Learners will create, share and test their UI design following best practice
Learning Objectives
- Create a high-fidelity prototype based on a wireframe
- Create high-fidelity user interface elements
- Recognize the importance of design systems
- Apply advanced UI techniques in Figma
Enhancing your design
Video: Make it beautiful
Fundamental Design Elements
- Lines: Direct the eye, come in various thicknesses and styles, and can convey meaning.
- Type: Must be readable across screen sizes. Key aspects include typeface, size, color, line height, and letter shape.
- Color: Sets mood, builds brand identity, evokes emotion, and highlights design elements. Key Concepts:
- RGB color system
- Hue, tint, tone, shade, saturation
- Shapes: Attract attention, come in geometric (structured), organic (natural), and abstract forms.
- Images: Enhance visual appeal, create engagement, and build trust.
- Space: The area surrounding design elements, referred to as positive (object) and negative (background). Space can unify or separate elements.
Purpose: These elements, carefully combined, influence how a design is perceived and create a successful user experience.
The most fundamental element of design is:
Lines
Correct! The most fundamental elements of design are lines. Lines are used to help communicate to the audience what they should be looking at or pay attention to.
You’ve designed your wireframes and you now want to
make them beautiful. To do this, you now
have to discover how carefully
considered elements of design can enhance
the final product. In the next couple of minutes, you will identify
the use of images, colors, and shapes and
their role in design. Consider design elements as
necessary parts of a recipe. Unlike the recipe, to visually assemble a
digital interface, these fundamental
elements are crucial. Every component of
a visual message is essential and how they
are combined effects, how the design is interpreted. Depending on what
you want to do, you can use either
one of these aspects alone or a mix of them. The main elements
are line, text, color, shape, graphic elements such as
icons and images, and space. Let’s take some time to
explore each components, function, and application
in greater detail. The most fundamental
element of design is lines. They come in a variety of
colors, sizes, and shapes. Lines of direction
can be seen or not, and can assist in directing
the eye to a certain area. A line’s thickness can convey
additional information. While bold and broad
lines can catch the eye, thin lines are the opposite. Depending on the meanings
attached to them, colors can convey a
variety of messages and specific aspects of
your design layout can be emphasized
using color and lines. Now let’s explore type. Web typography is comparable
to print typography, but it also needs to take
additional things into account to make reading easier
across all screen sizes. To make reading enjoyable, there’s some type
of graphic elements that must be properly balanced. These are typeface, type size, color, line height,
and letter shapes. The next element is color. Did you know that all
elements can be given color? Color set the mood, and it is an effective
tool for developing brand identification
and evoking emotions. Color can also highlight particular parts of
your design layout. The RGB and CMYK color
schemes are used in design. The RGB color system specifically used in digital
design are red, green, and blue primary colors when added together in
various combinations, reproduce a broad
array of colors. There are additional
colors that are made up by combining several
primary colors. Let’s explore some more
qualities of color. Color also has the
qualities of hue, tint, tone, shaded,
and saturation. Let’s discover what they mean. Hue describes how
closely or differently a hue can be compared to
the primary colors of red, orange, yellow, green,
blue, indigo, and violet. When you define a
color as blue-green, you are using two
hues to describe it. Tint is when a color can be tinted to make it lighter
by mixing it with white and tone is the process of muting a
color by adding gray. Shaded is the next element
and this is when you create a shaded version
of a hue by adding black. This graphic is an
example of hues, tints, tones, and shades. The final color
element is saturation. The intensity of a color is
described by its saturation. When the saturation is reduced, the color scenes faded
and lighter while increasing saturation makes
it richer and darker. The terms and light
blue and dark green refer to variations
in saturation. The next design
element is shapes. Shapes have the ability to draw your attention to a layout. There are three types of shapes. Geometric, organic,
and abstract. Geometric forms typically have accuracy and are
structured for example, mathematical squares,
circles and triangles. Organic shapes usually lack sharp edges and feel
smooth and natural. These shapes give
a layout emphasis. Through abstract shapes,
reality is presented minimally. A human stick figure is a good example of
an abstract shape. The majority of logos
use abstract shapes to reflect the spirit of a company using
abstract graphics. Images are also an important
design elements as a user’s experience
can be improved by using a variety
of media elements. The most popular and
accessible medium is still visual because images
are practical, engaging, and simple to
memorize and appealing to us. Images may draw in and direct the attention
of your visitors, arouse feelings and promote a sense of confidence
if used wisely. The final design
element is space. The area that shape occupies
is referred to as space. It also describes
the background in which the shape or
form is contrasted. There’s positive
and negative space. Designs area of interest
is referred to as the positive space of the design and the space
around it is negative space. Let’s explore an example. In this image there
is a white vase. This is the positive space, the black area around
that is negative. There are also two faces
in black in this image. This is also positive space and the white then becomes
the negative space. Elements in a design can be connected and or
separated using space. Narrower spaces link items to show connections
between them, whereas wider gaps divide elements to show
separations between them. Their link is enhanced
by them overlapping. You have learned that
a great products like the little lemon website, not only has to be well-made, but also has to look good. In this lesson, you’ve learned
about the fundamentals of design elements and their
role in design, good work.
Reading: Design elements principles
Video: Stylize High-fidelity design
Key Components:
- Brand Style Guide: Provides guidelines on typefaces, colors, image usage, and more.
- UI Kit: Includes pre-defined UI components (buttons, text styles, icons) to streamline design.
Steps:
- Create Styles: Based on the UI kit, define text styles (e.g., “Display” for headings) and color styles (e.g., “Primary 1” for your main green).
- Apply Styles to Wireframe:
- Background: Select the background and apply your chosen color style.
- Text: Apply text styles to headings and body text, change colors as needed.
- Buttons: Style buttons according to the UI kit (color, rounded corners).
