Interaction Designer Resume
Skills & ATS Keywords

The skills and keywords an Interaction Designer resume actually needs in 2026, ranked by demand, mapped to seniority, and shown in real bullet points. Built by a former Google recruiter from 12 years of screening interaction design resumes.

Emmanuel Gendre, former Google Recruiter and Tech Resume Writer

Authored by

Emmanuel Gendre

Tech Resume Writer

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What this page covers

The Interaction Designer resume skills and keywords that matter in 2026

Interaction design hiring screens on the motion-and-prototype stack

You sit down to write an Interaction Designer resume and run into the specialist problem fast. This title is not the UX/UI Designer who ships static comps, and it is not the Motion Designer who lives in After Effects for brand films. It is the person who owns how the interface behaves over time: a high-fidelity prototype in Framer, ProtoPie, Origami Studio, or Figma Smart Animate with interactive components and Variables, a motion language built on spring physics and timing curves, a gesture system that handles touch, drag, scrub, voice, and multimodal input, an animation handoff in Lottie or Rive that ships to iOS, Android, and Web from one source, a state model that covers loading, empty, error, success, and every transition in between, an accessibility layer that respects prefers-reduced-motion and keeps focus order intact, and a platform-native baseline that respects iOS HIG motion, Material Motion, and visionOS spatial conventions. ATS engines score on skills and keywords, and hiring managers on the other side keep filtering for the same compact set: a prototyping tool by name, a motion vocabulary, a handoff format, a state-model reference, the accessibility standard, and an outcome metric. What stays unclear is which tools and methods carry the most weight right now, where 2026 shifted things (Smart Animate plus Variables now baseline at Mid, Rive expected on multi-platform Senior files, prefers-reduced-motion expected everywhere), and how to phrase the prototype-and-handoff loop you actually ran so both the recruiter and the parser register it.

This page is the cheat sheet

What follows is the ranked rundown of Interaction Designer hard skills, soft skills, and ATS keywords a Senior file wants in 2026, sliced by category and by seniority band, written the way I would put it on the page after a long stretch reading consumer app, gaming, social, AR/VR, audio, fintech onboarding, and consumer hardware interaction resumes. If you want an editable starter that routes these keywords into the right slots already, grab the Interaction Designer resume template.

Interaction Designer resume keywords & skills at a glance

The fast answer, two ways

Most of this page is the deep read on how interaction design skills get weighted. When the form is already open and the deadline is tonight, jump to one of the two tools below: the industry-standard Interaction Designer keyword shortlist (the safe pick when no specific JD is in hand), or the scanner that lifts the keywords straight out of whichever IxD posting you happen to be staring at.

Industry-standard Interaction Designer resume skills

The 18 keywords that turn up most across Interaction Designer postings in 2026. Reach for this list before you have a single JD in hand. Reading the tiers: blue chips are mandatory, teal chips strengthen the file, grey chips are the edge that lifts a Senior IxD toward a Staff seat.

  1. 1Figma + Smart Animate96%
  2. 2Prototyping (high-fi)92%
  3. 3Motion Design88%
  4. 4Micro-Interactions82%
  5. 5Interactive Components75%
  6. 6Gesture / Input71%
  7. 7Framer59%
  8. 8ProtoPie54%
  9. 9Lottie52%
  10. 10WCAG 2.2 + Reduced Motion49%
  11. 11Easing / Spring Physics46%
  12. 12Rive41%
  13. 13Origami Studio36%
  14. 14State Modeling32%
  15. 15After Effects (bodymovin)28%
  16. 16iOS HIG Motion24%
  17. 17Material Motion22%
  18. 18Spline (3D)14%

Extract Interaction Designer resume keywords from a JD

Drop an Interaction Designer, Senior IxD, or Staff Interaction Designer posting into the box. The scanner picks out the prototyping tools, motion primitives, handoff formats, gesture vocabulary, and platform terms worth carrying into your Skills row and bullets, sorted by tier. Runs locally inside this tab; the JD text never leaves your machine.

Interaction Designer: Hard Skills

8 categories to include in your resume's Technical Skills section

Stars flag the must-haves. The closing line on each card drops straight into the matching row of your Skills section, no reshaping needed.

