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.
Works with
--- name: real-world-metaphors description: 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. license: MIT --- # 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?
More General & Other skills
find-skills
vercel-labs/skills
Helps users discover and install agent skills when they ask questions like "how do I do X", "find a skill for X", "is there a skill that can...", or express interest in extending capabilities. This skill should be used when the user is looking for functionality that might exist as an installable skill.
grill-me
mattpocock/skills
A relentless interview to sharpen a plan or design.
grill-with-docs
mattpocock/skills
A relentless interview to sharpen a plan or design, which also creates docs (ADR's and glossary) as we go.

