I love interrupts and have been a vocal proponent of them in the past. So much that I was disappointed to see they were not included in DAI.
I am of two minds. On one hand, I can totally see a version of interrupts where you see the flashing triggers on your screen, but when you click the trigger, time freezes/slows down and then a description of what the interrupt does can pop up on the screen, then the player can press "X" to select the interrupt, or release the trigger to disengage if they don't want to use the interrupt. This way, people can see what they are getting into before committing.
On the other hand. I think the whole point of the interrupt is to be impulsive and instinctive. I think part of the design of the interrupt is to let the player react to something abruptly, specifically even if they don't know how that reaction will be. This is weird because the only cue you get is the color of blue or red, and you have to choose whether or not you want to be friendly or dickish in that context, so you're really roleplaying exclusively on "tone" and "attitude" rather than making informed choices. You are simply choosing the overall tone of your character and watching how they behave within that tone. Eh, its not great, but I'm not sure if Bioware will want to explain interrupts, I think they might prefer to keep them abrupt and impulse-based.