High-Fidelity Prototyping

The floor every Interaction Designer file rests on. Figma with Smart Animate and interactive components carries the must-have row; Framer, ProtoPie, and Origami Studio cover the specialist tier; conditional logic and sensor input close the plane at the Senior band.

Baseline: Figma Smart Animate Interactive Components Variables Specialist: Framer ProtoPie Origami Studio Principle Spline (3D)

Figma Smart Animate, interactive components, Variables, Framer, ProtoPie, Origami Studio, Principle, Spline

Motion Design & Choreography

The track that separates a UI designer who animates from a real IxD specialist. Easing curves and spring physics carry the must-have row; staggered sequencing and shared element transitions cover the choreography plane; a published motion language closes the row at the Senior band.

Timing: Easing curves (cubic-bezier) Spring physics Duration bands Patterns: Staggered sequencing Shared element transition Focus pull Choreography spec

Easing curves (cubic-bezier), spring physics, duration bands, staggered sequencing, shared element transitions, focus pull, choreography spec

Micro-Interactions

Where the IxD file proves it sweats the sub-second level. Hover, focus, active, and disabled states carry the must-have row; loading, empty, and error transitions cover the feedback plane; success choreography and haptic pairing close the row at the Senior band.

States: Hover / focus / active / disabled Loading / empty / error Success choreography Feedback: Haptic pairing Sound design hooks Toast / snackbar timing

Hover / focus / active / disabled states, loading / empty / error transitions, success choreography, haptic pairing, sound design hooks, toast / snackbar timing

Gesture & Input Design

The row mobile, AR/VR, and consumer hardware teams screen on hard. Touch and drag carry the must-have row; swipe, scrub, and pinch cover the gesture plane; voice and multimodal handoff lift a Senior file toward Staff.

Touch: Tap / long press Drag Swipe Scrub Pinch / zoom Multimodal: Voice input Gaze (visionOS) Sensor handoff

Tap / long press, drag, swipe, scrub, pinch / zoom, voice input, gaze (visionOS), sensor handoff

Animation Asset Handoff

The plane that closes the loop with engineering. Lottie via bodymovin carries the must-have row; Rive runtime covers the interactive handoff plane; CSS spring tokens and design-to-code sync close the row at the Senior band.

Vector / runtime: Lottie After Effects (bodymovin) Rive Tokens / handoff: CSS spring tokens Motion spec doc Asset naming / versioning

Lottie, After Effects (bodymovin), Rive, CSS spring tokens, motion spec doc, asset naming / versioning

State Modeling for UI

The signal that splits an IxD specialist from a prototyper. A statechart mental model carries the must-have row; predictable transitions and edge-case coverage cover the modeling plane; an XState or equivalent reference closes the row at the Staff band.

Model: Statechart thinking State transition map Guard conditions Coverage: Edge-case states Recovery flows XState reference

Statechart thinking, state transition map, guard conditions, edge-case states, recovery flows, XState reference

Accessibility for Motion

The row that moved from bonus to baseline in 2026. prefers-reduced-motion fallbacks carry the must-have row; focus order across animated transitions and duration ceilings cover the standard plane; WCAG 2.2 success criterion 2.3.3 closes the row at the Senior band.

Standards: prefers-reduced-motion WCAG 2.2 AA SC 2.3.3 (Animation from Interactions) Patterns: Focus order in transitions Duration ceilings Time-out tolerances Instant-swap fallback

prefers-reduced-motion, WCAG 2.2 AA, SC 2.3.3, focus order in transitions, duration ceilings, time-out tolerances, instant-swap fallback

Platform-Native Patterns

The plane Apple, Google, and AR/VR-shop screens cut hard on. iOS HIG motion and Material Motion carry the must-have row; Apple TV and visionOS spatial cover the surface plane; Web Animation APIs and View Transitions close the row for web-leaning files.

Mobile: iOS HIG motion Material Motion Surfaces: Apple TV (focus engine) visionOS spatial Web: Web Animations API View Transitions API CSS @scroll-timeline

iOS HIG motion, Material Motion, Apple TV (focus engine), visionOS spatial, Web Animations API, View Transitions API, CSS @scroll-timeline

Interaction Designer: Soft Skills

Soft skills that earn an IxD a callback

Dropping "great communicator" into a Skills row never won an IxD screen. The signal that lands here sits inside bullets that name the prototype, the partner engineer, and the shipped outcome. Five rows below, one bullet template per row, ready to adapt to the actual surface and the actual release.