- Add Images: Replace image placeholders in the wireframe with actual images.
Outcome: Your wireframe is transformed into a high-fidelity mockup that closely represents the final look and feel of your app, guided by the brand style guide.
Call to Action: The summary ends with a prompt for the reader to try it themselves!
You have created a style sheet that contains your logos. This could possibly include typefaces, your color palette, and how pictures and images are to be used.
True
That’s correct. You have created a style sheet that contains your logos. This can include typefaces, your color palette, and how pictures and images are to be used.
You had the wireframes
for the app approved. Now, you want to turn
the wireframes into a high-fidelity design or a design that closely
resembles the final product. You add the little
lemon branding to it. In this video, you
will cover the steps from wireframes to a
high-fidelity mock-up. You received a
brand style guide. It specifies every aspect of the look and
feel of the brand. This includes typefaces,
color palette, and how pictures and
images should be used. It also includes a UI kit, which is a set of
files that contains critical UI components like font sizes, icons,
and documentation. Let me start by showing
you how to create some styles based on
the UI kit provided. First, open the UI kit. Now, I will start by
creating the text styles. I select the display
title on the UI kit and I go to the four dots on the right-hand
side of the screen. I click, “Style”, then
I click the Plus icon, I name it, Display and
click, “Create style”. The style is created. The same process is repeated
to create a color style. I’ve already created
a color style for the yellow but now I want to
create a style for the green. I select the green square. Then I go to the four dots
in the field properties. Click the Plus icon and
give it a name, Primary 1. I click “Create style”
and the style is created. My UI kit has
everything that I need. Now, let’s move
the wireframe and start adding some stylization
to the wireframes. I bring the wireframes
and I select the background on
the first wireframe. I want to give it a color. I click the four dots which
bring up the styles already created and I chose the
green or Primary 1. Next, I want to add style to the little
lemon text on top. I select it and I go to the right sidebar and
select the display style. I also want to do this for the other text elements
in this frame. After that, I want to change the color of
the display text. I select little lemon
and change it to yellow. I then change the color of the other text
elements to white. Next, I need to style
the button according to the UI kit as it is black
with squared corners. The UI kits states rounded
edges with a radius of 16. I changed that on
the right sidebar and I also want to
change its color. I go to the Fill
property and click the four dots and
select Primary 2. I also change the text color to black as white
isn’t very clear. What’s needed now, are images to be inserted. I select the image
box on the wireframe, click the Fill property
on the right sidebar and change the drop-down on
top from solid to image, a checkered box appears and it prompts to
choose an image. I select the image and it
appears in the element. I do this for the
rest of the images. I click Fill and select Image
again, from the drop-down. Then, I choose the
Greek salad image and I repeat this action
for the two other images. The high-fidelity mock-up
is complete and has gone from wireframe to
a stylized mock-up. Why don’t you try
it out yourself?
Reading: Exercise: Design a component in Figma
Reading: Solution: Design a component in Figma
Reading
The solution consists of a default (top component), clicked (central component), and disabled button (bottom component). Click the link below to access the solution in Figma:
Compare your solution to the solution below. Is it similar? If not, follow the steps again to determine what is missing and complete your components.
![](https://i0.wp.com/stackfolio.xyz/wp-content/uploads/2024/05/L1-Item-04-Image-9.png?resize=411%2C214&ssl=1)
Practice Quiz: Self-review: Component Design
Where is the “Create a component” icon located in Figma?
The top bar in the middle of Figma
Correct! The “Create a component” icon is located in Figma’s top bar in the middle.
Gemini
The correct answer is:
The top bar in the middle of Figma
Here’s why:
- In Figma, the component creation icon is shaped like a four-pointed diamond and is prominently located in the center section of the top toolbar. This makes it easy to find and access for quick component creation.
ChatGPT
The “Create a component” icon in Figma is located in the left-hand side panel. It typically looks like a small square with a plus sign inside it.
Llama3
The correct answer is:
The left-hand side panel in Figma
In Figma, the “Create a component” icon is located in the left-hand side panel, which is often referred to as the “Components” panel.
Variants are component combinations that you can group as a single component set.
True
Correct! Variants are component combinations that you can group as a single component set.
Gemini
True
Variants are indeed component combinations grouped together into a single component set. This allows you to manage and use multiple variations of a design element efficiently.
ChatGPT
False. Variants in Figma are component variations that you can create within a single component. They allow you to define different states, styles, or properties of a component without creating separate components for each variation.
Llama3
The correct answer is:
True
In Figma, variants are indeed component combinations that can be grouped as a single component set, allowing you to manage and reuse related components more efficiently.
After creating a component, you can use it immediately by simply dragging the component in the local components section onto canvas.
True
Correct! After creating a component, you can use it immediately by simply dragging the component in the local components section onto canvas
Gemini
True
After creating a component, you can immediately drag an instance of it from the “Assets” panel (where your local components are stored) and drop it onto the canvas. Here’s why:
- Component Creation: When you create a component, it becomes the master component.
- Instances: Dragging from the “Assets” panel creates instances of that master component.
- Flexibility: Each instance shares the master’s properties, but can be customized with its own overrides.
ChatGPT
True. After creating a component in Figma, you can use it immediately by dragging the component from the local components section onto the canvas.
Llama3
The correct answer is:
True
After creating a component in Figma, you can indeed use it immediately by simply dragging the component from the “Local components” section onto the canvas. This allows you to quickly reuse and customize your components throughout your design.
Reading: Mood boards in design
Reading
Because of their ability to combine abstract concepts such as emotions, desires, and thoughts, professionals from all creative fields use mood boards as a powerful tool for visualizing ideas and concepts.
What exactly is a mood board?
