> Affordances are what an object can do (truth). Perceived affordances are what one thinks an object can do (perception). Signifiers make affordances clearer (closing the gap between truth and perception). Signifiers often reduce number of possible interpretations and/or make intended way of using an object more explicit.
> A grey link on the screen might afford clicking (truth). But you might perceive it just as a non-interactive label (perception). Styling it as a button (background, shadow etc.) is a signifier that makes it clearer that the link can be clicked.
I don't think there's any more widely known terms here, and not any used within general tech audiences. I'd like it if there was a useful shorthand too but devs/users/clients are probably going to stick with e.g. "I couldn't tell that was a button" because the above have failed to catch on.
"Visual cues" feels accurate enough. I immediately understand "Buttons should look like buttons".
"Skeuomorphism" has caught on. It's not guessable but then it saves quite a few words so helps with communication. It probably got picked up by some tech news/blog sites and reached critical mass because skeuomorphism vs flat design resonates with people.