Files included with this skill beyond the listing page.
skill mdSKILL.md5,704 B
docsSUMMARY.md349 B
History
First seen on skills.sh
First recorded snapshot · 609 installs
SKILL.md
Real-World Metaphors in UI
UI patterns borrowed from the physical world reduce the learning curve because users already know how they work. A card feels like something you can pick up. A carousel feels like flipping through a stack. A drawer feels like it slides out from the side. These metaphors carry affordance — the user knows what to do before reading any instructions.
Use them deliberately, not decoratively.
Common Metaphors and When to Use Them
Card
A card is a bounded, self-contained unit of content — like a physical index card or a product on a shelf.
Use when:
Content items are discrete and comparable (products, people, articles, tasks)
Each item needs to be scanned quickly and potentially acted on
Items benefit from a visual thumbnail, image, or icon
Key properties:
Cards should be graspable: elevation (--shadow-sm), border-radius, and clear boundary
All cards in a set should be the same width; height can vary with content
One primary action per card — secondary actions appear on hover or inside a detail view
Cards imply "I can pick this up and do something with it" — if nothing happens on click, use a list instead
Carousel / Horizontal Scroll
A carousel borrows from the physical act of flipping through a stack or sliding items along a rail.
Use when:
There are more items than fit the viewport and browsing is the primary mode
Items have a natural visual order (steps, featured content, media)
The user is expected to explore, not to find a specific item
Caution:
Carousels hide content — important items should not live only inside a carousel
Auto-advancing carousels reduce user control; prefer user-driven navigation
On mobile, a horizontal scroll without explicit navigation dots feels more natural than arrows
Drawer / Side Panel
A drawer slides in from an edge, like a physical desk drawer — it brings additional context without replacing the current view.
Use when:
Secondary detail is needed without losing context of the main view
Editing or configuring an item while keeping the list visible behind
Mobile navigation patterns (hamburger menu opens a side drawer)
Key properties:
The drawer should feel anchored to an edge — left for navigation, right for detail/settings
Always provide a clear close action (× button and clicking outside)
The content behind should dim slightly (overlay) to signal the drawer is a layer above
Accordion
Like a physical folder that expands to reveal contents — collapses to save space, expands to show detail.
Use when:
Content has a clear parent–child hierarchy
Most users need only a few sections at a time
Vertical space is constrained
Tabs
Like physical divider tabs in a binder — select a tab to see its section.
Use when:
Content is divided into mutually exclusive, peer-level sections
The user switches between sections frequently
All tabs are equally relevant to the same context
Caution: Tabs imply peer-level, equal-importance sections. Do not use tabs for hierarchical navigation (use breadcrumbs or sidebar instead).
Tooltip
Like a sticky note attached to an object — appears on hover, provides brief additional context.
Use when:
An icon or control needs a short label that would clutter the layout if always visible
A term or value needs brief explanation in context
Not a replacement for: clear labels, inline help text, or documentation for complex features.
Principles for Using Metaphors Well
The metaphor should match the interaction — a card that does nothing on click creates a false affordance
Don't mix metaphors — a carousel inside a card inside a drawer creates cognitive noise
Mobile borrows different metaphors than desktop — swipe-to-dismiss, bottom sheets, and pull-to-refresh are mobile-native; forcing them onto desktop feels wrong in both directions
Elevation reinforces the metaphor — a card without shadow doesn't feel graspable; a drawer without an overlay doesn't feel layered
Review Checklist
Does the chosen pattern match the physical metaphor users will intuit?
Do cards have a clear primary action — not just decoration?
Does the carousel or horizontal scroll have navigation affordance (dots, arrows, or partial next item visible)?
Do drawers dim the background content to signal layering?
Are physical metaphors consistent — the same pattern used for the same type of content throughout the product?