Mood boards are graphic panels that combine different sensory sources to create a dynamic environment that acts as a guide for creative decisions. Photos, colors, illustrations, animations, fonts and textures can be used to develop a mood board that explains the emotions you want to arouse in users while also merging the creative vision of the design.
![](https://i0.wp.com/stackfolio.xyz/wp-content/uploads/2024/05/mood-board.jpeg?resize=1024%2C677&ssl=1)
What is the purpose of a mood board?
These panels are used to imaginatively connect ideas, bringing together the vision of stakeholders, users, and the design team. They serve as a centralized asset source that the team can access anytime. Mood boards can be used for the following:
Documentation of research
Mood boards can be used for a variety of research tasks, such as benchmarking research, persona definition and user interface ideation.
Designer exploration and guidance
A mood board is a space where designers can freely explore their ideas without judgment at the start of a project. When a board is finished, it serves as a resource for the team throughout the project.
Combining visions
The idea is, by definition, abstract and one of the most important functions of a digital or physical mood board is to outline thoughts. Different stakeholders can contribute their visions and reach come to an agreement, giving everyone more strength in the project’s direction.
Types of mood boards
They can be physical or digital, and each has its benefits: Digital boards are easier to put together, format and accept natively digital references like animations and GIFs or graphics interchange format, which is a digital file format. Physical boards require more effort to format and can be shown or displayed in physical environments such as a working space’s wall. In the physical version, you can dig deeper into objects like paints, fabrics, papers, metals, perfumes and organic materials like plants. Some elements, such as those associated with touch or smell, lose meaning when reproduced digitally. Digital boards, on the other hand, can use their native environment to collect massive amounts of data.
Creating a mood board
There are numerous techniques for creating mood boards, and it is critical to understand which one is best suited to your project and creative team. A digital board is recommended in web or app design projects so that you can collect references from animations, micro-interactions and typography. However, having a physical board in the office can be a constant reminder to everyone who sees it. To create compelling and user-centered mood boards, follow these steps:
Recognize the goal
Choose the main path in your design before you begin collecting puzzle pieces. Make a clear statement stating which emotion should be triggered in a persona when they make contact with your solution:
“Tilly must be motivated to order food when she browses our website.”
Set the tone
Setting the tone of the brand aids in creating an effective mood board. Choose some keywords that represent the team’s vision as a simple exercise. The tone words can be saved to the board, so they are always available to everyone. Keywords are words like “fresh, “Mediterranean,” and “traditional” in the Little Lemon example.
Collect information on the subject
Before looking for visual references, do more research on the subject. Take notes during meetings, and collect data from users and user interviews to gather information for the project.
Establish your values
Set clear values from the start when creating a mood board, such as modern, fun, childish, colorful or sporty. Define three or four adjectives for your board to help with reference selection.
Think big first, then small
Begin by defining large groups within the central theme and then delve deeper into each to organize the discovery process. One method is to divide your mood board into smaller ones based on similar patterns and remove the outliers.
Choose wisely
Don’t just stick anything on your mood board. Choose only items that will have an impact on the project’s direction. If you have two or more pieces that are very similar, choose only one to represent that idea.
Final thoughts
Aside from being enjoyable and collaborative, the process of creating mood boards serves to unite professionals and stakeholders by putting individualities aside and focusing on a shared vision of success., resulting in a final product that is aligned from the beginning to the final design of the interface.
Mark as completedLikeDislikeReport an issue
Practice Quiz: Knowledge check: Enhancing your design
Which of these are design elements? Select all that apply.
Lines
Correct! Lines are any linear marks, so if you think about it, lines include nearly everything. They even include the words and letters you are reading that consist of thousands of curved, angled and straight lines.
Depth
Correct! Depth is an essential and exciting principle. You can create a sense of depth and the illusion that your design extends beyond the second dimension, even with the flattest of mediums.
Negative space
Correct! Negative space is the “space in between” or the area between or around other elements that form their shape.
Gemini
Here’s the breakdown of correct answers:
- Lines: Yes! Lines are fundamental to design.
- Depth: Yes! Depth adds dimension and perspective.
- Negative space: Yes! Negative space (the ’empty’ areas) defines shapes and creates balance.
- Width: Yes! Width is an important aspect of how shapes and elements are measured in a design.
All of the options are design elements.
ChatGPT
Lines, negative space, and width are all design elements. Depth, while important in design, is typically associated more with three-dimensional artwork or design, rather than two-dimensional graphic design elements. So, for this question, Lines, Negative space, and Width would be the correct choices.
Llama3
The correct answers are:
- Lines
- Depth
- Negative space
Width is not a design element, it’s a dimension or a measurement.
”Overlapping” refers to the overall arrangement of elements in your design.
False
Correct! ”Composition” refers to the overall arrangement of elements in your design. Overlapping in a composition is how all the elements overlap to create the illusion of a third dimension.
Gemini
False.
While overlapping can influence the overall arrangement, the term “overlapping” specifically refers to the way elements are layered on top of each other, creating a sense of depth and visual hierarchy.
Here are some terms more related to overall arrangement:
- Composition: The general placement and organization of elements in a design.
- Layout: The structure and arrangement of elements within a specific space.
- Balance: The distribution of visual weight within a design.
ChatGPT
False. “Overlapping” typically refers to the layering of elements in a design where one object partially covers another, creating depth and dimensionality. It’s more specific than the overall arrangement of elements, which would encompass factors like alignment, balance, and proximity.
Llama3
The correct answer is:
- True
Overlapping refers to the way elements in a design overlap or intersect with each other, which can create visual interest and depth.
Mood boards are graphic panels that combine different sensory sources to create a dynamic environment that acts as a guide for creative decisions.
True
Correct! Mood boards are graphic panels that combine different sensory sources to create a dynamic environment that acts as a guide for creative decisions.
