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Interaction Design is the set of cues that tell people what they can do next and why it makes sense. When it's strong, users move fast and feel confident.
Definition
Plain-English definition
Interaction Design is the set of cues that tell people what they can do next and why it makes sense. When it's strong, users move fast and feel confident.
Why it matters
It shapes trust. When the interface keeps its promises, people keep moving.
Real-world example
A primary button that looks disabled but still works, or a menu icon with no label.
Full explanation
Example: a checkout button that looks disabled but still works. That breaks trust fast. Or an icon-only toolbar with no labels. Experts might get it; beginners won't. Small decisions like these define the real experience, not the marketing copy.
If you've heard designers throw around Interaction Design, here's the plain-English version. At its core, it's the set of cues that tell someone what they can do next and why that action makes sense. When Interaction Design is strong, people move fast and feel smart. When it's weak, they hesitate, bounce, or blame themselves. That moment of hesitation is the signal.
Here's a quick gut check for Interaction Design: could a first-time user explain what to do without help? If not, the design is asking them to learn the system instead of helping them finish the task. That's a bad trade. Good Interaction Design makes the next step obvious and the outcome feel earned.
Interaction Design is one of those UX words that sounds abstract until you see it in the wild. It's the relationship between what a user expects and what the interface actually does. If the interface keeps its promises, users trust it. If it surprises them in the wrong way, they stop exploring. Trust is the currency here.
A common mistake is over-explaining. If a screen needs a paragraph, the design is doing too much. Another trap is hiding the primary action because it looks cleaner. Clean isn't the same as clear. The goal is clarity that feels natural, not a layout that looks quiet in a screenshot.
If you've heard designers throw around Interaction Design, here's the plain-English version. At its core, it's the set of cues that tell someone what they can do next and why that action makes sense. When Interaction Design is strong, people move fast and feel smart. When it's weak, they hesitate, bounce, or blame themselves. That moment of hesitation is the signal.
Here's a quick gut check for Interaction Design: could a first-time user explain what to do without help? If not, the design is asking them to learn the system instead of helping them finish the task. That's a bad trade. Good Interaction Design makes the next step obvious and the outcome feel earned.
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