Figma for Design Critiques
1 Introduction to Figma
1-1 Overview of Figma
1-2 Key Features of Figma
1-3 Setting Up Figma Account
1-4 Navigating the Figma Interface
2 Basic Figma Tools
2-1 Selection Tool
2-2 Frame Tool
2-3 Rectangle Tool
2-4 Ellipse Tool
2-5 Line Tool
2-6 Text Tool
2-7 Pen Tool
2-8 Pencil Tool
3 Layers and Objects
3-1 Understanding Layers Panel
3-2 Creating and Managing Layers
3-3 Grouping and Ungrouping Objects
3-4 Aligning and Distributing Objects
3-5 Masking and Clipping
4 Styles and Components
4-1 Creating and Applying Styles
4-2 Text Styles
4-3 Color Styles
4-4 Effect Styles
4-5 Creating and Using Components
4-6 Variants and Instances
5 Collaboration in Figma
5-1 Sharing Files and Projects
5-2 Real-Time Collaboration
5-3 Comments and Feedback
5-4 Version Control and History
5-5 Plugins and Integrations
6 Design Critiques in Figma
6-1 Importance of Design Critiques
6-2 Setting Up a Critique Session
6-3 Giving Constructive Feedback
6-4 Receiving and Implementing Feedback
6-5 Best Practices for Effective Critiques
7 Advanced Figma Techniques
7-1 Prototyping in Figma
7-2 Animations and Interactions
7-3 Responsive Design
7-4 Advanced Layering Techniques
7-5 Custom Plugins and Scripts
8 Case Studies and Practical Exercises
8-1 Analyzing Real-World Design Projects
8-2 Conducting a Design Critique on a Live Project
8-3 Implementing Feedback in a Figma Project
8-4 Creating a Portfolio in Figma
9 Final Project and Certification
9-1 Designing a Comprehensive Project in Figma
9-2 Conducting a Final Design Critique
9-3 Submitting the Final Project
9-4 Certification Process and Requirements
Animations and Interactions in Figma

Animations and Interactions in Figma

Key Concepts

Triggers

Triggers in Figma are events that initiate animations or interactions. Common triggers include "On Click," "On Hover," and "On Drag." For example, you can set a button to change color when a user hovers over it. Triggers make your designs interactive and responsive to user actions.

Actions

Actions are the behaviors that occur when a trigger is activated. These can include "Navigate to," "Open Overlay," "Swap with," and "Animate." For instance, when a user clicks a button, you can set an action to navigate to a different page or open a modal overlay. Actions define what happens in response to user interactions.

Timelines

Timelines in Figma allow you to control the duration and sequence of animations. You can set the start and end times for each action, creating smooth transitions between states. For example, you can animate a logo to fade in over 2 seconds. Timelines help you fine-tune the timing of your animations to create a polished user experience.

Easing

Easing refers to the rate of change in an animation over time. Figma offers various easing options like "Linear," "Ease In," "Ease Out," and "Ease In Out." For example, you can use "Ease In" to make a button grow slowly at the beginning of an animation and then speed up. Easing adds natural movement to your animations, making them feel more fluid and realistic.

Overrides

Overrides allow you to apply different styles or properties to a component in different states. For example, you can change the color of a button when it is hovered or pressed. Overrides enable dynamic and context-sensitive design elements, enhancing the interactivity of your prototypes.

States

States define the different appearances or behaviors of a component based on user interactions. Common states include "Default," "Hover," "Pressed," and "Disabled." For example, a button can have a different appearance when it is hovered over or clicked. States help you create responsive and intuitive user interfaces.

Prototyping

Prototyping in Figma involves creating interactive mockups that simulate the behavior of a real application or website. You can link different frames together, add animations, and define interactions to create a clickable prototype. For example, you can prototype a multi-step form with transitions between each step. Prototyping allows you to test and refine your designs before development.

Examples and Analogies

Think of triggers as the starting point of a journey. Just as a train departs when a signal is given, an animation starts when a trigger is activated.

Actions are like the destinations on a map. Each action defines where the user will go or what will happen next in the interaction.

Timelines are the schedules that dictate when and how long each part of the journey takes. They ensure everything happens in the right order and at the right time.

Easing is like the acceleration and deceleration of a car. It makes the journey smoother and more natural, avoiding abrupt starts and stops.

Overrides are the different outfits you wear for different occasions. They adapt the appearance of a component based on the context.

States are the different moods or conditions of a component. Just as a person can be happy, sad, or angry, a button can be in its default, hover, or pressed state.

Prototyping is like creating a storyboard for a movie. Each frame is a scene, and the interactions between them create a narrative that users can experience.