Taste and timing sense

Senior IxD hiring leans on whether you can feel the difference between a 240ms ease-out and a 320ms spring on the same gesture. Quote a motion decision that traded technical flexibility for a calmer feel.

How to show it

Reset the navigation transition library from 11 ad-hoc easings to a 4-curve set (ease-out, ease-in-out, spring-soft, spring-snappy); shipped across 32 surfaces and 6 squads, perceived speed up 18 percent in a tap-time test.

Prototype-first communication

The clickable file does the persuasion work when you are not in the room. Senior IxD files show a prototype that won a decision, not a deck.

How to show it

Built a Framer prototype of 3 onboarding alternatives tested with 12 users in 2 weeks; the chosen path shipped 2 sprints later with the prototype frame-for-frame as the reference.

Patience with edge cases

Expected at Senior and Staff. The work is in the loading state nobody asked for, the error animation that has to feel forgiving, the recovery flow that has to be reachable from every dead end.

How to show it

Mapped the full state graph for the payment flow (32 states, 47 transitions) in ProtoPie; closed 11 dead-end recovery gaps before code freeze, cut post-launch motion bug reports by 61 percent.

Collaboration with engineering

A motion file does not ship itself. Senior screens reward IxDs who name the handoff format, the pairing rhythm, and the engineering pickup rate.

How to show it

Paired with 2 iOS and 2 Android engineers across 6 sprints; shipped 14 Rive components from one source with weekly motion-spec reviews, cut motion implementation time per surface by 40 percent.

Attention to detail at the sub-second level

The signal that splits an IxD from a UI designer who animates. Quote a number measured in milliseconds and a decision that changed because of it.

How to show it

Tuned the tab-bar selection animation from 380ms to 220ms after a perceived-speed study with 24 users; combined with a haptic tick, lifted the "feels-fast" rating from 3.1 to 4.4 on a 5-point scale.

ATS keywords

How ATS read your resume keywords

What ATS engines do with an Interaction Designer resume, how to lift the right prototyping tools, motion primitives, handoff formats, and platform terms out of any IxD JD, and the 25 keywords every Interaction Designer resume should carry in 2026.

01

What ATS actually does

The current ATS stack (Workday, Greenhouse, iCIMS, Lever, SmartRecruiters) reads your resume into structured fields and ranks every candidate against a keyword set the recruiter or design hiring manager set on the req. Nobody is auto-rejected by a machine; you sort lower on a ranked list. For an IxD pipeline that screens hard on prototyping tools, motion vocabulary, handoff formats, and platform conventions, a lower sort is the same as never being seen.

02

Why position matters

Plenty of ATS engines score where a keyword appears, not just how often. The same tool name weighs more in the resume title, the Profile Summary, and the Technical Skills row than it does buried in a hobbies footer. For IxD JDs, the priority tokens (Figma Smart Animate, Framer, ProtoPie, Origami, Rive, Lottie, motion design, micro-interactions, prefers-reduced-motion, iOS HIG, Material Motion) belong in the top third of page one, not down in a closing block.

03

Repetition vs. stuffing

Naming Framer in the Skills row plus the same word inside two or three shipped bullets is exactly the pattern parsers expect. Pasting it twelve times in a hidden white-text footer is stuffing and current parsers flag it. The healthy band is 2 to 5 honest occurrences per priority keyword.

Mining your target JD

A 3-step keyword extraction loop

STEP 01

Pull six Interaction Designer postings

Grab six IxD or Senior IxD postings at the company tier you are chasing next (consumer mobile, gaming, social, AR/VR, audio, fintech onboarding, consumer hardware). Drop them into one document so the recurring tool, motion vocabulary, and platform tokens jump out side by side.

STEP 02

Cluster the motion nouns

Mark every prototyping tool, easing primitive, handoff format, gesture term, and platform reference that recurs in four or more of the six JDs. That cluster is your priority set. Anything that shows up in only one posting drops to the secondary "include if true" list.

STEP 03

Reconcile against your resume

Every priority noun should sit in your Skills block AND in at least one shipped bullet, prototype reference, or motion library version. Gaps are either truthful additions (drop them in where they really belong) or a sign the posting is wrong for your current IxD band.

