kemiljk/skills

interface-affordances

Fix unclear interaction cues, hidden actions, weak hit targets, or mismatches between a control’s appearance and behavior.

First seen Jul 27, 2026

Installation

$ npx skills add kemiljk/skills --skill interface-affordances

Also in this package

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npx skills add kemiljk/skills

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 28
License LICENSE
Default branch main
Open issues 0
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

LicenseMIT

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 1,925 B
  • docs SUMMARY.md 153 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 24 installs

SKILL.md

Interface Affordances

Affordances make possible actions perceptible. If people cannot tell what they can do, the interaction is incomplete even when the code works.

Defaults

  1. Visual cues must match real behaviour.
  2. Critical actions cannot depend on hover alone.
  3. Hit targets and spacing should match the input method.
  4. State changes should explain themselves (pressed, selected, expanded, disabled, loading).
  5. Decorative motion must not impersonate an affordance.

Prefer / Reject

Prefer Reject
Persistent cues for primary actions Hover-only discovery of essential controls
Clear pressed/selected/expanded states Identical resting and active styles
Cursor/keyboard/touch-appropriate targets Tiny click areas with large visual icons
Disabled styles that also disable behaviour Greyed-out controls that still fire handlers
Labels that name the action Icon-only controls with no accessible name

Checks by input mode

  • Pointer: hover can enrich, not gate, essential actions.
  • Touch: provide visible tap targets and avoid hover-dependent UI.
  • Keyboard: focus styles are part of the affordance, not an afterthought.
  • AT: names, roles, and states expose the same possibilities the visuals claim.

Review checklist

  • Can a new user tell what is interactive?
  • Does every interactive element have a perceptible state change?
  • Are essential actions visible without hover?
  • Do icons have names?
  • Do disabled and loading states look and behave disabled/loading?
  • Could reduced-motion or touch users still discover the action?

Source essays

  • On affordances
  • Ten principles for product delight
  • On reduced motion