Interaction Designer
Resume Metrics

The Numbers Recruiters Look For

The Interaction Designer resume metrics that earn a read: which numbers to use, what good looks like, and where to find each one. Built from 12 years of recruiting, including many years at Google.

Emmanuel Gendre, former Google Recruiter and Tech Resume Writer

Authored by

Emmanuel Gendre

Tech Resume Writer

Get a Free Interaction Designer Resume Review

I review personally all resumes within 12 hrs

PDF, DOC, or DOCX • under 5MB

12 Years recruiting
10,000s Resumes screened
1,500+ Resumes rewritten
4.9 Fiverr • 419 reviews
Ex-Google Recruiter
Emmanuel Gendre, former Google Recruiter and Tech Resume Writer

A recruiter's opinion on interaction designer resume metrics

Almost every resume guide repeats one rule: put figures against your work. For an interaction designer that is good news, because interaction design throws off numbers most designers never claim: a jump in task success, a drop in missteps, a flow people finish.

So which warrant a spot here? And where would you pull each from? Will any of them sway the choice?

Through years of sizing up resumes at companies like Google, one truth stuck: the interaction designers who got hired connected their work to the way a user actually felt. Not “designed the onboarding” but “designed the onboarding and lifted completion 18%.” A number turns a flow into proof, and in interaction design the evidence already sits in your usability sessions and your analytics.

Sorting which numbers carry weight and wording each so it sticks is a genuine slice of what my resume writing service handles for the people I take on. Across this page I go over every metric that belongs on an interaction designer resume: the ones that earn it, where they hide, and how to fold each into a line that reads as honest impact.

Care to have me eyeball it first? Forward it for a fast look, free.

Start here

Why metrics matter on a Interaction Designer resume

I run through the full process in my write-up about how recruiters screen resumes, but it runs in phases. The recruiter works the early reads: a fast glance across your profile summary, followed by the recent roles. A design lead then reads the detail closely and judges if you genuinely grasp the craft.

That puts your numbers before two readers: the recruiter, then a person who has shipped real interactions and instantly reads what a strong task-success rate means.

To a recruiter the precise figure hardly lands; they are scanning the keywords. The design lead above you reads “task success up to 94%” and getting what it took. A strong number does just that: it proves you design at the level the craft asks for, not merely that you moved some pixels.

These three are not weighted evenly. Should your figures look thin, no stress: in interaction design, even a lone honest figure already outdoes most resumes.

Roughly, the weighting goes:

The logic

Which types of metrics to use
for a Interaction Designer resume

Poke around the Job Search Toolkit and you know I start every resume from a role profile. Quick reminder: a role profile is the core set of skills a given position screens for.

Treat it like the scorecard a recruiter rates you against. The interaction designer resume guide covers each section in turn.

Every part of the interaction profile earns its own line, ideally in your most recent role, backed by a figure that holds it up.

These are the metric types. An interaction designer has six, each covering one slice of the craft. Here goes:

The full list

The full list of Interaction Designer resume metrics

An interaction designer has six types of metric to reach for, from motion and micro-interactions all the way to task success. In every family, the five a hiring manager weighs heaviest, ranked. Each one shows what it tracks, where average, good, and great land, where to read the figure, plus a finished bullet to drop in. Most of this lives in software you open daily: Figma, Framer, your usability tests, and your analytics. The Interaction Designer resume skills page covers the rest.

1

Motion & Micro-interactions

An Interaction Designer makes the product feel alive. These numbers show the motion you designed.

Micro-interactions designed

Small interactions you crafted.

Benchmark

Averagea few
Goodmany
Greata library

Measure with

Framer Figma

Example bullet

Designed 60+ micro-interactions across the product.

Motion system built

Reusable motion language you authored.

Benchmark

Averagesome
Gooda set
Greata full system

Measure with

After Effects Lottie

Example bullet

Built the motion system the whole product animates from.

Transitions specced

Screen and state transitions you defined.

Benchmark

Averagea few
Goodmany
Greatevery screen

Measure with

Framer Figma

Example bullet

Specced transitions for every flow in the app.