The 25 keywords that matter

Interaction Designer ATS Keywords ranked by importance, 2026

Frequency reflects appearance across ~140 US Interaction Designer postings I read in Q1 and Q2 2026. Tier reflects how hard a recruiter or hiring manager filters on each token.

Keyword
Tier
Typical JD context
JD frequency
Figma Smart Animate
Must
Baseline prototyping on every IxD JD
Prototyping (high-fi)
Must
Core craft on every IxD posting
Motion Design
Must
Specialty layer on every IxD JD
Micro-Interactions
Must
Core surface on every modern IxD file
Interactive Components
Must
Figma primitive on most current JDs
Gesture / Input Design
Must
Mobile and AR/VR baseline
Framer
Strong
Specialist prototyping on Mid and above
ProtoPie
Strong
Specialist prototyping on multimodal JDs
Lottie
Strong
Handoff format on most cross-platform IxD JDs
prefers-reduced-motion
Strong
Baseline a11y on enterprise and B2B
Easing / Spring Physics
Strong
Motion vocabulary on craft-heavy teams
Rive
Strong
Interactive runtime on cross-platform JDs
Origami Studio
Strong
Meta and consumer-heavy IxD JDs
State Modeling
Strong
System-thinking signal on Senior files
After Effects (bodymovin)
Bonus
Source-of-truth for Lottie pipelines
iOS HIG Motion
Bonus
Platform fluency on Apple-side IxD JDs
Material Motion
Bonus
Platform fluency on Android-side IxD JDs
visionOS / Spatial
Bonus
AR/VR and Apple Vision-leaning teams
WCAG 2.2 AA
Bonus
Accessibility standard on enterprise IxD
Web Animations API
Bonus
Web-side IxD handoff vocabulary
View Transitions API
Bonus
2026 web motion primitive on modern JDs
Haptics
Bonus
Mobile and consumer hardware IxD JDs
Voice / Multimodal
Bonus
Conversational and AR/VR IxD JDs
Motion Library / Spec
Bonus
Stewardship signal on Staff IxD files
Perceived Speed
Bonus
Outcome metric on Senior and Staff files

I read your Interaction Designer resume, free

Send the PDF over. I will flag which prototyping tools, motion primitives, handoff formats, and platform terms the parser is missing, which bullets read like generic UI work, and where the prototype-and-handoff story falls short of the Senior Interaction Designer band.

No charge, returned within 12 hours, by a former Google recruiter who has read a long run of consumer mobile, gaming, social, AR/VR, audio, fintech onboarding, and consumer hardware interaction resumes.

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Qualifications by seniority

What Junior, Mid, Senior, and Staff Interaction Designers are expected to list

The vocabulary stays roughly steady up the IxD ladder; what shifts is the prototype fidelity you own end-to-end, how much of the motion language you set yourself, how much engineering handoff you ran, and how much shipped surface your prototypes produced. Pure Interaction Designer roles stay rarer than hybrid UX/UI seats; most live at Senior and above in motion-heavy products (gaming, social, AR/VR, audio, consumer hardware, fintech onboarding). Claiming Staff scope on a Mid file reads as fiction.

  1. L1 · ENTRY

    Junior Interaction Designer

    0 to 2 years, rare as a standalone seat and usually nested inside a larger UX/UI team. Build Figma Smart Animate prototypes against a fixed motion language, assist on micro-interaction specs, hand off small Lottie assets from After Effects, sit in on motion reviews, and pair with a Senior IxD who owns the choreography and the gesture system.

    Figma Smart Animate (basics) Interactive Components (assist) Lottie (small assets) After Effects (basics) Micro-interaction specs (assist) Motion review (attend) Easing curves (basics) prefers-reduced-motion (aware)
  2. L2 · MID

    Mid Interaction Designer

    2 to 5 years. Own the prototyping for a feature area, build in Figma Smart Animate plus at least one specialist tool (Framer, ProtoPie, Origami), publish micro-interactions against a documented motion language, hand off Lottie or Rive files to engineering, run the prefers-reduced-motion check, and sit inside the motion review; do not yet steward it.

