Design the small details -- triggers, rules, feedback, loops and modes -- that separate good products from great ones. Use when the user mentions…
Microinteractions Framework Design the tiny, contained product moments users touch every day -- toggles, password fields, loading indicators, pull-to-refresh, like buttons. Based on Dan Saffer's four-part structure (Trigger, Rules, Feedback, Loops & Modes), this framework turns invisible details into the polish that separates forgettable products from beloved ones. Core Principle The difference between a product you tolerate and a product you love is almost always in the microinteractions. A microinteraction is a contained moment built around a single use case -- changing a setting, syncing data, picking a password -- so small that users rarely think about it consciously, but they feel it. Every microinteraction follows the same four-part structure: a Trigger initiates it, Rules determine what happens, Feedback shows what is happening, and Loops & Modes define its long-term behavior. Scoring Goal: 10/10. Score by how many of the 8 Quick Diagnostic rows the microinteraction passes — score = round(passed / 8 × 10), then read the band: 9-10 = passes all 8 rows: deliberate discoverable trigger with visible states, simple predictable rules, sub-100ms feedback scaled to event significance, evolves over time, mode-free or mode-visible, learnable without help. 5-6 = 4-5 rows pass: it works but has a generic feel -- e.g. feedback exists but is uniform, or the trigger lacks distinct states. <=3 = 2 or fewer rows pass: missing feedback, invisible triggers, or hidden modes that break trust. Always state the current score, which diagnostic rows failed, and the specific fix for each. The Microinteraction Structure
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