Architecture, which is by its very nature a three-dimensional art, has in the last 500 years evolved to a stage where nearly all of the design exploration and visualization occur in any of a number of two-dimensional media. These media do not effectively portray the experiential quality of approaching, entering, and moving through an architectural space, an aspect which is primary to any design. In discussing this, James J. Gibson's concept of affordance will be used as a basis for the examination of a variety of media that are commonly used to describe the experiential quality of architecture, and how each of these media speaks to this frequently neglected characteristic. Particular attention will be given to the new technology of computer-generated immersive environments, which as a design medium promises to bring the issue of experiential quality in architecture to the forefront of design. Examples of each of the most common media, physical models, perspectives, noninteractive screen-based architectural walk throughs, interactive screen-based architectural walk throughs, and computer-generated immersive environments, will be examined as to their utility in experiential description. A discussion of the specific characteristics of each of the electronic media and the applications benefits and drawbacks will be included.