| name | interaction-patterns |
| description | Common interaction patterns and when to use them - modals, drawers, progressive disclosure, inline editing, navigation patterns, mobile gestures, and form design. Use when choosing between interaction approaches or designing component behavior. |
Interaction Patterns
The right interaction pattern is the one the user doesn't have to learn. If you're choosing between a clever solution and a boring one, boring wins. Boring means the user already knows how it works. Save your creativity for the places that actually differentiate your product.
When to Use This Skill
Auto-loaded by agents:
- interaction-designer - For pattern selection
- design-lead - For interaction architecture decisions
Use when you need:
- Choosing between competing patterns (modal vs. drawer vs. inline)
- Designing navigation structure
- Form design decisions
- Mobile interaction patterns
- State management (loading, empty, error)
Overlay Patterns
| Pattern | Use When | Avoid When |
|---|
| Modal | Focused task, confirmation, blocking decision | Simple info, frequent action, long content |
| Drawer/Panel | Supplementary content, filters, detail views | Primary content, critical actions |
| Popover | Contextual info, quick actions, tooltips | Complex forms, lots of content |
| Toast/Snackbar | Non-critical feedback, status updates | Errors requiring action, important info |
| Bottom Sheet (mobile) | Actions, filters, short forms on mobile | Desktop, very long content |
Disclosure Patterns
| Pattern | Use When | Avoid When |
|---|
| Progressive disclosure | Complex features, optional settings | Critical info, primary actions |
| Accordion | FAQ, settings categories, collapsible sections | Primary content, few items |
| Tabs | Parallel content categories, same-level info | Sequential content, too many tabs (>5) |
| Stepper/Wizard | Multi-step processes, complex forms | Simple tasks, non-linear processes |
Input Patterns
| Pattern | Use When | Avoid When |
|---|
| Inline editing | Quick edits, data tables, settings | Complex validation, multi-field changes |
| Form page | Multiple related fields, complex validation | Single-field changes |
| Auto-save | Content creation, preferences | Financial transactions, irreversible actions |
| Optimistic UI | Low-risk actions, social interactions | Payments, data deletion |
Navigation Patterns
| Pattern | Use When | Avoid When |
|---|
| Top nav | Desktop, <7 items, global navigation | Mobile (use bottom nav), deep hierarchy |
| Side nav | Dashboard apps, many sections, deep hierarchy | Simple sites, mobile |
| Bottom nav (mobile) | 3-5 primary destinations, mobile apps | Desktop, >5 items |
| Tab bar | Content categories at same level | Hierarchical navigation |
| Breadcrumbs | Deep hierarchy, e-commerce, content sites | Flat site structure |
| Command palette | Power users, many actions, keyboard-first | Consumer apps, novice users |
State Design Checklist
This is where most designs fall apart. Happy path mockups are easy. Designing empty states, error states, loading states, and edge cases is where craft actually shows up. If you haven't designed every state on this list, your design isn't finished.
Every interactive component should define:
Related Skills
laws-of-ux - Principles behind pattern choices
design-heuristics - Evaluation framework
accessibility-wcag - Keyboard and screen reader requirements for each pattern