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Interaction Design

The behaviour behind every screen.

How a product responds to what people do.

Interaction design decides how a product behaves: what happens after a tap or a click, how it confirms, waits, warns and recovers, and how motion shows cause and effect.

We design it together with the interface, as one piece of work. The Interface & Interaction Design page covers both in full.

What we design

Including the states designs often skip

Design files tend to show the ideal case: a full screen, the right data, everything working. Real products spend a lot of their time somewhere else.

Every state

Empty, loading, error and restricted screens, designed on purpose. An empty screen can explain what to do first. An error can say what went wrong and how to fix it.

Feedback and motion

Confirmation, progress and transitions that help people keep their place, with motion that respects reduced-motion settings.

Consistent behaviour

Similar things behave the same way throughout, drawn from a design system, so people learn the product once. Keyboard use is designed in.

Building with AI

Behaviour is part of the spec

AI coding tools build what the design shows them, precisely and quickly. Where behaviour isn’t specified, they fill the gap with generic defaults, and unspecified states are where AI-built interfaces tend to be weakest. So we specify states, feedback and the words on screen, down to the error messages, before the build starts.

We test behaviour early in rough interactive prototypes with real users, because a clickable version shows problems a static mockup hides. Timing and feel get refined from what people actually do.