Figma for Graphic Design
1 Introduction to Figma
1-1 Overview of Figma
1-2 Figma Interface
1-3 Creating an Account
1-4 Navigating the Workspace
2 Basic Tools and Features
2-1 Selection Tools
2-2 Frame Tool
2-3 Shape Tools
2-4 Text Tool
2-5 Pen Tool
2-6 Pencil Tool
2-7 Hand Tool
2-8 Zoom Tool
3 Layers and Objects
3-1 Understanding Layers
3-2 Creating and Managing Layers
3-3 Grouping and Ungrouping Objects
3-4 Locking and Hiding Layers
3-5 Layer Styles
4 Design Principles
4-1 Color Theory
4-2 Typography
4-3 Grid Systems
4-4 Composition and Layout
4-5 Visual Hierarchy
5 Advanced Tools and Features
5-1 Vector Networks
5-2 Boolean Operations
5-3 Masking and Clipping
5-4 Auto Layout
5-5 Variants
5-6 Components and Instances
6 Collaboration and Sharing
6-1 Real-Time Collaboration
6-2 Sharing Files and Projects
6-3 Comments and Feedback
6-4 Version Control
6-5 Plugins and Extensions
7 Exporting and Prototyping
7-1 Exporting Assets
7-2 Prototyping Basics
7-3 Creating Interactive Prototypes
7-4 Linking Frames and Pages
7-5 Animations and Transitions
8 Best Practices and Workflow
8-1 Design System Creation
8-2 Organizing and Naming Conventions
8-3 Efficient Workflow Tips
8-4 Common Pitfalls and How to Avoid Them
8-5 Continuous Learning and Resources
9 Case Studies and Projects
9-1 Designing a Logo
9-2 Creating a Social Media Post
9-3 Building a Website Layout
9-4 Developing a Mobile App Interface
9-5 Portfolio Project
10 Final Assessment
10-1 Review of Key Concepts
10-2 Practical Exam
10-3 Final Project Submission
10-4 Feedback and Certification
7-2 Prototyping Basics in Figma

7-2 Prototyping Basics in Figma

Key Concepts

Prototyping in Figma allows designers to create interactive mockups that simulate the user experience of a digital product. Here are the main concepts:

1. Frames

Frames are the basic building blocks for creating prototypes in Figma. Each frame represents a screen or a section of a screen in your design.

Detailed Explanation

To create a frame, click the "Frame" tool in the toolbar or press "F" on your keyboard. Then, drag to create a frame on the canvas. You can nest frames within other frames to create complex layouts.

Example

Imagine designing a mobile app. Each screen of the app would be represented by a frame. For example, the home screen, settings screen, and profile screen would each be separate frames.

2. Layers

Layers are individual elements within a frame that can be linked together to create interactive prototypes. These can include buttons, text, images, and more.

Detailed Explanation

To create a layer, simply draw an element within a frame. You can then select the layer and use the right panel to adjust its properties, such as color, size, and position.

Example

Consider a button on a home screen. The button would be a layer within the home screen frame. You can link this button to another frame to simulate a user clicking on it.

3. Links

Links are connections between frames that simulate user interactions. They allow users to navigate from one frame to another when interacting with a layer.

Detailed Explanation

To create a link, select a layer and click the "Prototype" tab in the right panel. Then, choose the destination frame from the dropdown menu and set the interaction trigger.

Example

Imagine a navigation menu on a website. Each menu item would be a layer with a link to the corresponding page frame. When a user clicks a menu item, they navigate to the linked frame.

4. Interactions

Interactions are actions that occur when a user interacts with a link. These can include navigating to another frame, opening a URL, or triggering an animation.

Detailed Explanation

In the "Prototype" tab, you can set the interaction type for a link. Common interaction types include "Navigate to," "Open Overlay," and "Scroll to."

Example

Consider a modal window that appears when a user clicks a button. The button layer would have an interaction that triggers the modal frame to open as an overlay.

5. Triggers

Triggers are events that initiate interactions. Common triggers include clicking, hovering, and scrolling.

Detailed Explanation

In the "Prototype" tab, you can set the trigger for an interaction. Common triggers include "Click," "Tap," "Hover," and "Scroll."

Example

Imagine a tooltip that appears when a user hovers over a button. The button layer would have a trigger set to "Hover" that initiates the tooltip interaction.

6. Animations

Animations are visual effects that enhance the user experience. They can include transitions, fades, and other motion effects.

Detailed Explanation

In the "Prototype" tab, you can set the animation type for an interaction. Common animation types include "Dissolve," "Move," and "Smart Animate."

Example

Consider a card that flips over when a user clicks it. The card layer would have an interaction with an animation set to "Flip" that creates the flipping effect.

7. Preview

Previewing the prototype allows you to test the user experience and ensure that all interactions and animations behave as expected.

Detailed Explanation

To preview the prototype, click the "Present" button in the top-right corner. This opens the prototype in a new window where you can interact with it as a user would.

Example

Imagine testing a mobile app prototype. By previewing the prototype, you can navigate through the screens, click buttons, and see how the interactions and animations work in real-time.

By mastering these 7-2 Prototyping Basics in Figma, you can create interactive and engaging prototypes that simulate the user experience of your digital products, making your design process more efficient and effective.