    Figma + Smart Animate + Variables Framer / ProtoPie / Origami Micro-interaction publishing Lottie handoff Rive (basics) prefers-reduced-motion Easing / spring physics Motion review (member) iOS HIG or Material Motion
  3. L3 · SENIOR

    Senior Interaction Designer

    5 to 9 years. Own the motion language across a product surface, set the choreography vocabulary (easing set, duration bands, transition patterns), run a multi-tool prototyping practice (Figma + Framer or ProtoPie + Rive), partner with engineering on Lottie and Rive handoff to iOS, Android, and Web, run the motion review for 2 to 4 squads, ship gesture systems with documented states, and carry a perceived-speed or gesture-discoverability metric.

    Motion language owner Choreography vocabulary (set) Multi-tool prototyping Lottie + Rive handoff Multi-platform (iOS / Android / Web) Gesture system owner Motion review (run) WCAG 2.2 AA + reduced-motion Perceived-speed metric (own)
  4. L4 · STAFF / PRINCIPAL

    Staff / Principal Interaction Designer

    9+ years. Set the motion direction across surfaces and platforms, steward the motion library and the gesture system the rest of the team builds on, own motion principles and the accessibility-for-motion policy, drive cross-product programs (a Material 2 to Material 3 motion migration, a Rive runtime rollout, a visionOS spatial motion baseline), partner with Director of Design, Director of Engineering, and Brand on roadmap, and carry org-level interaction-quality impact. At this band the Skills row stops telling the story; library scope, shipped motion adoption, and practice-wide influence carry it instead. A recognised public footprint (talks, articles, OSS motion contributions) reads as the standard spread.

    Motion library lead Motion principles Motion review (steward) Accessibility-for-motion policy Major motion migration program Rive runtime (set strategy) Org-level interaction quality visionOS / spatial motion Hiring loops Public footprint

Placement & format

How to list these skills on your resume

One Technical Skills block, 6 to 7 labeled rows, sitting directly beneath the Profile Summary. Each token surfaces again as proof inside the shipped bullets and the motion library version notes underneath.

01

Placement

Set it right after the Profile Summary, before Work Experience, with the portfolio or prototype reel link in the header next to LinkedIn. Design recruiters read top down, and parsers (Workday, Greenhouse, iCIMS, Lever, SmartRecruiters) lift IxD tool tokens more reliably when the block sits in a clearly labeled slot on the first half of page one.

02

Format

Use labeled rows, not a comma-soup paragraph. Pick 6 or 7 row labels (Prototyping, Motion, Micro-Interactions, Gesture, Handoff, Accessibility, Platforms). Hold each row to one wrap-friendly line of 5 to 9 nouns, and skip nested bullets inside the Skills block.

03

How many to include

28 to 40 specific tools, motion primitives, handoff formats, and platform terms in total. Under 20 reads thin for any IxD role above Mid; over 50 reads like a feature dump. Every entry should be a real tool, primitive, or platform, never a feeling word.

04

Weaving into bullets

Tie every release to the surface, the prototyping tool, the handoff format, and the shipped outcome. The version that clears the recruiter scan and the ATS sort reads like this:

Weak

Designed micro-interactions and supported the engineering team.

Strong

Owned motion language on a consumer mobile app (32 surfaces, 6 squads); published 14 Rive components handed off to iOS and Android from one source, cut motion implementation time per surface by 40 percent.

Same scope, but the second line carries six recruiter signals (motion language ownership, 32 surfaces, 6 squads, Rive, multi-platform, 40 percent implementation time cut) and reads at the Senior band.

Quality checks

  • Use the casing the docs use. "Figma" capitalized, "Smart Animate" two words, "Framer" capitalized, "ProtoPie" one word with both caps, "Origami Studio" two words, "Rive" capitalized, "Lottie" capitalized, "After Effects" two words, "prefers-reduced-motion" lowercase with hyphens, "WCAG 2.2" with the version.
  • Drop proficiency stickers ("Expert Framer") and skip the star ratings. The screen cannot verify them, and the entries around them lose credibility by association.
  • Group by purpose (Prototyping, Motion, Micro-Interactions, Gesture, Handoff, Accessibility, Platforms), not by alphabet. IxD recruiters scan by category.
  • Every priority tool or motion primitive in the Skills row needs at least one bullet showing it inside a real shipped surface, prototype review, or handoff. The row signals familiarity; the bullet proves you shipped with it.

Skills in action

Five shipped bullets, with the Interaction Designer keywords wired in

An IxD bullet has to do three jobs at once: name the surface and platform reach, name the prototyping tool or handoff format, name the shipped outcome. The chips under each line spell out the tokens a recruiter and the ATS parser will register.

