Interaction Designer
Resume Template

A free Interaction Designer resume, pre-filled and ready to edit. Replace the highlighted placeholders (prototyping tools, motion specs, microinteraction patterns, plus the task-completion and perceived-performance numbers your work moved) using the side panel on the left, and the resume rewrites itself as you type. Save as PDF when you are done.

Emmanuel Gendre - Former Google Recruiter and Tech Resume Writer

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Emmanuel Gendre

Tech Resume Writer

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Interactive resume template generator

Interactive Interaction Designer Resume Template

Edit the side panel. The resume rewrites itself live. Save as PDF when you are done.

Edits update live as you type. Toggle Edit to rewrite paper text directly.

Edit mode is on. Click anywhere on the resume to rewrite text. Side-panel placeholders still update live.

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

Umea Institute of Design M.F.A. in Interaction Design
Umea, Sweden Sep 2014 - Jun 2016

Work Experience

Spotify Senior Interaction Designer
Stockholm, Sweden Mar 2021 - Present
  • 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.
iZettle Interaction Designer
Stockholm, Sweden Aug 2017 - Feb 2021
  • 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.

Done editing? Download as a real, vector PDF. Selectable text, ATS-friendly, US Letter format.

About this template

An Interaction Designer
Resume Template, by a Technical Resume Specialist.

Quick intro: 12 years of recruiting experience, including many years at Google, and I now run a technical resume specialist service for IxD folks who spend their day inside Figma, ProtoPie, Framer, and After Effects. Interaction Designer rewrites come in steady from motion-mature shops where behavior is treated as a craft: Apple, Google, Microsoft, Disney+, Spotify, Notion, Linear, Headspace, Calm, and the animation-heavy SaaS scene. So when I tell you what lands on an IxD CV, it is from screening these resumes on the recruiter side, not from a Dribbble shot.

Interaction Designer is the specialist who owns behavior, motion, and microinteractions, distinct from four adjacent titles. The UX/UI Designer focuses on the craft of the screens themselves. The Product Designer frames problems and moves product metrics. The UX Researcher runs the research. The Design Systems Designer owns the library, tokens, and parity. The Interaction Designer owns how the interface moves, responds, transitions, and feels. Recruiters at Apple, Google, Microsoft, Disney+, Spotify, Notion, Linear, Headspace, and Calm filter for "Interaction Designer" or "Senior Interaction Designer" specifically, and the screen looks for prototypes, easing curves, microinteraction patterns, and task-completion lifts. A resume that reads like a generic UI designer quietly loses the screen. Most candidates here opt for the full custom rewrite. We sit with the patterns you shipped, the flows you mapped, the prototypes you built, the timing tables you specified, the microinteractions you spent real cycles on, the usability rounds you ran, and the standards you wrote into the system. If that is more than you need today and a behavior-shaped skeleton is the missing piece, this template covers it. ATS-clean, free, no signup. Have a swing at it.

How it works

How to use this template
to write an Interaction Designer resume

The structure was written by a former Google recruiter. The placeholders push you to be specific exactly where it matters on an IxD CV: the prototypes you shipped, the easing curves and durations you specified, the microinteractions you crafted, and the task-completion or perceived-performance numbers your work moved.

Strong IxD bullets do not arrive in one draft. They build in five layers. Layer one names the action. Layers two and three add the tools you used (Figma, ProtoPie, After Effects, Lottie, Maze) and the part of the experience they touched (player, flow, onboarding, error states). Layer four calls out the craft (the easing curve, the timing table, the Fitts check, the reduced-motion fallback). Layer five quantifies what shifted: prototypes shipped, motion specs published, microinteractions crafted, frame-rate held, perceived performance lift, task-success rate, findability lift, pattern adoption. Bullets that complete layer five are the ones a hiring manager actually circles. The framework lives in How to Write Bullet Points for Tech Resumes.

  1. 01 Task What you did
  2. 02 Tools Figma, ProtoPie, After Effects
  3. 03 Stack Flows, prototypes, microinteractions
  4. 04 Method Easing, Fitts, reduced-motion
  5. 05 Metric Quantified impact

This template wires the five layers straight into your bullets so you do not carry the framework in your head. The side panel lines up clean: the tool picks feed layer 2, the surface and pattern fields feed layer 3, the craft and method fields feed layer 4, the count and rate inputs land at layer 5. The sentence skeletons carry layer 1. Why this matters: you only have to drop in real prototypes, real easing values, real usability numbers, and real adoption rates. The structure does the rest, and the resume reads at layer 5.

  1. Pick your motion stack

    Tap a chip to swap Figma interactive components for Framer or Principle, ProtoPie for Origami or Flinto, After Effects for Rive or Jitter, Maze for UserTesting or Lookback. Every mention updates at once.

  2. Drop in your numbers

    Flows mapped, edge cases covered, prototypes shipped, frame-rate target, microinteractions crafted, perceived performance lift, navigation depth, findability lift, usability rounds run, task-success rate, motion specs, Lottie files, handoff cadence, pattern adoption rate. No real numbers yet? The defaults pass for a senior IxD resume.

