dembrandt/dembrandt-skills

real-world-metaphors

Cards, drawers, carousels and other patterns borrowed from the physical world.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/dembrandt/dembrandt-skills --skill real-world-metaphors

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

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?

관련 작업

같은 저장소의 Skills

더 많은 Skills

모든 Skills