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Material Design concept can probably help you. Its principle of layout by priority action which principal behavior is to have shadow between layout to show user what is over what help to differentiate object and add affordance http://www.google.com/design/spec/material-design/introduction.html So add little shadow at your button make is interactive by ...


I think there are three big rules that must be taken in to account when identifying the best view/edit paradigm: I want the information to be easy to read (Summary/Print view without edit clutter) I want to prevent unwanted mistakes on important data I want to quickly and easily edit the information The UX solution for View/Edit may be different ...


One option I have seen used (depending on these icons size) is a small picture of a mouse (basically a vertically extended oval with a division on the top for the two buttons) within each image icon.


A few suggestions: 1. Make the Label Visually Part of the Button Labels are usually part of a button 2. Add a Light Border (optional) Highlights without necessarily adding depth 3. Group the Buttons Together Comfortably Make it feel like a group of buttons, each of equal importance 4. Use a Bolder Font Weight The icons are quite chunky, and ...


I agree with both Long and DesignerAnalyst that a bit of styling makes them pop more as buttons. While I like the icons in your edited version, I would suggest adding the text below the icon, for those who may not know what the icon means. Icons are great when their meanings are obvious, but I program in JQuery and Javascript everyday, and didn't ...


The problem is it's not flat enough Are they icons or buttons? This is a common problem with flat design (see other answers) but one possible solution I haven't seen here yet is to remove information until the only viable option is to click. Think tiles. ...And at this point it should also become obvious that </> never was a suitable icon.


You could also give a textual clue You could change "more information" to something more specific


material design is good but they're not flat perfectly. I recommend you this, my ideal flat button p/s : if you want people consider something is a button, you need provide them "label" and "icon".With these two elements, most of users will know "ah, there's a button, let's click"


How about using a visual cue that users are most likely used to: an underline? Below is an example with solid underline and a dashed one.


The problem with your buttons is that they are not raised above the background, so they don't seem clickable. I highly recommend the Material Design for details on how to choose between flat buttons and raised buttons, with exhaustive do's and don'ts. http://www.google.com/design/spec/components/buttons.html#buttons-flat-raised-buttons


On a mobile device, the current design trend uses this. Users have become familiar with the touch method to drill down for further information without having to be explicitly told to do so. Also, a "pointer" on a mobile device is redundant since there is never any other input device other than your fingers. Keep the simplicity and elegance of your ...


i thought of something like showing the first skill and let the user figure it out himself, that the others are clickable / tapable aswell (sorry I din't have much time on my hands to do this, but it may help) download bmml source – Wireframes created with Balsamiq Mockups

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