person POV.
1st person POV: In first person POV the visual affordances of the player is the skybox, the moving shapes coming towards them, that change color and displacement, and a small plane they are standing on that is big enough to fit the player to not make them feel that they can drop in space but small enough to not allow the player to believe they can move from their initial position. The environment includes the bare minimum assets for the successful experience of the scene in 1st person POV.
3rd person POV: In the 3rd person POV the environment includes long transparent planes. Although they do not seem rigid enough since they are very thin, transparent, and are floating in space, I do believe that the player would perceive them as walkable/teleportable (which they are – the whole point in this POV is to have the player teleport around the walkable planes and perceive the experience from a variety of angles). The rest visual affordances in this POV is the moving shape/objects that advance towards the virtual character that is standing in the 1st person POV, the transparent plane that this virtual character (not the player) is standing on, and the skybox.
False Affordances and how to ‘fix’ them:
1st person POV: There is a chance the player might think that they can touch the moving objects coming towards them but only those who pass really closely from the player e.g. the circles.
3rd person POV: One could argue that the visual affordance of the virtual character standing on the plane designed for the 1st person POV could be perceived as interactable in the experience even though the plane our virtual character is sitting on is of a different color and the character not only is immobile but also does not give any visual clues that they are “waiting” to be interacted with.
1st person POV: I am exploring different lighting that makes the shapes more 2D like and more transparent and are therefore differentiated from the rest of the environment and cannot be perceived as a touchable/interactable 3D object.
3rd person POV: I could try different designs of the non teleportable plane and non interactable virtual character. For example make the plane smaller and not transparent like the rest walkable planes and make the virtual character look two dimensional.