By the end of this lesson you can
- Explain the difference between affordances and signifiers.
- Spot interfaces where people cannot tell what is interactive.
- Design clear signifiers for common controls.
The idea
An affordance is what an object lets you do: a button affords pressing, a slider affords dragging. A signifier is the cue that tells you the affordance exists: the raised look of a button, the handle on a slider, underlined link text. The terms come from the work of Don Norman.
On screens, almost everything is a flat picture, so signifiers do all the work. If something does not look interactive, people will not try it. If something looks interactive but is not, they will tap it and be confused.
Common signifiers
- Buttons: filled or outlined shapes with a clear label.
- Links: distinct colour and underline, especially in body text.
- Draggable items: grip handles, a change of cursor.
- Scrollable areas: content cut off at the edge, scroll bars.
- Expandable sections: chevrons and "Show more" text.
Flat design risk
Very flat styles can remove signifiers entirely: labels that look like buttons, buttons that look like labels. Keep enough visual difference between interactive and static elements.
Why it matters in real projects
People cannot use what they cannot find. Weak signifiers cause missed features, extra support and the feeling that a product is hard to use. Strong signifiers make an interface learnable at a glance and are especially important for new users and people with cognitive or visual impairments.
A realistic example
A travel booking site shows filters as plain grey text: "Price", "Stops", "Times". In testing, only one of six participants realises they are clickable, and others scroll through hundreds of flights.
The designer restyles the filters as outlined chips with chevrons, and active filters as filled chips with a close icon. In the next test, all six participants use filters within the first minute.
Step by step
Screenshot a screen
Choose a screen from a product you use.
Mark interactive elements
Circle everything you believe is interactive.
Check reality
Click everything and note surprises.
List signifiers
For each interactive element, note what signals it.
Fix weak ones
Redesign elements that are hard to spot or misleading.
Test the five-second view
Show the screen briefly and ask what people could click.
Common mistakes
Mistake Links distinguished only by colour.
Instead Add underline in body text.
Mistake Static elements styled like buttons.
Instead Reserve button styling for actions.
Mistake Hidden gestures as the only way to act.
Instead Provide visible controls as well.
Check your understanding
Choose an answer, then check it. There is an explanation either way.
Practice exercise
Exercise · about 30 min
Signifier audit
Audit signifiers on an app or website.
Steps
- Pick two screens.
- Mark what looks interactive and test it.
- List three weak or misleading signifiers.
- Redesign one of them.
Deliverable
An annotated audit and one redesign.
Self-assessment
Tick each item when it is true of your exercise. Be honest; this is for you.
4 items
Summary
- Affordances are what is possible; signifiers show it.
- On screens, signifiers do the work.
- Flat styles can hide interactivity.
- Test whether people can spot what is clickable.
Further reading
Third-party sources, chosen for reliability. They open in a new tab.
- Signifiers, not affordances (opens in a new tab)Don Norman
- Flat UI elements attract less attention (opens in a new tab)Nielsen Norman Group
Your notes
Marking complete updates your course and roadmap progress.