Gemini
True! Mood boards are indeed graphic panels that combine various sensory sources (like images, textures, colors, typography) to create a cohesive atmosphere. They serve as a reference point for guiding creative decisions, ensuring consistency in the look and feel of a project.
ChatGPT
True. Mood boards are indeed graphic panels that combine various sensory sources such as images, textures, colors, and sometimes even text to evoke a particular mood or atmosphere. They serve as visual tools to inspire and guide creative decisions in design projects.
Llama3
The correct answer is:
- True
Mood boards are indeed graphic panels that combine different sensory sources, such as images, colors, textures, and typography, to create a visual representation of a concept, theme, or style. They are often used as a guide for creative decisions in design, filmmaking, and other creative fields.
Select all the different types of Mood boards.
Digital
Correct! Digital boards can use their native environment to collect massive amounts of data.
Physical
Correct! A physical mood board allows you to dig deeper into objects like paints, fabrics, papers, metals, perfumes and organic materials like plants. In other words, some elements are associated with touch or smell.
Gemini
Here’s a breakdown of the correct answers:
- Empirical: Not a type of mood board. Empirical relates to data and observations.
- Digital: Yes! Digital mood boards are created using software or online tools.
- Physical: Yes! Physical mood boards are made with tangible materials like images, fabric swatches, etc.
So the correct answer is Digital and Physical.
ChatGPT
The correct answers are:
- Digital
- Physical
Llama3
The correct answers are:
- Physical
- Digital
- Empirical
Empirical refers to a mood board that is created based on research and data, often used in academic or scientific contexts.
Physical refers to a traditional mood board created on a physical surface, such as a board or canvas, using physical materials like paper, fabric, and objects.
Digital refers to a digital mood board created using digital tools, such as graphic design software or online platforms, and can be shared and collaborated on remotely.
Note: There is no such thing as an “Empirical” mood board in the context of design or creative fields. Empirical refers to a method of research or investigation that is based on observation and experience.
What icon in Figma represents the main component?
Four solid diamonds
Correct! The four solid diamonds icon in Figma represents the main component.
Gemini
The icon that represents a main component in Figma is:
Four outlined diamonds
This icon appears in the Assets panel next to any component designated as the main component.
ChatGPT
In Figma, the icon representing the main component is four outlined diamonds.
Llama3
The correct answer is:
- Four solid diamonds
In Figma, the main component icon is represented by four solid diamonds ().
Reading: Additional resources
Reading
The following resources are additional reading materials that introduce you to high-and low-fidelity prototyping, user interface elements, creating a UI component design system, the architecture of a component and what mood boards are. These will add to the knowledge that you’ve gained in this lesson.
Prototyping
High-Fidelity & Low-Fidelity Prototyping.
UI components
Creating a UI Component Design System
The architecture of a component
Mood boards
What are mood boards and How it is Important in UX Design World?
How to make a mood board step by step
User interface elements
Design Systems
Video: What are design systems?
The video discusses design systems, UI kits, and atomic design.
Design Systems:
- A design system is a comprehensive collection of resources that helps create a consistent and reusable design for a product.
- It includes typography, colors, icons, layouts, grids, coding standards, naming conventions, and tone of voice for content.
- A design system is a guide for developers and provides a style guide and documentation.
UI Kits:
- A UI kit is similar to a design system, but it is limited to the elements and features that populate a user interface (UI).
- A UI kit shows a systematic approach to design, such as a typographic scale or color system.
- It can list a set of buttons, menu items, or components, but it is not as thorough as a design system.
Atomic Design:
- Atomic design is a thought process of assembling design elements to create bigger design components.
- It is explained through a scientific metaphor:
- Atoms: individual elements like text boxes, form inputs, or links and buttons.
- Molecules: combine atoms together, such as an input box with a label.
- Organisms: groups of molecules, such as a nav bar.
- Templates: low-fidelity wireframes that consist of all atoms, molecules, and organisms together.
- Pages: specific refinements of templates with actual content and images.
The benefits of atomic design include:
- Consistency and reusability of design elements
- Saves time and effort
- Provides a single source of truth for all design files
In this lesson, you learned about design systems, UI kits, and atomic design, and how they can help you create a consistent and reusable design for your product.
A ______________ is like a design system, but as its name suggests, it is limited to the elements and features that populate a User Interface or UI.
UI kit
Correct. A UI kit is like a design system, but it is limited to the elements and features that populate a User Interface.