01

Built the Framer prototype that won design review for a checkout redesign against 2 alternatives; tested with 12 users in 2 weeks, shipped frame-for-frame in iOS and Android 2 sprints later.

FramerHigh-fi PrototypingUser TestingMulti-platform
02

Migrated the gesture system on a 6-tab consumer app from ad-hoc taps to a documented drag + swipe + long-press set; tested discoverability with 24 users at 87 percent, cut support tickets on navigation by 34 percent in 2 quarters.

Gesture SystemProtoPieDiscoverabilityMobile
03

Published the motion library v2 (28 Lottie assets, 14 Rive components) for a 6-squad org; handed off from one source to iOS, Android, and Web, cut motion implementation time per surface by 40 percent.

LottieRiveMotion LibraryMulti-platform Handoff
04

Tuned the tab-bar selection animation from 380ms to 220ms after a perceived-speed study with 24 users; combined with a haptic tick, lifted the "feels-fast" rating from 3.1 to 4.4 on a 5-point scale across iOS.

Perceived SpeedSpring PhysicsHapticsiOS HIG
05

Wired prefers-reduced-motion fallbacks across 32 animated surfaces; published a one-page motion-accessibility policy against WCAG 2.2 AA SC 2.3.3, closed every animation audit finding in 1 release.

prefers-reduced-motionWCAG 2.2SC 2.3.3Motion Policy

Pitfalls

Six common mistakes on Interaction Designer resumes

These turn up week after week on the IxD reviews I run. Each is a quick rewrite once you catch the pattern.

Listing Figma without the motion primitives

A 2026 IxD file that names Figma alone, with no Smart Animate, no interactive components, no Variables, reads as a UI designer who occasionally animates. Senior screens cut hard on this row.

Fix: Spell the motion primitives out by name. "Figma (Smart Animate, interactive components, Variables)" reads as a 2026 IxD specialist, not a 2020 comp-pusher.

Prototypes with no handoff format

Calling out "high-fidelity prototyping" with no Lottie, no Rive, no spec document, and no engineering pickup reads as a deck-quality animation, not a shipped surface. At Senior and above, hiring leans on the handoff as proof the prototype became product.

Fix: Name the handoff format (Lottie, Rive), the source tool (Figma, Framer, After Effects), and the platforms it shipped to (iOS, Android, Web).

Motion work with no outcome number

Bullets that read "designed micro-interactions and supported engineering" with no surface count, no platform reach, and no perceived-speed or discoverability metric land as activity, not impact. Senior reviewers screen these out fast.

Fix: Name the surface scope (32 surfaces), the platform reach (iOS, Android, Web), and the outcome (perceived speed up 18 percent, gesture discoverability at 87 percent, motion implementation time cut 40 percent).

No accessibility-for-motion signal

A 2026 IxD file with no prefers-reduced-motion mention, no duration ceiling, no focus-order discussion across transitions, and no WCAG 2.2 reference reads as either outdated or as a designer who pushed motion-a11y debt to engineering. Enterprise and B2B screens cut hard on this row.

Fix: Add one motion-accessibility line. "prefers-reduced-motion fallbacks across 32 surfaces, focus order intact in shared element transitions, WCAG 2.2 AA SC 2.3.3 conformance" closes the gap.

Confusing IxD with Motion Design (After Effects only)

A resume that leads with brand launch films, hero loops, and After Effects comps reads as a Motion Designer who occasionally builds product micro-interactions. The IxD pipeline wants product-motion evidence (in-app gestures, state transitions, interactive prototypes), not broadcast-motion evidence.

Fix: Lead with prototypes, gesture systems, state graphs, and shipped product motion. If you do have brand or marketing motion work, pin it lower and reframe it around the product handoff (the Lottie set that shipped to the app, the Rive components consumed by iOS).

No platform-native fluency

A Senior IxD file with no iOS HIG motion, no Material Motion, and no visionOS or Web Animations API reference reads as platform-agnostic in a screen that almost always cares about platform fluency. Apple, Google, and AR/VR-shop screens cut hard on this row.

Fix: Name the platforms your motion ships on. "iOS HIG motion baseline, Material Motion on Android, prefers-reduced-motion on Web via View Transitions API" covers the spread in one line.

