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 navigation paradigms.
pinned to #08cf3b0updated 2 weeks ago
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About this skill
Pulled from SKILL.md at publish time.
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.
Evaluation report
WarningsAutomated checks the publisher passed at publish time — structure, docs, safety, and whether the artifact behaves as claimed.08cf3b0· 2 weeks ago
Kind-specific
31Skill: SKILL.md present
found at skills/real-world-metaphors/SKILL.md · frontmatter source: SKILL.md
Skill: body content present
755 words · 4,531 chars · 9 sections
Skill: triggers declaredwarn
No `trigger` phrases in SKILL.md frontmatter
Add `trigger:` lines so Claude knows when to activate this skill — e.g. `when building MCP servers` or `for diagram creation`.
Skill: allowed-tools scope
no allowed-tools restriction (Claude may use anything)
Release history
1- releasecurrent08cf3b0warn2 weeks ago
Contents
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?
Reviews
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mh install skills/real-world-metaphors