Animation handoff

How build-ready your motion shipped.

Benchmark

Averagerough
Goodclean
Greatproduction-ready

Measure with

Lottie After Effects

Example bullet

Shipped Lottie files engineers dropped straight into the build.

Easing / timing standards

Motion consistency you set.

Benchmark

Averagead hoc
Goodconsistent
Greata standard

Measure with

Framer Figma

Example bullet

Set the easing and timing standard the team now uses.

2

Interaction Flows & States

An Interaction Designer maps how it all behaves. These show the flows you built.

Flows mapped

End-to-end journeys you designed.

Benchmark

Averagea flow
Goodmany
Greatthe product

Measure with

Figma Framer

Example bullet

Mapped the full onboarding flow end to end.

Interaction states wired

States you specced for engineering.

Benchmark

Averagea few
Goodmany
Greatevery state

Measure with

Figma Framer

Example bullet

Wired every loading, empty, and error state in the flow.

Edge cases covered

Off-path behavior you designed.

Benchmark

Averagethe happy path
Goodmost
Greatall

Measure with

Figma Maze

Example bullet

Covered every edge case before a line of code.

Branching handled

Conditional paths you mapped.

Benchmark

Averagesimple
Goodlayered
Greatcomplex

Measure with

Figma Framer

Example bullet

Designed the branching logic for a 12-step checkout.

End-to-end journeys

Whole journeys you owned.

Benchmark

Averagea journey
Goodseveral
Greatthe product

Measure with

Figma InVision

Example bullet

Owned interaction design for three core journeys.

3

Prototyping & Fidelity

An Interaction Designer proves the behavior early. These show the prototyping you did.

Prototypes built

Interactive prototypes you made.

Benchmark

Averagesome
Goodmany
Greathigh-fidelity

Measure with

Figma Framer

Example bullet

Built the clickable prototype that won the pitch.

Prototype fidelity

Realism your prototypes reached.

Benchmark

Averagelow
Goodmid
Greathigh

Measure with

Framer Figma

Example bullet

Took the prototype to high fidelity so users tested the real thing.

Interactive demos

Working demos you used to align teams.

Benchmark

Averagea few
Goodmany
Greatthe roadmap

Measure with

Framer InVision

Example bullet

Built interactive demos that aligned the whole team.

Behavior specs

Interaction specs engineers built from.

Benchmark

Averagerough
Goodclear
Greatself-serve

Measure with

Figma Framer

Example bullet

Wrote behavior specs engineers built from with no questions.

Iteration speed

How fast you turned prototypes.

Benchmark

Averagefaster
Goodmuch faster
Greatrapid

Measure with

Figma Framer

Example bullet

Cut a prototype cycle from a week to a day.

4

Usability & Task Flow

An Interaction Designer makes the flow effortless. These show how usable you made it.

Task success

Users finishing the core flow.

Benchmark

Averagemost
Goodhigh
Greatnear all

Measure with

Maze Hotjar

Example bullet

Lifted task success from 71% to 93% on the core flow.

Time on task

Speed users get through the flow.

Benchmark

Averagefaster
Goodmuch faster
Greathalved

Measure with

Maze Hotjar

Example bullet

Cut time-on-task 35% by reworking the interaction.

Missteps / errors cut

Wrong moves you designed out.

Benchmark

Averagelower
Goodlow
Greatminimal

Measure with

Hotjar Maze

Example bullet

Cut user missteps 40% with clearer feedback.

Learnability

How fast first-timers got it.

Benchmark

Averagesome
Goodsolid
Greatstrong

Measure with

Maze Hotjar

Example bullet

Made the flow learnable enough that first-timers finished unaided.

Findability

How easily users found the action.

Benchmark

Averagesome
Goodsolid
Greatstrong

Measure with

Maze Hotjar

Example bullet

Raised findability so 9 in 10 reached the right action.

5

Behavioral Impact

An Interaction Designer moves real behavior. These show the impact you moved.

Completion lift

Flow completion you raised.

Benchmark

Averagea few %
Gooddouble digits
Greata step change

Measure with

Amplitude Hotjar

Example bullet

Raised flow completion 18% with a redesigned interaction.

