Similarity
Elements that look alike are assumed to behave alike, which makes visual language a promise.
Definition
A Gestalt grouping principle. Shared colour, shape, size or orientation causes elements to be perceived as a set, regardless of their spatial arrangement.
Established research. Originates in published research and has been replicated. The effect is real. Its size in your product still needs measuring.
On this plate
Reach for this when
- Defining component variants in a design system.
- Auditing a product for inconsistent treatments.
- Designing lists and grids for scanning.
- Two things that are not the same kind of thing have ended up styled alike.
Common mistakes
- Non-interactive elements styled as interactive.
- The same visual treatment used for different meanings.
- Uniformity so complete that nothing can be emphasised.
The promise you make by styling something
If two elements share a treatment, users expect them to do the same kind of thing. Styling a non-interactive badge like a button is a broken promise, and users will click it. Styling two different kinds of action identically is the same error in reverse.
This is why a design system is a semantic system rather than a visual one. The value is not that things look consistent, it is that appearance predicts behaviour.
Similarity rules worth writing down
- One appearance per meaning: all destructive actions look alike and nothing else does.
- Interactive and static elements are visually distinguishable at rest, not only on hover.
- Status colours map to one meaning each across the whole product.
- Icon style is consistent in weight, corner treatment and optical size within a set.
- Cards of the same type share structure, so their contents can be compared position by position.
Keeping the promise that styling makes
Do
- Give one visual treatment to one meaning, and write that mapping down.
- Make interactive things look different from static things, consistently.
- Vary one property when two categories genuinely differ, rather than several.
Do not
- Style a status badge like a button, which makes people click it.
- Use the same card treatment for navigable items and inert summaries.
- Introduce a new visual style for something that already has a meaning attached.
In practice
- i.
Badges styled as buttons
Component librariesA pill-shaped status label with a filled background gets clicked, repeatedly, in usability testing. The fix is visual differentiation, not a tooltip explaining that it is not clickable.
- ii.
Consistent card structure
ListingsWhen every card puts price in the same position, scanning a grid is a single vertical sweep. When positions vary, each card has to be read individually.
- iii.
The tag that looked clickable
A false promiseRounded, filled, coloured, and inert. People clicked it repeatedly and reported the product as broken, which from the appearance was a reasonable conclusion.
Local chart
FND·005 · Region II · Grid C2
This entry and the entries it is stated to connect with. Each line is labelled with what the connection means.
Sources
Where a source establishes something narrower than the popular reading of it, the note says so.
- [1]
Principles of Gestalt Psychology
K. Koffka, Harcourt Brace, 1935
Continue from here
Each link says what the connection is, so you can tell a principle from an alternative from a thing people mix this up with.
Applies when you are designing
Applied through
Where this shows up as a concrete interface decision.
- Badge and TagCMP·023 · Component
- CardCMP·022 · Component
Principles behind this
The reasoning this solution is an application of.
- Consistency and StandardsHEUR·004 · Heuristic
- Law of PrägnanzLAW·017 · Law
- Von Restorff EffectLAW·009 · Law
- Affordances and SignifiersPRIN·007 · Principle
Short definition
The one-paragraph version, for when that is all you need.
- ComponentTERM·037 · Term
- Gestalt PrinciplesTERM·056 · Term
Related concept
Connected closely enough to change how you apply this.
- Component API DesignSYS·002 · Design system
- Design TokensSYS·001 · Design system
- IconographyFND·050 · UI foundation
- ProximityFND·004 · UI foundation
- RepetitionFND·010 · UI foundation
- ShapeFND·046 · UI foundation
- Visual StatesFND·053 · UI foundation