affordance-false-and-anti

Audits UI elements that visually misrepresent interactivity and rewrites disabled/read-only treatments with accessibility semantics.

6|3|Updated May 3, 2026
One-click install
npx skills add https://github.com/HDeibler/universal-design-principles --skill affordance-false-and-anti
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: affordance-false-and-anti
Source: https://github.com/HDeibler/universal-design-principles/tree/main/plugins/interaction-and-control-principles/skills/affordance-false-and-anti
Command: npx skills add https://github.com/HDeibler/universal-design-principles --skill affordance-false-and-anti

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps you fix UI problems where elements mislead users about whether they can interact, reducing “I tapped and nothing happened” confusion.

Core Features & Use Cases

  • Identifies false affordance patterns such as button-like cards, inert hover states, hyperlink styling that isn’t actually a link, and decorative elements that users interpret as controls.
  • Designs anti-affordance for unavailable actions using properly differentiated disabled and read-only treatments, with clear “you can’t” signaling (visual difference plus optional explanation).
  • Applies practical audit heuristics including hover-style audits, disabled-with-context checks, and accessibility-oriented state requirements.

Quick Start

Use this skill to audit a screen for elements that look clickable but don’t respond, then rewrite the treatments for disabled, read-only, or inert components so users understand what is and isn’t interactive.

Frequently Asked Questions about affordance-false-and-anti

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I audit UI elements for false affordance and anti-affordance issues?

To audit UI elements for false affordance, review screens for button-like cards, inert hover states, and hyperlink styling that misleads users. Check that enabled, disabled, and read-only states are visually distinct to prevent interaction confusion.

What is the difference between disabled and read-only states in interaction design?

Disabled and read-only states differ in interaction design semantics: disabled controls are entirely inactive, while read-only fields display data without allowing edits. Both require clear visual differentiation and appropriate accessibility semantics like aria-disabled.

Why do users click elements that look interactive but nothing happens?

Users click non-interactive elements because of false affordance, where decorative elements, mis-styled cards, or hover-only cues mimic controls. Correcting visual treatments and cursor behaviors ensures controls are obvious or clearly not interactive.

How do I apply accessibility semantics when designing disabled button states?

To apply accessibility semantics for disabled button states, use the disabled attribute and aria-disabled to convey inactivity to assistive technologies. Pair these with distinct visual treatments and optional explanatory context so users understand the unavailable action.

Can I use this approach to fix hover-only cues that mislead users on touch devices?

Yes, you can fix hover-only cues by applying UI heuristics that identify interaction signals absent on touch devices. Redesign these elements with persistent visual indicators and appropriate cursor behaviors to eliminate misleading affordance patterns.