Your client is delighted with how The
Little Lemon website is coming together informed by great user feedback. You now know that design systems have
fantastic resources to generate flexible, consistent and reusable designs for
the users of the little lemon website. These are also a lot of work. So you have decided to create a smaller UI
kit that you will then use to inform your design. In the next couple of minutes, you will
learn about design systems and UI kits. You will also differentiate
between the two and learn about best practice design for both. And finally,
you will be introduced to Atomic Design. Let’s start, in a previous video,
you were introduced to design systems. You should now know that a design
system is everything that goes into creating your product,
including typography, colors, icons, layouts, grids,
coding standards and naming conventions. It can also be a guide on the tone
of voice for your content. A style guide and
documentation for developers. A design system combines all of these in
a way that enables your team to develop, learn and work together. Some bigger design systems
will have a set of rules and guides that aid the reader through dos and
don’ts. Others are simply a set of components and
files to inform design layouts. A UI kit is similar to a design system,
but as its name suggests, it is limited to the elements and features
that populate a user interface or UI. A UI kit still shows a systematic
approach to design, for example, a typographic scale or a color system. It can list a set of buttons,
menu items or components but it is not as thorough as a design system. For the scope of this course
you will use a UI kit. Let’s consider this navigation bar or
nav bar or menu. In a design system this could be
referred to as a nav bar component. It is the primary
navigation on the website. It comprises of a logo, some links and a feature button to call attention to
the little lemons online ordering service. There is a space on the right with
log in and sign up information and a search option. Now that you are more familiar with
what design systems in UI kits are. Let’s explore atomic design
invented by Brad Frost. This is a thought process of assembling
design elements to create bigger design components and it is explained
through a scientific metaphor. Let’s explore this in more detail. Atoms are individual elements like text
boxes, form inputs or links and buttons. You can think of these as HTML elements. Next you have molecules which
combine atoms together. Think of an input box with a label. Inside there is a profile icon with
a link on the right that says log in. To the right of that there is a button
that says sign up, organisms are up next. You guessed it,
organisms are groups of molecules. Think of a nav bar. Moving away from the science metaphor, let’s explore templates which
are like low fidelity or basic wire frames that consist of all your
atoms, molecules and organisms together. Then you have pages which are more
specific refinements of templates. Think of actual content and images. This structured and ordered approach
to composing layouts is granular for a reason. It enforces consistency and
saves time with reusable elements. Think about a search bar. It is usually placed on the top
of a web page or an app and display similarly across
most applications. This is almost identical to the log in
molecule but with a different icon and label. As a UX UI designer and developer you
can now reference a single source of truth where all of your
files are located in one space. In this lesson you learned more
about design systems in UI kits and you were introduced to
the atomic design process. Great job
Reading: Design systems
Reading
Video: Design systems in Figma
The video teaches how to create a simple button component in Figma, a design tool. The speaker explains that creating components can make design more efficient and reusable. To create a component, you can use the auto-layout feature, which converts the design into a frame with more customization options. The speaker demonstrates how to create a button component, including:
- Creating a button with auto-layout to resize the button shape to fit the text.
- Creating a master component by clicking the “Create Component” icon.
- Creating instances of the component by duplicating the master component or dragging and dropping it.
- Renaming and customizing instances, such as changing the fill color.
- Changing the master component to update all instances.
The speaker encourages viewers to explore more complex components, such as a card component, and to learn how to use components to create more efficient and reusable designs.
A component in Figma contains the following characteristics:
A master
Correct! A component in Figma contains a master.
An instance
Correct! A component in Figma contains an instance.
As your redesign of
Little Lemon progresses, it becomes more complex. However, you can create
components or elements that you can reuse
across your design to make it more efficient. In this video, you will learn how to create a simple
button component. Any layers or created objects can be turned into components. These include a wide
variety of elements like buttons, icons,
layouts, and more. A component has two
characteristics, a master and an instance, which is a copy of the master. Don’t worry about that now, you will cover that soon. Let’s first check how
you create a component. To do this, you must use slightly advanced
Figma UI techniques. These are auto-layout
and component features. The first is the
auto-layout feature. This essentially converts
whatever you are creating into its own frame, giving you more control
and customization options. On the online order page, I created some category
buttons for the menu items, starters, mains, deserts,
ala carte, and so on. I created these manually by adjusting the background
button shape to fit the text. This is how I originally
created these categories. I duplicated the starters
button and typed in mains, however, the button
shape is too big. Auto-layout will rectify this. I select the mains elements and go to the right-hand panel and click the plus icon
to create an auto layout, and the button shape
automatically resizes to the size of the text. Now it has changed into an auto layout frame
in the layers panel, the icon indicates that, and the properties are
in the right sidebar. Now, if I hover over
my text element, it has an outer box around it. This is the frame. Now the button has padding or some space between the text and the top, bottom, and
both sides of the text, which is adjustable. Then I create a component
from this button by clicking the Create Component
icon at the top frame. It resembles four diamonds. This has now created
a master component. You can create instances
and variations based on this component. Now, let’s make instances
of this component. I can duplicate the button by pressing Control D on Windows or Command D on Mac, or I can click and drag on
the master button component and press Alt as I drag. The layers panel shows that
a second button was created, but the icon is a
single diamond. This tells us that this is an instance of the
master button. I rename it yellow button. I click on the yellow
button instance and change the fill of
the frame to yellow. The instance of only this
button changed to yellow. Now I go to my master component. I change the radius to eight and all instances will
retain this change. The component master
button is the master. If I want to change all
instances, I do it from here. If I want instances to have
individual characteristics, I do it inside that
particular instance. In this video, you
learned how to create a simple button component. I encourage you to keep
exploring components by covering the readings on
how to use these techniques to create a more
complex card component.
Reading: Exercise: Interactive component design
Practice Quiz: Self-review: Interactive component design
You can use interactive components to test interactions between variants in a component set.
True
Correct! You can use interactive components to test interactions between variants in a component set.
In what mode do you create an interaction between screens in Figma?
Prototype mode
Correct! Prototype mode allows you to create interactive flows that explore how a user may interact with your designs.
Where do you locate the presentation view in Figma?
On the right-hand side of the top bar
Correct! The location of the presentation view is on the right-hand side of the top bar in Figma. It is indicated by an outlined arrow facing right.
Practice Quiz: Knowledge check: Design Systems
____________________ are constantly changing collections of reusable components, principles and guidelines.
Components
Brand style guide
Design systems
Design systems
Correct! Design systems are constantly changing collections of reusable components, principles and guidelines.
gemini-1.5-flash-api-0514
The answer is Design systems. Here’s why:
- Design systems are living, breathing entities. They are not static documents but rather evolving collections of:
- Components: Reusable UI elements (buttons, forms, etc.)
- Principles: Design philosophy and guidelines (e.g., typography, color usage)
- Guidelines: Rules and best practices for consistency
- Components are individual parts of a design system, not the system itself.
- Brand style guide focuses primarily on visual identity aspects like logos, colors, and typography, but it doesn’t encompass the full scope of a design system.
In essence, a design system is a framework for creating consistent and efficient user experiences across all touchpoints of a brand.