  3. Save as PDF

    Click Download. The page generates a real vector PDF with selectable text and clean US Letter formatting. ATS-parsable.

Filled the template? Get a recruiter's eyes on it.

The template gives you a recruiter-vetted skeleton. The next step is making sure your specific prototypes, motion specs, microinteractions, usability rounds, and the task-completion and perceived- performance numbers your work moved hold up under a 6-second screen.

Free, personally reviewed within 12 hours by a former Google recruiter.

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I review personally all resumes within 12 hrs

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Frequently asked

Your Questions about the Interaction Designer Resume Template, Answered

Yes, completely free. No signup, no email gate, no upsell at the export step. Open the page, drop in your real prototype counts, motion timing values, microinteraction patterns, flow coverage, and the task-completion or perceived-performance numbers your work moved, hit Download, and the PDF lands in your downloads folder.

Yes. The exported PDF runs single-column with the section headers ATS systems expect (Profile Summary, Technical Skills, Education, Work Experience). No tables, no icons in the paper, no two-column gimmicks. Workday, Greenhouse, and Lever read it cleanly. Want a sanity check on the export? Run it through our ATS Checker.

Yes. Hit the Edit toggle above the preview, then click into any sentence on the paper and type over it. Side-panel placeholders keep flowing into the resume as you type, and the surrounding copy stays editable so you can shape the bullets to the actual prototypes you built in Figma, Framer, ProtoPie, Principle, or After Effects.

Click Download. The browser assembles the PDF on the spot, with no print dialog, no signup, and no server round-trip. The output is real vector text on US Letter, parsed by ATS systems the same way they read any clean resume export.

Swap the defaults. The template leans Figma with interactive components for the prototyping side, ProtoPie for advanced sensor and conditional behavior, After Effects with Lottie for production motion, Maze for unmoderated usability testing, and Origami Studio for behavioral logic. Every reference is a placeholder. Use the chips to swap Figma for Framer or Principle, ProtoPie for Origami or Flinto, Lottie for Rive or Jitter, Maze for UserTesting or Lookback. If your work leans heavily on the motion craft side, lean on the prototyping bullet, the motion bullet, and the microinteractions bullet. If it leans heavily on the flow craft side, lean on the user-flows bullet and the wireframing bullet in the second job.

The Interaction Designer template is the dedicated behavior and motion specialist resume. It names the work directly: interaction patterns and control models, gesture and input handling, end-to-end task flows with edge cases and error states, high-fidelity prototypes that show real timing and transitions, microinteractions and loading feedback, motion specs with easing curves and durations, information architecture and navigation hierarchy, usability heuristics like Fitts and Hick, and the cross-functional handoff that turns a prototype into a shipped behavior. The UX/UI Designer template covers the craft of designing the screens themselves. The Product Designer template covers framing problems and moving product metrics. The UX Researcher template covers the research practice. The Design Systems Designer template covers the library, tokens, and engineering parity. Pick the Interaction Designer template if your job title says Interaction Designer, Senior Interaction Designer, Motion Designer leaning UX, or you sit on a product team specifically owning how the interface moves and responds.

No. Interaction hiring screens on the prototypes you actually shipped, the flows you mapped end to end, the timing and easing you specified, the microinteractions you spent real cycles on, the usability heuristics you applied, the testing rounds you ran, the standards you wrote into the system, and the task-completion or perceived-performance numbers your work moved. The shape of the page is not on the rubric. What does cost interviews is a resume padded with generic UX talk that never names a tool, a flow, an easing curve, a frame rate, a usability test result, or a prototype count. This one is shaped to prevent that. The skeleton came from a former Google recruiter; the substance is yours.

Why trust this template

Emmanuel Gendre, former Google recruiter and tech resume writer

Emmanuel Gendre

Former Google recruiter · Tech resume writer

I built this Interaction Designer template from the patterns I saw work, not from generic advice. Below is the data behind every bullet, skills line, and metric placeholder.

  • Experience Hundreds of Interaction Designer resumes screened across Apple, Google, Microsoft, Disney+, Spotify, Notion, Linear, Headspace, Calm, and the animation-heavy SaaS scene, during my Google recruiter years and at TechieCV. The Profile Summary and Skills sections mirror what survived the 6-second screen on an IxD hiring manager's desk.
  • Expertise Bullets modeled on senior offers. The Spotify section is structured the way Senior and Staff Interaction Designers write their experience when they land motion-mature interviews: interaction patterns and scope, end-to-end flows with edge cases, prototyping and motion craft, microinteractions and feedback, information architecture, usability heuristics applied to real flows, and the standards and consistency that turn a prototype into a shipped behavior across the product.
  • Trust Stack reflects the 2026 hiring bar. Figma with interactive components for the prototyping side + ProtoPie for advanced sensor and conditional behavior + After Effects with Lottie for production motion + Maze for unmoderated usability testing + NN/g UX Master Certification is what motion-mature hiring managers expect today; suggestion chips cover realistic alternatives (Framer, Principle, Origami Studio, Flinto, Rive, Jitter, Haiku, UserTesting, Lookback, Useberry, IDF Master, IAAP CPACC, Google UX) so you can match your real stack without losing keyword fit.
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