Figma for Design Systems
1 Introduction to Design Systems
1-1 Definition and Purpose of Design Systems
1-2 Benefits of Using Design Systems
1-3 Overview of Design System Components
1-4 Role of Figma in Building Design Systems
2 Setting Up Your Figma Environment
2-1 Creating a New Figma Project
2-2 Organizing Files and Folders
2-3 Understanding Figma Workspaces
2-4 Collaborating with Team Members
3 Building a Design System in Figma
3-1 Creating a Design System File
3-2 Establishing a Design System Framework
3-3 Defining Brand Colors and Typography
3-4 Designing Icons and Illustrations
3-5 Creating Reusable Components
4 Managing Design Tokens
4-1 Introduction to Design Tokens
4-2 Creating and Organizing Design Tokens
4-3 Syncing Design Tokens Across Projects
4-4 Exporting Design Tokens for Development
5 Creating and Managing Components
5-1 Introduction to Figma Components
5-2 Creating Atomic Components
5-3 Building Molecules and Organisms
5-4 Managing Component Variants
5-5 Updating Components Across Projects
6 Designing Responsive Layouts
6-1 Introduction to Responsive Design
6-2 Creating Flexible Grid Systems
6-3 Designing for Multiple Screen Sizes
6-4 Testing Responsiveness in Figma
7 Prototyping and Interaction Design
7-1 Introduction to Prototyping in Figma
7-2 Creating Interactive Components
7-3 Linking Components for User Flows
7-4 Testing and Iterating Prototypes
8 Documentation and Handoff
8-1 Creating Design System Documentation
8-2 Using Figma for Handoff to Developers
8-3 Generating Code Snippets
8-4 Reviewing and Updating Documentation
9 Best Practices and Tips
9-1 Maintaining Consistency in Design Systems
9-2 Version Control and Collaboration Tips
9-3 Performance Optimization in Figma
9-4 Future Trends in Design Systems
10 Final Project and Certification
10-1 Building a Complete Design System in Figma
10-2 Presenting Your Design System
10-3 Review and Feedback Process
10-4 Certification Requirements and Process
Creating Interactive Components in Figma

Creating Interactive Components in Figma

Key Concepts

Interactive Components

Interactive Components are elements that respond to user actions, such as hovering over a button or clicking on a link. These components enhance user experience by providing visual feedback and guiding users through the interface.

Think of interactive components as buttons on a remote control. Each button changes the channel or volume when pressed, providing immediate feedback to the user.

States

States represent different visual appearances of a component based on user interaction. Common states include default, hover, active, and disabled. Each state provides a different visual cue to the user, indicating the component's current status.

Consider states as different outfits for the same character. Each outfit represents a different state (default, hover, active) that the character (component) can wear based on user interaction.

Triggers

Triggers are actions that initiate a change in the component's state. Common triggers include mouse hover, click, and scroll. Triggers allow components to respond dynamically to user input, creating a more engaging user experience.

Think of triggers as switches that activate different modes on a machine. Each switch (trigger) changes the machine's behavior (component state) based on user input.

Overrides

Overrides allow you to customize specific properties of a component without altering the master component. This flexibility ensures that your design system remains adaptable while maintaining consistency. For example, you can override the text color of a button variant to match a specific design requirement.

Consider overrides as accessories that you can add to an outfit (variant) to customize it for a specific event. The accessories change the look without altering the basic outfit (master component).

Prototyping

Prototyping involves linking components to create interactive user flows. This allows you to simulate how users will navigate through your design. For example, clicking on a button can trigger a transition to a new screen or panel.

Think of prototyping as creating a choose-your-own-adventure book. Each choice (interaction) leads to a different outcome (screen), guiding the reader (user) through the story (interface).

Animation

Animation adds motion to components to enhance user experience. This can include transitions between states, loading animations, and micro-interactions. Animation helps to create a more dynamic and engaging interface.

Consider animation as the choreography in a dance performance. Each movement (animation) adds to the overall experience, making the performance (interface) more captivating.

Responsive Design

Responsive Design ensures that components adapt to different screen sizes and devices. This involves using flexible units like percentages instead of fixed units like pixels. Responsive components allow content to reflow and resize gracefully, providing an optimal viewing experience on any device.

Think of responsive design as a flexible bookshelf that can expand or contract based on the number of books it needs to hold. This ensures that the books (content) are always neatly organized, regardless of the shelf's size.