Llama3
The correct answer is:
Design systems
Does a design system consist of objectives and shared values?
No
Yes
Yes
Correct! Aligning design teams around a standard set of goals is critical. It will help create a vision and may ensure everyone looks in the same direction. These objectives will change over time, which is natural. So, changes need to be widely communicated.
llama-3-70b-instruct
The correct answer is: Yes.
A design system typically consists of objectives and shared values, in addition to other components such as guidelines, assets, and tools. The objectives and shared values provide a foundation for the design system, guiding the creation and implementation of the system and ensuring that it aligns with the organization’s goals and mission.
yi-large-preview
Yes
A design system does consist of objectives and shared values. It typically includes guidelines, principles, and standards that help teams create cohesive and consistent user experiences. These systems are based on a set of objectives that outline what the design system aims to achieve, such as improving usability, ensuring accessibility, and maintaining brand identity. Shared values are also integral as they establish the principles and beliefs that guide design decisions, ensuring that all designers and developers working within the system are aligned in their approach and understanding of the goals and ethos of the design system.
Llama3
The correct answer is:
Yes
Material design is the visible elements of a brand, such as color, design and logo, that identify and distinguish the brand in the minds of consumers. It’s referred to as brand identity.
False
True
False
Correct! Brand identity and language are the visible elements of a brand, such as color, design and logo, that identify and distinguish the brand in consumers’ minds.
ChatGPT
True. Material design typically refers to the visual language developed by Google, which includes principles such as grid-based layouts, responsive animations, and use of depth effects like lighting and shadows. While it contributes to a brand’s visual identity, it doesn’t encompass all aspects of brand identity, such as messaging, tone, and values, so it wouldn’t be entirely accurate to equate material design with brand identity.
Gemini
The statement is False.
Material design is a design language developed by Google. It’s a set of guidelines that define the visual elements and interactive behaviors of user interfaces.
Brand identity, on the other hand, is the visible elements of a brand, such as color, design, and logo, that identify and distinguish the brand in consumers’ minds.
llama-3-70b-instruct
The correct answer is:
True
_______________ are the building instructions that allow you to use components logically and consistently across all products.
1 point
Patterns
Components
Design systems
Patterns
Correct! Patterns are the building instructions that allow you to use components logically and consistently across all products.
Gemini
The answer is Design systems.
Here’s why:
- Design systems are comprehensive collections of reusable components, guidelines, and principles that ensure consistency and efficiency in product design and development. They serve as the “building instructions” for creating a cohesive user experience across different products and platforms.
- Components are the individual building blocks within a design system (e.g., buttons, forms, typography).
- Patterns are established solutions to common design problems, often combining multiple components.
While components and patterns are important parts of a design system, the design system itself is the overarching framework that governs how these elements are used and combined.
ChatGPT
Design systems are the building instructions that allow you to use components logically and consistently across all products.
gemini-1.5-pro-api-0514
The answer is Design systems. Here’s why:
- Design systems are comprehensive sets of rules, guidelines, and principles that dictate how design elements (including patterns and components) should be used across an entire product ecosystem. They ensure consistency, reusability, and efficiency in design and development.
- Patterns are reusable solutions to common design problems. While important within a design system, they don’t encompass the full scope of building instructions.
- Components are the individual building blocks of a user interface (e.g., buttons, forms, navigation menus). A design system provides the guidelines for how to use and combine these components effectively.
Think of it this way:
- Design system: The complete instruction manual for building a house.
- Patterns: Instructions for building a specific type of window or door.
- Components: The individual bricks, windows, doors, and lumber used in construction.
Design principles lay a better foundation and guide a team through the creation and ongoing implementation of a design system.
True
False
True
Correct! Design principles lay a better foundation and guide a team through the creation and ongoing implementation of a design system.
Gemini
The statement is True.
Design principles are the fundamental guidelines that shape the overall look, feel, and functionality of a design system. They establish a shared understanding and vision among the team, guiding decision-making throughout the creation and evolution of the design system. Here’s why they are important:
- Foundation: Design principles serve as the foundation upon which all other elements of the design system are built. They define the core values and goals that the system aims to achieve.
- Guidance: Design principles provide a clear direction for designers and developers when creating new components, patterns, or features. They help ensure that all elements align with the overall vision and goals of the system.
- Consistency: Design principles promote consistency across different products and platforms by providing a shared language and framework for design decisions. This leads to a more cohesive and unified user experience.
- Collaboration: Design principles facilitate collaboration among team members by providing a common reference point for discussions and decisions. They help prevent disagreements and ensure that everyone is working towards the same goals.
- Evolution: Design principles allow the design system to evolve and adapt to changing needs and technologies while maintaining its core identity and values.
In summary, design principles play a crucial role in laying a strong foundation and providing ongoing guidance for the successful creation and implementation of a design system.
ChatGPT
True. Design principles indeed lay a better foundation and guide a team through the creation and ongoing implementation of a design system. They provide a set of guidelines and philosophies that inform decision-making throughout the design process.
Llama3
The correct answer is:
True
Reading: Additional resources
Reading
The following resources are additional reading materials that introduce you to what a design system is and how to design, manage and deploy your design system. These will add to the knowledge that you’ve gained in this lesson.
Design System examples
Design, manage, and deploy your design systems with Figma
This page contains several links to Design System resources
Best practices for form design
Design Systems: A Practical Guide to Creating Design Languages for Digital Products
Material Design
Examples of the ease of use and tools
Atlassian: an example of comprehensiveness
Polaris from Shopify: the incorporation of design into the workflows of designers and developers.
IBM did incredible work on the Design language.
Form design
Prototyping, Sharing and testing your designs
Video: Moving from design to prototyping
What is a Prototype?
A prototype is an almost working model or mock-up of a product, used to test it with prospective users and stakeholders.
