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Interaction design is where those moments become behaviour. It decides what a person can do, what the product does in response and whether the next step feels clear.
A polished interface can still be frustrating if it hides status, interrupts people, asks for too much too early or makes recovery difficult. A simpler interface can feel excellent when it responds quickly, preserves context and makes progress obvious.
Interaction design is the design of the dialogue between a person and a product or service. On a website or app, it includes the words people read, the controls they use, the visual response they receive, the time an action takes and the way the product behaves as circumstances change.
The established five dimension model remains a useful way to think about the subject. It covers words, visual representations, physical objects and space, time and behaviour. The value of the model is practical: a digital interaction does not happen on a static artboard. A person is using a particular device in a particular situation and expecting the interface to respond.
People are usually trying to complete something: find an answer, compare options, submit information, buy, book, move money, get support or control a product. Interaction design influences whether those tasks feel obvious or difficult.
Clear feedback tells people the system has understood them and reduces uncertainty
Better sequencing and sensible defaults reduce unnecessary decisions and repeated work
Good states and messages help people correct mistakes without losing progress
A visible next step makes it easier for people to continue through the journey
The strongest examples below use movement, state, feedback and interface controls to help people complete a real task. The value comes from what the interaction makes easier to understand or do.
I chose these examples because each solves a recognisable user problem. The strongest interaction design is rarely decoration. It gives people useful control, keeps them informed or removes a piece of friction at the point where it matters.

Government services can involve guidance, eligibility, documents, payments and actions spread across different departments. GOV.UK uses step by step navigation to turn those journeys into a visible sequence.
The interaction makes progress legible. People can see where they are, what comes next and which tasks sit inside each stage. Sections can be expanded without forcing a person to leave the overview, so the page keeps the wider journey in view while revealing detail when it becomes useful.
GOV.UK also documents the limits of the pattern. It is intended for journeys with a meaningful order, which is a useful reminder that a familiar interaction should only be used when the structure of the task supports it.

Moving money is a high anxiety interaction. The user has committed something valuable and then has to wait while several systems do their work.
Wise answers the obvious question, where is my money, with a transaction timeline. The interface records what has happened, what is happening now and what the recipient can expect. The transfer is treated as a sequence of visible states instead of a single confirmation screen followed by silence.
Good status design earns trust because it removes the need to guess. The same principle applies to applications, orders, support requests, deliveries and any process where the outcome happens after the initial click.

Checkout is a poor place to introduce unnecessary navigation. People have already made a decision and the interface should help them complete it with as little uncertainty as possible.
Stripe's Payment Element keeps payment methods, saved details and new card entry in one controlled interaction. Selecting a method changes what appears in place, so the person does not have to understand the underlying payment system or jump between unrelated screens.
The design also recognises that payment options vary. The interaction can adapt while the overall structure stays familiar. Consistency sits at the level the user needs: where to look, what to choose and how to continue.

Travel search starts vague for many people. A destination may be fixed while dates, property type, amenities and price remain negotiable. A rigid filter system can make that exploration feel like administration.
Airbnb's redesigned filters keep selected criteria visible as removable choices and add recommendations based on the current search and previous behaviour. A single action at the bottom also tells people how many places their current decisions will reveal.
Three useful interactions happen together: the user can see what is active, remove a choice easily and understand the likely effect before committing to the filtered view.

Navigation is interaction design under pressure. The user is moving, the environment is changing and the product may need to alter its recommendation while attention is limited.
Google Maps keeps the current route visually dominant while showing time, direction, position and route events around it. The interface can surface an alternative route or a warning without asking the person to rebuild the journey.
The product also has to distinguish between information which deserves attention now and information which can wait. Good interaction design is partly a decision about priority.

Duolingo's streak system turns a repeated learning action into visible progress. Friend Streaks add a social layer: a learner can see shared streaks, invite friends and nudge someone who has not completed a lesson.
The useful interaction is not the flame or character artwork on its own. The interface connects a clear behaviour, doing a lesson, to a visible state which changes when the behaviour happens.
Duolingo reported that learners with at least one shared streak were 22% more likely to complete their daily lesson. The interaction is tied to the core purpose of the product instead of acting as entertainment around it.

Traditional software often treats collaboration as something outside the object being worked on. Messages live in one place, files in another and feedback somewhere else.
Figma's multiplayer model puts presence into the canvas. Cursors show who is there and where attention is focused. Comments and contextual feedback can sit next to the thing being discussed. The user does not have to translate a comment such as "the box near the top" into a location later.
Presence becomes part of the interaction itself. The interface communicates both the state of the work and the state of the team around it.

Losing a bank card creates an urgent problem. The user wants to protect the account quickly, often before they know whether the card is permanently lost.
Monzo puts card freezing inside the app as an immediate control. The interaction is understandable because the action maps directly to the problem: stop the card now. A temporary freeze also preserves the option to reverse the decision if the card turns up.
High stakes interactions benefit from direct language, visible state and a recovery path. Cleverness adds little when somebody is worried about money or security.

Some activities matter continuously but do not deserve a full screen. A recording, route, call, timer or delivery can remain useful while the person is doing something else.
Apple's Dynamic Island gives these activities a persistent place at the top of the interface. A person can glance at status, expand an activity for more detail, collapse it again or switch between activities.
The important idea is spatial continuity. The user learns where live activity lives, so status can remain available without repeated popups or forced navigation.

Spotify's 2026 tablet refresh is a useful example of interaction changing with context. The interface does not simply enlarge the mobile layout. It uses the available space to let people browse while something is already playing.
The refreshed experience includes adaptive orientation, a collapsible sidebar and parallel browsing. Core navigation stays familiar while the structure changes to suit a larger screen and a different pattern of use.
Responsive design is more than fitting the same components into different widths. The interaction can change because the user's posture, attention and available space have changed.
The visual styles above are completely different. The underlying behaviours are much closer. Strong interactions tend to reduce uncertainty and keep people oriented.
A click, submission or change should produce a response which confirms the system understood it
People should not have to remember what they selected, submitted, saved or changed
Changing a filter, payment method or detail should not unnecessarily throw the user into a new journey
Show the information needed for the current decision and bring in more detail as the task demands it
Mistakes, changed minds and interrupted tasks are normal. Good interfaces give people a clear route back
A live status can remain quietly available. A critical security action should be impossible to miss
Hands, screen size, movement, noise, time pressure and device type all change what a useful interaction looks like
Brand experience is built by how the product responds as well as how the interface looks
Walk through the journeys which matter commercially and answer the questions below. Use a real mobile device as well as a desktop screen. Test the awkward states as carefully as the happy path.
WLW starts with what people are trying to achieve and what the business needs to happen next. Research, analytics, customer behaviour and commercial priorities decide where an interaction needs changing. Design then gives the journey a clearer structure and a more useful response.
WLW can review the brand, website, search visibility, AI visibility, customer journey and conversion points which shape the picture people form and what they do next.
See where people are being lost, confused or left without a clear next step, then decide what should change.
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