This article presents a design methodology for matching learning tasks with learning technologies. First a working definition of “affordances” is provided based on the need to describe the action potentials of the technologies (utility). Categories of affordances are then proposed to provide a framework for analysis. Following this, a methodology for designing e-learning experiences by matching the affordance requirements of tasks with the affordances offered by the available technologies is described. Rather than being prescriptive, the methodology is designed to be adjustable, expandable, and applied to various degrees of rigor depending on the context. An example application of the methodology is provided for illustrative purposes.