Individual skill
affordance-false-and-anti
Use this skill when designing or fixing controls that mislead users — elements that look interactive but aren't (false affordance), or controls that need to clearly communicate "you can't do that here" (anti-affordance, like disabled states). Trigger when reviewing UIs where users tap inert elements expecting response, when designing disabled states, when picking treatments for read-only fields, or when a "decorative" element is being mistaken for a button. Sub-aspect of `affordance`; read that first.
plugins/HDeibler/universal-design-principles/plugins/interaction-and-control-principles/skills/affordance-false-and-anti/SKILL.md
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# False affordance and anti-affordance
The mirror images of standard affordance: the elements that *look* interactive but aren't, and the elements that *are* interactive but should signal "not right now." Both deserve as much design attention as standard affordance — and both are routinely neglected.
## False affordance: looks interactive, isn't
A false affordance is an element whose visual treatment suggests interactivity it doesn't have. The user is led to expect an action; the action doesn't happen; trust drops.
Common sources:
- **Cards and panels styled like buttons.** A bordered, rounded, slightly-elevated container holds static content. Users tap; nothing happens.
- **Hover states on non-interactive elements.** A box that highlights on hover but isn't clickable. Users learn to mistrust hover signals.
- **Hyperlink-blue text that isn't a link.** Some design systems use blue for emphasis without realizing users read it as link affordance.
- **Underlined non-link text.** Underline is a strong link signifier; using it for emphasis or definition collides with that convention.