Case Study

Interact: making interactive video feel familiar

A self-serve interactive video editor, used to build hundreds of interactive videos across several industries.

Interact interactive video editor

My Role

Product strategy, Competitive research, UX design

Team

1 PM, 3 developers, 1 UX designer (me)

Timeline

2020–2023 (beta 2021)

Output

A self-serve interactive video editor + lightbox fullscreen mode for video player.

Background

In 2019, live shopping exploded. Inspired by influencer-led shopping streams in China, brands across Europe rushed into live video sales.

Our customers – banks, corporations and municipalities – weren’t fashion brands. And, according to our research, Swedish buyers don’t buy on impulse; they research and compare first. So instead of live shopping, we bet on on-demand interactive video: informational content viewers explore at their own pace. Product guides, courses, tours, and anything in between.


The guiding principle: Familiar

Our users had never made interactive video. But they had edited videos, retouched images, built PowerPoints and created websites using tools like Wordpress, Squarespace and Elementor. So instead of inventing a new interface for a new medium, I built Interact from the patterns they already knew.

Pattern they recognized Where it lives in Interact
Video Editing The timeline, where every widget is a layer
Powerpoint / Flowcharts The node view: scenes as boxes, connections as lines
Website builders Drag-and-drop canvas and desktop/mobile preview
Image editors In-video frame editing, layers and a settings panel for color, borders and opacity

“You don’t know what you’re doing, let the professionals take over.”

— Christiane Kirkegaard Borup, Danish Agency for IT & Learning, on the platforms they used before Qbrick and Interact


Design decisions

Making interactive videos easy to build

Interactive video had always been something you hired an agency for. For Interact to work, a communicator or marketer had to be able to build one on their own – without a manual and without thinking about what goes on under the hood. To help with that, users need to be able to work with what they see.

Example

A drag-and-drop widget library

Text, images, shapes, icons and buttons sit in a library next to the video. Drag one onto the video, and it’s there and ready to be adjusted from its default settings.

Wireframe: Widget library in scene editor

Widget cards that can be dragged into the video preview window.

Wireframe: Widget library in scene editor

An interactive video can’t exist in a linear space

A regular video runs from start to finish. An interactive video branches: one scene leads to three, each of those to three more. A timeline or a list can’t show that – and the shape of the story is exactly what creators need to see.

Example

The node view

Every scene is a box, and every choice is a line to the next scene. The pattern is borrowed from tools our users already knew: slides in PowerPoint, boards in FigJam, and the user flows and task flows designers draw to map a journey. Creators see their whole story at a glance and can plan it the way they’d sketch it on a whiteboard.

Wireframe: Node view

Every scene is represented by a box that can be connected to other boxes. This can be done visually with lines or manually in the settings menu.

Wireframe: Node view

Interactivity brings UX thinking into the editor

The moment something in a video can be clicked, it stops being just graphics and becomes interface. Creators suddenly need to decide what a button does, and how it tells the viewer it can be clicked – questions that belong in web design, not video editing.

Example

Default and hover states

Widgets have separate styling for their default and hover state, so a button can change colour when the viewer points at it – a basic signal that something is clickable. The pattern is borrowed from website builders like Elementor and Squarespace, where marketers were already used to them.

Wireframe: Default and hover states in scene editor

Different styling options for “Default” and “Hover”, just like states in a component kit.

Wireframe: Default and hover states in scene editor

An interactive video must work wherever it’s placed

Interactive videos live embedded on customers’ websites, viewed on every kind of screen. If the interactivity breaks in one of those places, the whole video breaks with it.

Example

A fullscreen that keeps the interactivity

On mobile, pressing fullscreen swapped our player for the browser’s own – and every interactive element disappeared. We built a custom lightbox that keeps fullscreen inside our player, so buttons and choices stay in place on every device.

Custom lightbox fullscreen keeping interactive elements in place

Custom lightbox fullscreen — interactive elements stay in place on every device.


What we left out

We wanted separate layouts for desktop and mobile, so buttons could be larger and stacked vertically on small screens. It was too big of a project for a first version. Instead, we added a desktop/mobile switch – familiar from website builders – so creators could check both views while building and plan their layout accordingly.


Finished product

In 2023, we released the full first version of Interact. Our customers now had access to a full editing platform where they could create interactive video courses, product demos, guided tours for desktop and mobile; embeddable anywhere.

Interact: new project screen Interact: scene editor with button widget

Impact

+44% sign-ups for Digidage

A national conference for Danish educators, after moving to an interactive event they designed and built themselves in Interact. The organiser named an easy-to-navigate platform as one of the key factors.

Hundreds of interactive videos built

Across several industries, including e-learning, retail, real estate, banking, beauty and events. Some of our clients include: Workz, Digidage, Pieces, GE HealthCare, Jensen YH, Kekäle, VILA.

Still in active development

Interact is still in use and in active development. The latest release included widget animations.


What I learned

Measuring value should be designed in from the start. We focused on making interactive video easy to build, but never defined how we’d measure if it worked. Designs for analytics for interactive video – which choices viewers made, what they clicked, where they dropped off – came much later. Until that is in place, neither we nor our customers can see the value the interactivity creates. Today, success metrics is one of the first arguments I bring up before any designs are planned.