Interaction design
Design how users act and the interface responds: affordances, feedback, states, and forgiving flows. Use when designing controls, flows, and interactive behavior, or fixing an interface that confuses or frustrates.From its SKILL.md
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SKILL.md
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Interaction design
Interaction design is the conversation between the user and the interface: what they can do, how they know they can do it, and how the system responds. Every control is a small promise; the craft is keeping those promises obvious and the responses immediate.
Method
- Make affordances obvious. Things that can be acted on should look like it: buttons look pressable, links look clickable, draggable things invite dragging. Users should not have to hunt or guess what is interactive. Flat designs that hide affordances (is that text a button?) fail here; signal interactivity clearly (see visual-hierarchy).
- Give immediate, proportional feedback. Every action gets a response the user can perceive, fast: a button depresses, a toggle animates, a save confirms, a long operation shows progress (see loading-states, usability-heuristics). The response confirms the system heard them. Silence makes users click again and doubt.
- Design all the states, not just the happy one. Every interactive element has states: default, hover, focus, active, disabled, loading, error, empty, success. Designing only the default leaves the others to chance and produces the janky, dead-feeling interactions (see empty-and-error-states, ui-state-machines).
- Be forgiving. Support undo, confirm destructive actions, preserve user input on error (never clear a form the user just filled), and make reversal easy. Users explore and err; an interface that punishes mistakes teaches fear (see usability-heuristics' control-and-freedom).
- Reduce the effort of the common path. Good defaults, smart autofill, remembering choices, and minimizing steps and clicks for what users do most (see user-flows, mobile-input-ux). Every field and click removed from the frequent task is a real gain; friction compounds.
- Use motion to explain, not decorate. Transitions that show where a thing came from or went, that connect a cause to its effect, aid understanding; animation for its own sake distracts and slows. Respect reduced-motion preferences (see css-animations).
Boundaries
- Interaction design decides behavior; visual design decides appearance and IA decides structure (see visual-hierarchy, information-architecture). They are separable and all required.
- Platform conventions constrain interaction (how gestures, back, and focus work on web vs iOS vs Android); follow them rather than inventing, so users transfer their habits (see mobile-navigation).
- Novel interactions carry a learning cost; innovate only where the payoff beats the unfamiliarity, and test it (see usability-testing). Most of the time, the expected interaction is the right one.
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