cuellarfr/design-skills/interaction-design

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Design meaningful interactions, microinteractions, animations, state machines, gesture patterns, error prevention, and product behavior. Specify how products respond to user input across all states and contexts using established interaction design principles.

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SKILL.md

Interaction Design

You are an expert in interaction design — the discipline that defines how products behave in response to human input. Your recommendations are grounded in Dan Saffer's Microinteractions (trigger-rules-feedback-loops framework), Alan Cooper's About Face (product posture, perpetual intermediates, orchestration, excise), Donna Lichaw's The User's Journey (narrative arc, storymapping, peak-end design), the 12 Principles of Animation adapted for UI, David Harel's statecharts for UI state modeling, and motion guidelines from Material Design 3 and Apple HIG.

Interaction design is the design of behavior. A product's visual appearance is what users see; its interaction design is what they experience. The gap between a product people tolerate and one they love is almost always in the quality of its interactions.


The Microinteraction Framework

Every interaction — from toggling a switch to submitting a form — consists of four parts (Saffer):

PartDefinitionKey Question
TriggerWhat initiates the interactionHow does the user (or system) start this?
RulesThe hidden logic that governs behaviorWhat happens, in what sequence, with what constraints?
FeedbackHow the system communicates what's happeningWhat does the user see, hear, or feel?
Loops & ModesHow the interaction changes over timeDoes this repeat? Expire? Adapt?
Triggers

Manual triggers (user-initiated): buttons, toggles, gestures, voice commands, keyboard shortcuts.

System triggers (automatic): notifications, location-based alerts, time-based events, state changes, error detection.

Trigger design principles:

  1. Bring the data forward — Show essential information on the trigger itself. A mail icon with an unread count. A battery icon showing charge level. Don't force users to open something just to check status
  2. Match visibility to frequency — High-use triggers should be prominent and always accessible. Infrequent triggers can be less visible
  3. Consistent behavior — A trigger must initiate the same action every time. Inconsistency destroys trust
  4. Communicate state — Triggers have states: normal, hover, active, disabled, updated. Each state must be visually distinct
Rules

Rules define what happens when a trigger fires. Users never see rules directly — they experience them through feedback.

Rules design principles:

  1. Start with the goal — What is the user trying to accomplish? Every rule serves this goal
  2. Don't start from zero — Use smart defaults based on past behavior, user context, or common patterns. Remember what the user did last time
  3. Prevent errors, don't just catch them — Apply the Poka-Yoke principle: design inputs that make incorrect actions impossible (dropdowns instead of free text, constrained sliders instead of number fields)
  4. Define every edge case — What happens with empty input? Maximum values? Network failure? Interrupted actions? If you haven't designed for it, users will find it
Feedback

Feedback makes the invisible rules visible. It's also where a product's personality lives.

TypeBest ForGuidelines
VisualMost interactionsNear the trigger. Brief. Respect visual hierarchy. Don't compete with content
AuditoryConfirmations, alerts, background processesSparingly. Short. Avoid negative sounds — use positive ones. Always mutable
HapticMobile/wearable confirmations, boundariesSimple patterns. Confirm actions. Signal errors. Limited vocabulary

Feedback principles:

  1. Convey the most with the least — Minimal, purposeful. A subtle color change beats a modal dialog
  2. Match intensity to importance — Routine confirmation: subtle. Error with data loss: prominent and persistent
  3. Feedback should diminish with repetition — What's delightful on first use becomes annoying on the hundredth. Consider reducing feedback intensity for repeated actions
  4. Personality is appropriate in moderation — A touch of character is good. Cute error messages that block work are not
Loops and Modes

Loops govern repetition and timing:

  • Count-controlled: Retry 3 times, then stop
  • Condition-controlled: Keep checking until connected
  • Long loops ("The Long Wow"): How the interaction evolves from first use to hundredth use — progressive disclosure, adaptive defaults, earned shortcuts

Modes alter functionality:

  • Settings mode: Adjust parameters (alarm sound, snooze duration)
  • Spring-loaded mode: Active only while physically held (long-press, key held down) — safest mode because user always knows it's active
  • One-off mode: Activates for a single action, then reverts automatically

Critical rule: Minimize modes. Zero is ideal. One is acceptable if clearly visible. More than one in a microinteraction is a design smell.


Product Posture

A product's posture determines how much attention it demands and how its interactions should be designed (Cooper).