Creating an Interactive Prototype in Figma
The text guides the reader through creating an interactive prototype of a meal ordering process using Figma. The process involves:
- Designing the UI layouts and populating the design system and UI kit.
- Creating a scenario using a persona (Tilly) and generating her user flow.
- Linking screens and elements in Figma using the prototype feature.
- Testing the interactive prototype by clicking through the screens.
Benefits of Interactive Prototypes
Interactive prototypes can be shared with customers and colleagues for further testing and feedback. They help others understand how the design will look and behave once the final product is built.
Congratulations!
The reader has successfully learned how to create an interactive prototype in Figma, which can be animated and shared with others for feedback.
A prototype is a diagram or a set of diagrams that consists of simple lines and shapes representing the skeleton of a website’s functionality.
False
Correct! A prototype is an almost-working model or mock-up of the product which you use to test it with prospective users and stakeholders.
A prototype is an excellent way for you to get
valuable feedback. Adrian has asked you to create a prototype of the
meal ordering process. In the next few minutes, you will learn how to create interactive prototypes using high-fidelity designs in Figma. These prototypes can be
animated and shared with customers and colleagues for further testing and feedback. You may wonder what
a prototype is. A prototype is an
almost working model or mock-up of the product, which you use to test it with prospective users
and stakeholders. Now that you have designed
some of your UI layouts and have been populating your
design system and UI kit, let’s put it all together in
an interactive prototype. Using interactive
prototypes, you can show how the design
will act in a way that is helpful in assisting
others to understand what your design would look like and behave once the final
product is built. First, the design needs to be created. Which I have done here. I want to test some
of the functionality, so I developed a
scenario using Tilly, our persona, and I
generate her user flow. Tilly is hungry after
a long day at work. She opens the order
online option on the little lemon mobile
version of the website. Initially, she is not sure
what she wants to order. She sees the bruschetta and
wants a bit more information. She taps on the bruschetta. This provides her
with all the details she wants and options
to customize it. She decides it’s good just
the way it is and adds it to her order and is given a summary and a
breakdown of the price. She then spots an
option to add more to her order and wants to have
a look at the Greek salad. Once again, she’s given
the description on all the options to add
other ingredients. Again, she decides
that it’s good enough as it is and taps at an updated order
summary appears with an updated basket in the
top right-hand corner. There are two items
in the basket. Tilly sees she has two items and the size that she would like
to order dessert with that. She taps the back button, which returns her to
where she can browse the other menu categories and see how many items
are in her basket. Now let’s see how we link these elements and
screens using Figma. Click on the prototype
link on the panel on the right next to
the design panel. You will notice that a blue
box with an arrow appears and as well as a blue circular
icon on the home screen frame. Select it. I want to
select bruschetta. I double-click on the area until the relevant
part is highlighted. I click the blue
button on the right and drag it to screen two. I have now linked these screens. The interaction
details pop up on the right-hand
side and it states navigate on top to Screen 2. Next, I link the add
button to Screen 3. From here, I link the Greek
salad element to Screen 4, and then link the add
button to Screen 5, which is the updated
order summary. From here, I link the back button to
the home screen too. Okay. Now having
completed the links, let’s look at the
interactive prototype by pressing the blue box with the arrow in it on
the Figma Canvas. This opens the prototype. I tap the bruschetta, and I’m shown its details. I add it to basket and I’m
brought to the order summary. I tap the Greek salad, see its details, which brings
me to the updated summary. When I click the back button, I return to the home screen. Success. You have
now learned how to create a simple interactive
prototype in Figma. Adrian and the users were pleased with the
prototype you provided. Congratulations. You learned how to create interactive prototypes using high-fidelity designs in Figma. These prototypes can be animated
and shared with clients and colleagues for
further testing and feedback. Good work.
Reading: Micro-interactions and micro-animations
Video: Animate and test your prototype
The article explains how to create an interactive prototype on Figma for testing an application. The prototype includes:
- Category buttons that toggle on and off
- Horizontal scrolling for the category buttons
- Vertical scrolling for the dishes
To achieve this, the author:
- Creates a master button component with a toggle effect
- Styles the button and its text
- Creates multiple instances of the button component
- Arranges the buttons in a horizontal scrollable list
- Limits the scrollable area by converting the frame into a component
- Enables horizontal scrolling for the list
- Repeats the process for vertical scrolling for the dishes
- Shares the prototype by copying a link and sharing it with test participants.
On the ____________ side of the layers panel in Figma, you will find the local components page.
right-hand
Correct! On the right-hand side of the layers panel in Figma, you will find the local components page.
