A promise.
Before you click it, its label and shape already tell you what future to expect.
HAAM / Interaction design / Storytelling
Storytelling and interaction design look like different disciplines until you look at what they actually do. Both structure an experience across time. Both create expectation, reveal information, turn actions into consequences, and move someone from one state to another.
Interaction design is storytelling where the audience gets to act inside the story.
01 / The overlap
A story gives us a person, a desire, a situation, choices and consequences. An interface gives us a user, a goal, a context, actions and feedback. The names change. The underlying cognitive structure barely does.
| Storytelling | Interaction design | Shared idea |
|---|---|---|
| Character | User | Someone experiences the system. |
| Desire | Goal | They want something. |
| Setting | Context | The situation changes what makes sense. |
| Action | Interaction | The person does something. |
| Conflict | Friction | Something prevents immediate success. |
| Choice | Control | The person decides what happens next. |
| Consequence | Feedback | The world responds to the action. |
| Causality | System logic | This happened because you did that. |
| Scene | State | A particular moment in the experience. |
| Plot | User flow | One state leads into another. |
| Pacing | Timing | When something happens changes how it feels. |
| Reveal | Progressive disclosure | Information arrives when it becomes useful. |
| Stakes | Consequences | The decision has meaning. |
| Payoff | Completion | An expectation is fulfilled. |
| Character arc | Journey | The person ends somewhere different. |
| Voice | Interface personality | The system has a way of speaking. |
02 / Causality
A story stops feeling like a story when events are merely stacked beside each other. The same thing happens in a product when the connection between an action and its result becomes unclear.
In a story we ask, why did this happen? In an interface we ask, why did the system do that? It is the same cognitive problem.
03 / Expectation
Storytellers make us predict what comes next. Interfaces do it constantly. A control makes a promise before it is touched. A loading state creates anticipation. A progress bar tells us there is a payoff ahead.
Good interaction design manages the gap between what I think will happen and what actually happens.
Before you click it, its label and shape already tell you what future to expect.
The system says something is happening, so waiting becomes part of the experience rather than a void.
You can see that the current moment is leading somewhere, which changes how long waiting feels.
04 / Information
Storytelling works by controlling what the audience knows now and what they discover later. Interfaces use the same move through progressive disclosure.
The question is not only what information exists? It is what does this person need to know at this exact moment?
Give enough context to understand the situation.
Reveal the choices and information needed for the next move.
Show the consequence of what just happened.
Make the new state clear and show what can happen next.
05 / Friction
UX culture often treats every extra step as a defect. Storytelling knows better. Resistance can create meaning. The real design problem is separating accidental friction from productive friction.
A game with one button that immediately says you won is perfectly usable and completely dead.
06 / Agency
Traditional storytelling usually controls the sequence. Interaction design cannot. The person using the product participates in deciding what happens next.
The audience experiences a sequence that has already been composed.
The designer creates the rules, choices, feedback and consequences from which the user creates a path.
The deeper idea
Once you see products this way, user flows start looking like plots, states like scenes, interactions like actions, feedback like consequences, and product experiences like narratives the user partially authors themselves.
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