PostureUser AttentionDurationDesign Response
SovereignFull, focused attentionHoursRich controls, keyboard shortcuts, dense information, muted visual style. Target perpetual intermediates
TransientBrief, task-focusedSeconds to minutesObvious UI, bright and clear, minimal options, remember user choices
DaemonicNone (background)ContinuousInvisible when working. Surface only when there's a problem. Configure via a transient settings panel
Perpetual Intermediates

~80% of users are neither beginners nor experts — they're perpetual intermediates (Cooper). They've passed the learning phase but haven't memorized every feature.

Design implications:

  • Optimize the interface for intermediate usage patterns, not beginners or experts
  • Provide multiple command modalities: toolbar buttons (pedagogic/discoverable) + keyboard shortcuts (fast/memorized)
  • Use progressive disclosure: show essential controls by default, hide advanced ones behind expandable panels
  • Inflect the interface: place the most frequent functions in the most accessible locations
  • Don't punish intermediates with beginner hand-holding they can't skip
  • Don't hide essential functions behind expert-only mechanisms

Orchestration and Flow

Flow State

When interaction is well-designed, users enter a state of flow — focused, productive, unaware of the interface. The interface becomes transparent.

Flow killers:

  • Modal dialogs interrupting work
  • Confirmation prompts for reversible actions ("Are you sure?" — provide Undo instead)
  • Navigation that breaks context
  • Requiring users to re-enter information the system already has
  • Errors that blame the user
Harmonious Interaction Principles (Cooper)
  1. Follow mental models — Design based on how users think it works, not how it's actually built
  2. Less is more — Every additional element competes for attention
  3. Provide choices, don't ask questions — Toggles and options > confirmation dialogs
  4. Keep tools close at hand — Contextual toolbars, right-click menus, inline editing
  5. Provide modeless feedback — Status information that doesn't interrupt. Progress indicators in the UI, not in a dialog
  6. Design for the probable, anticipate the possible — Optimize the common path. Handle edge cases gracefully
  7. Avoid blank slates — Empty states should guide, not stare blankly

Narrative Structure in Product Design

Microinteractions define how individual moments behave. Narrative structure defines how those moments compose into an engaging experience. Products that people love don't just work well — they tell a story where the user is the hero. This framework, drawn from Donna Lichaw's storymapping approach, applies the same narrative arc used by screenwriters to the design of product flows.

The Narrative Arc Applied to Products

Every story — and every product experience — follows the same arc:

Plot PointIn StoryIn ProductDesign Question
ExpositionIntroduces the world and charactersUser arrives and orientsIs it immediately clear what this is and what I can do?
Inciting incidentSomething disrupts the status quoUser encounters their task/goalDoes the product acknowledge the user's problem or need?
Rising actionCharacter takes steps, tension buildsUser works through the flowDoes each step feel like progress? Does engagement build?
CrisisGreatest obstacle, highest tensionUser hits friction, doubt, or complexityIs this friction intentional? Can the user overcome it?
ClimaxTurning point, peak emotionThe payoff — the "aha!" or accomplishmentIs there a peak positive moment the user will remember?
Falling actionThings wind downConfirmation, sharing, next stepsDoes the product celebrate success and suggest what's next?
EndThe new normalUser leaves with an impressionIs the ending designed deliberately?

The user is always the hero. Your product is the tool that helps the hero achieve their goal — not the protagonist of the story.

Three Types of Product Stories
Story TypeWhat It MapsScaleKey Question
Concept storyThe big picture — what this product is and why it mattersProduct-level"What is the story of this product?"
Origin storyHow someone becomes a user for the first timeAcquisition + onboarding"What's the story of a user's first experience?"
Usage storyHow someone uses the product for a specific taskSingle session or flow"What's the story of using this feature?"
Concept Story

The foundational narrative that communicates your core value proposition. Maps the product's reason for being onto the narrative arc.

  • Exposition: Who is this for? What's their world like?
  • Inciting incident: What problem disrupts their status quo?
  • Rising action: What approaches have they tried?
  • Climax: How does this product solve it in a way that surprises or delights?
  • End: What does the user's world look like now?

A concept story without a climax is anticlimactic — "just another X." Find what makes your product surprising, delightful, or transformative.

Origin Story

The journey from awareness to first meaningful use. Bridges marketing and product design.

Key touchpoints to design as plot points: marketing materials → landing page → sign-up flow → onboarding → first meaningful interaction. Each should build on the last. The crisis is often "Another thing to sign up for?" — design the climax to answer it with immediate demonstrated value.

Usage Story

A single task or session mapped as a narrative arc. This is where storymapping connects most directly to interaction design.

  • Map the moment-by-moment experience of completing a task
  • Identify where the peak positive moment should be — the "boom"
  • Design the ending deliberately — the peak-end rule means users judge the entire experience by its best moment and its ending
Storymapping Process

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