Individual skill
affordance-signifiers
Use this skill when the design has interactive capability but users aren't *seeing* it — when the affordance is technically present but the signifier (the visible cue that tells users "you can do this") is missing or weak. Trigger when reviewing flat-design UIs where everything looks the same, when designing custom controls, when stakeholders ask "should this be more obvious?", or when picking signifier strength for primary vs. secondary actions. Sub-aspect of `affordance`; read that first.
plugins/HDeibler/universal-design-principles/plugins/interaction-and-control-principles/skills/affordance-signifiers/SKILL.md
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SKILL.mdcore · 7,270 bytesreferences/signifier-design-decisions.mddoc · 3,261 bytes
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# Signifiers: making affordance perceivable
In Norman's later refinement (2008), he distinguished *affordance* (the underlying possibility — a button can be pressed) from *signifier* (the visible cue that tells the user about the affordance — the button looks pressable). The distinction matters because designers control signifiers; affordances often exist regardless. A button that's missing a signifier still affords pressing — but no one knows.
## The signifier inventory
Every interactive element should carry one or more signifiers. The strongest are perceivable preattentively (within the first 200ms of viewing) without conscious thought.
### Strong signifiers
- **Filled background** with a brand or neutral color, distinct from the page background. Reads as "object."
- **Visible border** outlining the interactive region. Reads as "discrete element you can act on."
- **Drop shadow / elevation** suggesting the element floats above content.
- **Distinctive shape** (rounded rectangle for buttons, pill shape for chips, circle for FABs).