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UX Atlas
TermCraft conventionFoundational

Interaction Design

Designing what happens when you do things.

Definition

The design of how a system behaves in response to a person's actions over time.

Craft convention. True because the industry converged on it. Breaking it costs familiarity, not correctness.

In plain language

Designing what happens when you do things.

Example

Deciding that a drag reorders immediately and reconciles in the background, rather than waiting for the server.

Each link says what the connection is, so you can tell a principle from an alternative from a thing people mix this up with.

Deeper reading

The full entry behind this definition.

Nearby in the Atlas

Adjacent territory, found through shared tags rather than a stated link.