Engagement

Time and return you grew.

Benchmark

Averagesome
Goodsolid
Greatstrong

Measure with

Amplitude Hotjar

Example bullet

Grew feature engagement 25% after a motion rework.

Drop-off reduction

Mid-flow exits you cut.

Benchmark

Averagesome
Goodsolid
Greatbig

Measure with

Amplitude Hotjar

Example bullet

Cut mid-flow drop-off 22% by smoothing the steps.

Conversion influenced

Business conversion your work moved.

Benchmark

Averagea project
Gooda flow
Greatthe product

Measure with

Amplitude Hotjar

Example bullet

Drove an interaction change that lifted signup conversion 15%.

Retention

Return rate your work helped.

Benchmark

Averagesome
Goodsolid
Greatstrong

Measure with

Amplitude Hotjar

Example bullet

Helped lift week-4 retention after an onboarding rework.

6

Patterns & Cross-platform

An Interaction Designer builds for every input and screen. These show the breadth you covered.

Patterns standardized

Reusable interaction patterns you set.

Benchmark

Averagea few
Goodmany
Greata library

Measure with

Figma Sketch

Example bullet

Standardized 40 interaction patterns into a shared library.

Gesture / touch

Touch and gesture design you owned.

Benchmark

Averagebasic
Goodfull
Greatrich

Measure with

Figma Framer

Example bullet

Designed the gesture set for a touch-first app.

Responsive behavior

Breakpoints your interactions held.

Benchmark

Averagea few
Goodmany
Greatall

Measure with

Figma Adobe XD

Example bullet

Designed responsive interactions across 6 breakpoints.

Reduced-motion / a11y

Accessible motion you built in.

Benchmark

Averagesome
Goodmost
Greatfull

Measure with

Figma Adobe XD

Example bullet

Built reduced-motion and focus states across every screen.

Cross-platform

Platforms you designed interactions for.

Benchmark

Averageone
Goodtwo
Greatweb + native

Measure with

Figma Sketch

Example bullet

Shipped one interaction system across web, iOS, and Android.

Are the strongest numbers on your interaction resume?

Interaction design throws off metrics most designers would kill for: task success, drop-off cut, completion lifted. The slip-up is skipping them and naming tools in their place. It is a gap that hides in your first draft.

Let me dig those out.

I'll scan your Interaction Designer resume like a hiring manager would and mark which figures deserve a spot, which want tightening, and which to leave off. Free, within 12 hours.

Get a Free Interaction Designer Resume Review

I review personally all resumes within 12 hrs

PDF, DOC, or DOCX • under 5MB

Qualitative metrics

What if my work didn't leave a number?

Some of the best interaction work defies a tidy number: a rework that let the next launch glide, a confusing transition you quietly fixed. Without a hard figure, the territory you held and the way you nudged it still hold the story. Each one here spells out a simple way to put it over, with a model line.

1

Motion & Micro-interactions

Motion owned

When to use it: the product felt static and lifeless

Example bullet

Owned the work that gave a flat product motion that felt right.

System built

When to use it: every animation was a one-off

Example bullet

Built the motion language the team now animates every flow with.

Before / after motion

When to use it: transitions were janky and abrupt

Example bullet

Reworked the motion until every transition felt smooth and intentional.

2

Interaction Flows & States

Flow owned

When to use it: the journey was a confusing maze

Example bullet

Owned the work that turned a tangled journey into a clear path.

States built

When to use it: half the states were never designed

Example bullet

Built the state coverage the team now ships every flow with.

Before / after flow

When to use it: users fell off mid-journey

Example bullet

Reworked the flow until people moved through it without stalling.

3

Prototyping & Fidelity

Prototype owned

When to use it: the behavior lived only in static mockups

Example bullet

Owned the work that turned flat screens into a living prototype.

Specs built

When to use it: engineers guessed at the interaction

Example bullet

Built the behavior specs the engineering team now builds straight from.

Before / after prototype

When to use it: the idea was impossible to picture

Example bullet

Prototyped it until the interaction sold itself in a demo.

