real-world-metaphors

UI patterns borrowed from the physical world feel immediately intuitive — cards feel graspable, carousels feel scrollable, drawers feel pullable. Use real-world metaphors deliberately to reduce the learning curve and make interactions feel natural. Use when designing layout patterns, gestures, or na

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npx skills add dembrandt/dembrandt-skills --skill real-world-metaphors

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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 1. The metaphor should match the interaction — a card that does nothing on click creates a false affordance 2. Don't mix metaphors — a carousel inside a card inside a drawer creates cognitive noise 3. 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 4. 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?