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.
Continue from here
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.
- Optimistic UIPattern
- FeedbackPrinciple
- MotionUI foundation
Nearby in the Atlas
Adjacent territory, found through shared tags rather than a stated link.