real-world-metaphorslisted
Install: claude install-skill dembrandt/dembrandt-skills
# 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