4

Usability & Task Flow

Usability owned

When to use it: the flow was clumsy and nobody tracked it

Example bullet

Owned the work that made a clumsy flow genuinely easy.

Bar built

When to use it: there was no usability benchmark

Example bullet

Built the usability bar the team now designs every flow to.

Before / after usability

When to use it: users kept getting stuck

Example bullet

Reworked the interaction until people finished the task first try.

5

Behavioral Impact

Impact owned

When to use it: no one tied the interaction to a number

Example bullet

Owned the work that linked an interaction redesign to a real lift.

Habit built

When to use it: the team shipped interactions on taste alone

Example bullet

Built the habit of testing every interaction against the numbers.

Before / after impact

When to use it: the old flow quietly leaked users

Example bullet

Reworked the interaction until more people made it through.

6

Patterns & Cross-platform

Patterns owned

When to use it: every team invented its own interactions

Example bullet

Owned the work that gave the org one interaction language.

Accessibility built

When to use it: motion broke for some users

Example bullet

Built the reduced-motion and focus support the team now ships.

Before / after platform

When to use it: interactions broke across devices

Example bullet

Reworked the patterns until they held up on every screen size.

Will a hiring manager see an interaction designer here, or just a generalist?

A long tool list won't demonstrate you ship great interactions; the numbers do. I'll read it and tell you which bits read as genuine interaction work and which still come off as a plain visual-design resume.

You will come away with a straight, jargon-free take on your interaction resume plus a punch list of fixes, all within a day, free.

Get a Free Interaction Designer Resume Review

I review personally all resumes within 12 hrs

PDF, DOC, or DOCX • under 5MB

Frequently asked

Interaction Designer resume metrics FAQ

Go descriptive. A real figure wins, though the reach you drove and the way you steered it matter too. You could note that you owned the motion system, pulled a flow from clumsy to smooth, or shipped an interaction redesign that grew completion. A recruiter counts that as genuine impact, with not a number faked. Each card higher on this page runs one example end to end.

Sure, so long as it would hold under a follow-up question and could vouch for it in the moment. If a flow felt noticeably smoother after a redo but the exact time was never captured, "cut time on task by around half" is fair. Use ratios and ballpark percentages where the underlying numbers have to stay private. The one check: you can retrace for an interviewer the path to it.

Resist it. Interaction figures are simple to confirm: an interviewer may probe which tool produced the task-success rate or the method behind the drop-off. A fabricated number caves under questioning and sinks your standing with it. A descriptive point keeps it honest and does the job.

Just some. Save figures for the bullets carrying the biggest load in your latest job, the ones a recruiter meets first. Mark each with a figure and the good ones blur, and you wind up forcing weak ones. A few credible metrics beat a page crowded with them.

Whichever lands with more force. A large proportional jump shines as a percentage ("40% fewer missteps"); a hefty raw count stands fine alone ("60 micro-interactions shipped"). Cut a stray percentage with no anchor. List both when they exist: "pushed task success to 94%, up from 71%."

Honestly, yes, and more often than a junior expects. A task-success figure before and after, the missteps you engineered out, a flow you smoothed, or a prototype you ran all sit inside a single real project, or a summer internship. No famous app needed, just signs you shifted something that mattered.

Most is within reach. Task success and missteps fall out of usability tests; completion and engagement read out of your analytics; prototypes and specs hold in Figma and Framer; motion files rest in After Effects. If the project has long been retired, a careful, labelled estimate does the job.

One does it, set high on the page. A lone figure, the completion you grew or your strongest task-success or engagement result, earns the recruiter a few extra seconds. Save the specifics for the work-experience bullets underneath. The interaction designer resume guide breaks that summary down.

Who wrote this

Built by an ex-Google recruiter

Emmanuel Gendre, former Google Recruiter and Tech Resume Writer

Emmanuel Gendre

Former Google recruiter · 12 years · 1,500+ tech resumes rewritten

I screen Interaction Designer resumes the same way I did at Google: against the role profile, against the JD, and against the bar real hiring managers set. The metrics on this page are the ones I tell my own clients to chase.

Read my full story →