Celia Hodent used the concept of affordance as an example. This is essentially when an object offers prompts that give users cues on how to use it.
"In product design -- I have a mug right in front of me. That mug has a handle. That handle is an affordance for me to be able to just grab it with three or four fingers and lift it. That's helping me use that object without burning my fingers if there's something warm in [the mug].
"In video games, many times we don't manipulate physical objects, so the affordances are what you call cognitive affordances or just signifiers. But the idea is that just by looking at something in a game, can I understand what it's for and how I can use it."