Not sure if your Skills section is filtering you out?

Send the resume over. I will tell you which interaction design keywords are missing, which are padding, and which bullets are not pulling their weight.

Free, line-by-line feedback within 12 hours, by a former Google recruiter.

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Frequently asked

Interaction Designer Skills & Keywords, Answered

Aim for 28 to 40 specific tools, motion primitives, prototyping platforms, and handoff formats grouped into 6 or 7 labeled rows. Under 20 reads thin for any IxD role above Mid; over 50 reads like a feature dump. Every line in the Skills row should resurface inside at least one shipped prototype, motion library, or gesture system reference.

Figma (Smart Animate, interactive components, Variables), Framer, ProtoPie, Origami Studio, Rive, Lottie, After Effects, motion design, micro-interactions, prototyping, gesture, state machine, prefers-reduced-motion, WCAG 2.2, iOS HIG, Material Motion, and easing curves are the non-negotiables. Multi-platform motion parity (web, iOS, Android, visionOS), spring physics, and a motion library publish separate Senior and Staff files.

Interaction Designer (this page) owns how an interface behaves over time: prototypes at fidelity, motion choreography, gesture systems, state transitions, and the motion library that the rest of the design org reuses. UX/UI Designer ships static visual surfaces. Motion Designer sits closer to brand and marketing, with After Effects work that lives in launch films, not in the product. Product Designer is the PM-adjacent end-to-end role. If your week is a Framer prototype on Monday, a gesture spec on Wednesday, and a Lottie or Rive handoff to engineering on Friday, you are on the right page.

In 2026, at least one high-fidelity prototyping tool beyond Figma Smart Animate is expected. ProtoPie, Origami Studio, and Framer all clear the bar. Name the tool, the kind of interaction you built in it (multi-touch, sensor input, conditional logic, state graph), and the artifact you handed off (clickable prototype reviewed in a research session, a Rive file shipped to engineering, a spec doc). A file that names only Figma reads as a UX/UI Designer who occasionally animates, not as an IxD specialist.

Name the timing language (spring physics, cubic-bezier curves, duration band 120 to 480ms), the choreography pattern (staggered list reveal, shared element transition, focus pull on modal open), the platform conventions (iOS HIG motion, Material Motion, Apple TV or visionOS spatial), and the outcome (perceived speed up 18 percent, gesture discoverability tested at 87 percent). A line like "Owned the cross-fade and shared element transition system for a 6-tab consumer app, published 14 motion specs against the Material Motion baseline" reads at the Senior band.

Baseline at Mid and above in 2026. Hiring managers expect a prefers-reduced-motion fallback for every animated component, a duration ceiling on auto-playing motion, focus order intact across animated transitions, and a time-out tolerance for any sequence the user has to follow. Name the standard (WCAG 2.2 AA, success criterion 2.3.3 Animation from Interactions), the fallback strategy (instant state swap with no motion), and the audit cadence. Run the file through an ATS Checker to confirm the parse. A motion system that ignores reduced-motion reads as a 2020 portfolio in 2026.

At Senior and Staff bands, yes. The proof is the artifact: a Framer prototype that won design review against 2 alternatives, a Rive file consumed by iOS and Android with one source, a Lottie set published with naming and easing tokens, a motion spec doc that engineering shipped from. Quote the platform reach (iOS, Android, Web), the file count (28 Lottie assets, 14 Rive components), the consumer (6 squads, 4 surfaces), and the engineering pickup rate (shipped within 1 release of handoff). "Shipped 14 Rive components consumed by iOS and Android from one source, cut motion implementation time per surface by 40 percent" beats "designed micro-interactions" copy.

More resources

Other Interaction Designer Resume Resources

Browse by tech stack

Resume skills, by tech family.

Same guides, sliced by language and platform: pick the stack you want to feature on your resume and jump to the matching skill set.

Front-End 4 live
Back-End 5 live
Databases 1 live
Enterprise 2 live
Mobile 4 live
Cloud 3 live
Blockchain / Web3 0 live
Blockchain Developer Web3 Developer Smart Contract Developer

Tier labels and frequency bars come from a sample of roughly 140 US Interaction Designer postings I read on LinkedIn, Indeed, and direct company career pages in Q1 and Q2 of 2026. Numbers shift each quarter; check your own target JDs before leaning on any single keyword.