Sven Bergstrom Senior Interaction Designer
Stockholm, Sweden • sven.bergstrom.ix@gmail.com • +46 70 555 0184
Profile Summary
- Senior Interaction Designer with 8 years of experience shaping behavior on consumer audio streaming on web, mobile, and connected devices across music streaming, podcasts, and live audio, specializing in interaction patterns, motion design, and microinteraction craft.
- Hands-on coverage across prototyping (Figma with interactive components), motion (After Effects with Lottie export), microinteractions (ProtoPie for sensor and conditional behavior), and usability testing (Maze for unmoderated usability testing), credentialed through NN/g UX Master Certification.
- Deep craft in interaction patterns and control models, motion timing, easing, and choreography, information architecture and task-flow design, and usability heuristics from Fitts, Hick, and Norman, applying methods such as high-fidelity prototype review with the engineering build team and motion-spec documentation with frame-by-frame timing tables to deliver interfaces that feel responsive, fast, and intentional under real use.
- Engaged collaborator working cross-functionally with Product Designers, UX Researchers, Visual Designers, PMs, and Engineers inside a consumer product team that ships motion-heavy listening experiences, contributing to weekly prototype review, design crits, and acceptance walkthroughs with the engineering build team.
- Mentor who shares craft and fosters a culture of prototype-first decision making with real timing on real devices and motion that respects reduced-motion preferences and battery cost through pairing sessions and timing-table reviews, while running the motion craft circle and a fortnightly prototype review for the product org and publishing motion-spec playbooks the rest of the design org actually picks up.
Technical Skills
- Prototyping & IxD:
- Figma with interactive components, Framer with code components, Principle, ProtoPie, Origami Studio, Flinto, click-through flows, conditional logic, sensor inputs, device preview
- Motion & Animation:
- After Effects with Lottie export, Rive for runtime animation, Jitter for web motion, easing curves and Bezier authoring, frame-by-frame timing specs, 60 fps targets, reduced-motion fallbacks
- Microinteractions & Behavior:
- ProtoPie sensor and conditional behavior, hover and focus states, loading skeletons, optimistic UI, haptic feedback patterns, error and empty state choreography, state transition diagrams
- Flows & Information Architecture:
- end-to-end task flows, decision trees, branching paths, edge cases and error states, empty states, navigation hierarchy, content modeling, card sorting, tree testing
- Usability Research & Testing:
- Maze for unmoderated testing, UserTesting, Lookback for moderated sessions, Useberry click and timing analytics, RITE method, task-completion measurement, SUS scoring, qualitative coding
- Heuristics & Cognitive Principles:
- Nielsen heuristics, Fitts's Law, Hick's Law, Tesler's Law, affordances and signifiers, mental model alignment, progressive disclosure, recognition over recall, cognitive load budgeting
- Accessibility & Inclusive Motion:
- WCAG 2.2 AA interaction criteria, prefers-reduced-motion handling, focus management, keyboard navigation paths, screen-reader announcements for state changes, target-size guidelines
- Handoff & Engineering Spec:
- motion-spec documentation, timing and easing tables, Lottie JSON delivery, Figma Dev Mode, Storybook story authoring with engineers, prototype walkthroughs, frame-rate budgets
- Credentials & Education:
- NN/g UX Master Certification, Interaction Design Foundation modules, Coursera Interaction Design specialization, Material 3 motion study, Apple HIG motion patterns
Education
Work Experience
- Owned the interaction layer for the Now Playing and Library experience across mobile, web, and TV serving 220M monthly listeners across 3 surfaces, partnering with 9 product squads on the behavioral logic that ties the player and library together.
- Designed end-to-end user flows and task sequences, mapping end-to-end task flows with branching paths, error states, and empty states mapped per surface, shipping 42 flow specs across player, library, and search, and covering 180+ edge cases that used to leak through to engineering.
- Built prototyping and motion as the lock-step on every flow, producing high-fidelity prototypes that show real timing, transitions, and gesture choreography on device, shipping 64 reviewable prototypes a year, paired the Figma flow with ProtoPie for sensor and conditional logic, and held the motion budget at 60 fps on the lowest-spec target phone.
- Crafted microinteractions and feedback loops around hover, focus, press, loading, success, and error states with skeleton placeholders and optimistic UI, shipping 130 microinteractions across the player surface and lifting perceived performance on the load path by 34% in moderated tests.
- Reshaped information architecture and navigation with a unified navigation hierarchy and content model across player, library, and search surfaces, collapsing navigation depth on the primary tasks to 3 taps and lifting findability on the core content lookup from 62% to 88% in tree-testing rounds.
- Applied usability and cognitive principles through Fitts and Hick checks on every primary control, with target-size and option-count audits before lock, running 24 moderated and unmoderated usability rounds across the year and lifting task-success from 71% to 93% on the most-touched listening flow.
- Wrote interaction standards and consistency into the design system as interaction and motion guidelines documented in the design system with easing curves, duration tables, and reduced-motion fallbacks, publishing 58 motion specs, delivering 46 Lottie assets to engineering on a fortnightly prototype review, and reaching 89% pattern adoption across product squads.
- Owned wireframing and conceptual design on the merchant terminal app, producing low-fidelity wireframes and interaction concepts that locked structure and behavior before visual polish, shipping 38 interaction concepts across the payment and inventory surfaces and leading 12 project kickoffs with PM and Engineering.
- Ran cross-functional collaboration with prototype walkthroughs with Engineering and PM that locked feasibility, animation budget, and acceptance criteria, pairing weekly with 6 partner teams across iOS, Android, web, and merchant tooling, and saving 28 engineer hours per sprint on clarification cycles.
- Validated interaction designs through moderated and unmoderated usability rounds on prototype links, iterated flows and timing in the same week, recruiting 220 merchant participants across the role and lifting checkout success on the small-merchant flow from 81% to 96% end to end.
- Shipped motion craft for merchant onboarding with payment confirmation, terminal pairing, and reader-status microinteractions delivered as Lottie assets, releasing 34 Lottie animations across 3 merchant apps (iOS, Android, terminal companion) and cutting onboarding drop-off from 22% to 9% on the first-day setup walkthrough.