Cast your mind back to the second pass from earlier. The decision happens right here, the last
gate standing before an interview. The recruiter slows down and reads this part with real care, and even then
your current role still carries 95% of the screen regardless.
And there is good reason: nothing else shows the tier you operate at, what you genuinely ship, and the shape of your
week as plainly as this role does. Earning the "yes" means the entry has to span the
full role profile for an Interaction Designer, a separate bullet standing behind each area you
named under Domain Expertise up in the Profile Summary.
1
Interaction & Behavior Design
Plenty of resumes stop at "designed the interface" and leave it there. What the hiring
manager is after is behavior judgment: the interaction model you defined, the state machine you mapped, and a
response pattern that genuinely shaped how the product reacts. Name the behavior you designed
and the moment it made the product feel right.
Techniques
Interaction models
State machines
Response patterns
Behavior specs
Tools
Figma, Framer
ProtoPie
Origami
Metrics
Task completion
Error rate
Time-on-task
2
Motion & Animation Design
Motion is the spot where mid-level designers go vague. Prove you choreograph movement with intent rather than scattering effects:
an easing curve you tuned, a transition you timed to guide the eye, a choreographed sequence you built across a screen, and an
animation you trimmed so it reads instantly. Point to the exact motion you crafted alongside
the feel it delivered.
Techniques
Easing & timing
Transitions
Choreography
Motion principles
Tools
After Effects
Lottie
Principle
Metrics
Perceived performance
Animation fps
Engagement
3
Advanced Interactive Prototyping
Vague lines like "built a clickable mockup" fall flat here; the manager wants a real prototyping
story. Point to the behavior you wired up and proved (a conditional, variable-driven flow you built in Framer, a
sensor-aware prototype you assembled in ProtoPie, not just "linked some frames"). A prototype that behaves
like the shipped product lands hard, since the realism makes the case on its own.
Techniques
Variable-driven flows
Conditional logic
Sensor & input prototypes
High-fidelity behavior
Tools
Framer, ProtoPie
Origami
InVision
Metrics
Prototype fidelity
Prototype task success
4
Micro-interactions & States
This area rides on two things: how thoughtful your micro-interactions are and how completely you cover
every state a component can land in. Walk the manager through the feedback you designed, the empty, loading, success, and error states you handled, and a small touch that paid off
(a button that confirms a tap, a pull-to-refresh you tuned). Dropping
"added some micro-interactions" on the page alone, with nothing under it, goes nowhere.
Techniques
Feedback & affordances
Empty & loading states
Error & success states
State transitions
Tools
Figma, Framer
ProtoPie
Lottie
Metrics
Error rate
Engagement
Perceived performance
5
Gestural, Voice & Multimodal
Few areas separate a generalist from a true interaction specialist so clearly. Point to the gesture set you designed, the swipe, drag, and long-press
behaviors you tuned, and the voice or multimodal flow that let people act beyond tapping. A number tied to a completion rate, or
a drop in input errors, beats "supported gestures" every time.
Techniques
Gesture design
Swipe & drag
Voice & conversational
Multimodal flows
Tools
ProtoPie, Origami
Framer
Voiceflow
Metrics
Task completion
Input error rate
Engagement lift
6
Flows, Navigation & Wayfinding
This is the area where the strongest interaction candidates pull ahead of the pack. Show the navigation behavior you reshaped, the
transition model you set between views, and a flow you tightened so people always know where they are (a back-stack you fixed, a step
you removed, a wayfinding cue you added). Dropping "owned the navigation" alone, with nothing under it, earns
you no credit on a skills line.
Techniques
Navigation behavior
Transition models
Wayfinding cues
Flow simplification
Tools
Figma, Framer
FigJam
ProtoPie
Metrics
Task completion
Steps removed
Time-on-task
7
Usability & Interaction Testing
Almost nothing splits mid from senior so cleanly. The prototype test you moderated, the A/B test you helped run on a motion variant, and the
interaction audit you carried out against accessibility rules, each one feeding evidence into the next round so the behavior
improves on data rather than taste. Testing no one can confirm hardly counts; name the sessions you ran, the friction you spotted,
or the interaction you reshaped on the back of it.
Techniques
Prototype testing
A/B on motion
Interaction audits
Iterating on feedback
Tools
Maze, UserTesting
Optimizely
Stark, axe
Metrics
Usability score (SUS)
Task success rate
Sessions run
Error rate
8
Motion Handoff & Engineering Partnership
Interaction designers earn the promotion when they lift the whole team's output, not just polish their own prototypes. A motion spec you
wrote precise enough that engineering shipped the timing exactly, a Lottie file and easing table you handed off clean, motion feedback you carried back from build, and a real case where a
whole class of animation questions stopped landing on you because the handoff was that crisp.
Techniques
Eng partnership
Motion specs
Lottie handoff
Motion QA
Tools
Figma Dev Mode
Lottie, After Effects
Jira
Metrics
Handoff accuracy
Motion QA pass rate
Build rework reduced