You’re ready to prepare
the application for testing through an interactive
prototype on Figma. You can create the
prototype and share a link with users when you
are ready for testing. Let’s cover the prototype. First, I open my Figma file. Now, I can scroll
the category buttons horizontally and the
dishes vertically. I can also toggle the
categories on and off. Be mindful that it’s
beyond the scope of this prototype to make these dynamically filter the content. But it’s a great starting
point to facilitate a rich user experience for
the task participants. Let’s create both of
those effects in Figma. To replicate this, I need to delete the current set
of category buttons on the home screen on the right-hand side
of the layers panel. I go to the local
components page, which I’ve created to
store my components. Let’s create the
category buttons toggle interactive component. To do this, I create an auto layout button and
convert it into a component. Then, click the Component
button and name it master button. I hit Enter. Now, I right-click
this component, go to main component
and then add variant. This is where I put
in the variation. In this case, what happens when the user toggles
or clicks it. A perforated outline appears. Now, I want to
style the variant. To do that, I select it in the label and the design
panel, I type selected. Then, I hit Enter. Now, I customize its appearance. Select the button and change
the fill to a darker color. Next, I double-click
into the text and then change the fill of the
text to a lighter color. Now, I want to prototype what happens between the two states. Click the Prototype
tab on the right. Double-click on the
first instance, drag the prototype icon
to the second one, and the properties tab appears. You’ll see on-click change
to the Selected icon. Now, I want to
double-click and drag the second property up
to reverse the process. When this one is clicked, it will go to the
selected version. This is how to toggle
between two states. Let’s get this onto our
prototype and see how it works. I’m going to go to page 1
on the left-hand panel. I go to the Assets tab beside it and type
in master button. The button shows up. I drag this onto the auto-layout under
order for delivery. Let’s test it now. I click the Present
prototype button. The button changes when
I click it. Perfect. Let’s make some more
category buttons. I select the button
and duplicate an instance of the button
component by pressing Control or Command D. The button duplicates but they are stacking one on
top of each other. This is happening because the parent auto layout frame
is set to stack vertically. I’m going to select both buttons and make this an
auto-layout frame. Then, in the auto layout
properties panel on the right, I can change their direction. I can duplicate as many of these category buttons as I want. I type into each one to
give them unique titles. I gave each one a new label. Next, I want to make
a horizontal scroll. I double-click the frame. I can see it’s called frame 5. I’m going to rename
it to dish category. I want to limit the amounts that these buttons can scroll
within the screen. To do this, I
double-click to get into the frame and convert
it into a component. Then, I right-click and
choose frame selection. I scale it from the
right-hand side to snap to the edge of
the device window. This creates the overflow edge. I select the Prototype tab and click on overflow scrolling. Then, I click on
horizontal scrolling. Let’s check it. Now,
the category buttons toggle on and off, and I can scroll left and right. I repeat the process to
scroll the dishes vertically. To share my prototype, click the share button, copy the link and share it
with the test participants.
Video: Case Study: How Meta uses micro interactions
What are Micro Interactions?
- Small interactions that occur frequently when using an app
- Serve a single purpose, such as confirming an action or prompting the next step
- Bring clarity and understanding to the user’s experience
- Can add a human and emotional touch to the app
Example of a Micro Interaction
- Hovering over the like button on Facebook, which reveals a range of reactions to choose from
- This micro interaction is clear, animated, and brings delight to the user
Benefits of Micro Interactions
- Provide clear understanding of where the user is in the app
- Give feedback to the user, such as confirming a successful action or indicating an error
- Help the user understand what to do next
Designing Micro Interactions
- Conceptualized in the design process, considering each screen and flow
- Engineers build out micro interactions, and testing reveals gaps or areas for improvement
- Reusable components, such as toasts, can be used for micro interactions
Advice on Micro Interactions
- Don’t overthink micro interactions – keep them simple and clear
- Avoid overwhelming the user with too many micro interactions or making them too fancy and distracting
- Consider micro interactions in the design and testing process to ensure a high-quality user experience
I think a fun fact about interactions is
just how often you encounter them when you’re using an app most of
the time without realizing them. Micro interactions are meant
to be very simple and clear so you might not even notice that
you’re exiting out of a dialogue or you’re seeing confirmation that
you did something on your app. Micro interactions are small interactions
that you’ll encounter many times when you’re using an app. They serve a single purpose and usually
it’s to bring more understanding to a flow that you might be going through but
it’s also to bring a more emotional and human aspect to your app as well. Micro interactions make it clear to a user that an action they just
took was successful or it triggers them to complete another
action or go to another step in a flow. They really bring a level of
understanding to what the user is doing. One example of a micro interaction on
facebook dot com is when you hover over the like button and you see a little bar of all
the reactions you can take on a post. This micro interaction is really
clear in what it’s supposed to do. The user is supposed to tap
one of the reactions so that they can quickly
react to someone’s post. It also brings a level of
delight to the app as well. If you ever hover over the like button, you’ll notice that
the interactions are animated, it kind of just brings them more fun and
human aspect to using facebook as well. Micro interactions benefit the user
because they give them a really clear understanding of where they are in the app
and like if the system is in a good place, for example, if you’re filling out
a form and put in your name for let’s say a price, you might see
an error pop up on the form and it’s really clear to you that your action
hasn’t been submitted successfully and that you need to actually
change the form input. If we didn’t have a micro interaction
there, you might not know whether you actually like purchased that ticket or
completed that flow successfully. So micro interactions are really important
for giving almost a status to the user of. Did you do this successfully? What should you do next? And giving feedback to the user. So a lot of micro interactions
are actually conceptualized in the design process. Usually designers will
design a certain flow and to end and have a different design for
each screen of a flow. What should happen when you tap
a certain button and so on. Engineers build out these micro
interactions and sometimes we might realize there’s a gap in some sort
of interaction when you press a button, nothing happens. So in the testing phase we kind of
realize where we need to add more micro interactions or when a micro
interaction is super annoying and not really beneficial to the user as well. Since joining meta. I’ve seen how many micro interactions
are used all over our products. Many I’ve used subconsciously and when
I’m building a product now, I’m really thinking about the things that happen when
someone goes through a flow successfully or what hap happens when there’s
an error that they might encounter, luckily here at meta we have a bunch of
reusable components that we can use for micro interactions. An example is a toast and
a toast is something that appears in like the bottom corner of your
screen when you complete inaction. So if I were to try to create a facebook
event and I do so successfully, A little toast with like a green check mark would
appear in the corner if something happens, say your internet goes out and we’re
not able to create the facebook event. A little toast will appear in
the corner with a warning sign, so it’s really clear to
the user what’s happened and it brings a level of understanding
to their experience as well. I would say my biggest piece of advice
is don’t overthink micro interactions. Sometimes people will learn how to do a
really fancy animation and think that they have to include it in every single
micro interaction on the site. I think the biggest thing about micro
interactions is that they should be very clear and understandable and most of
the times that means simple as well. You don’t want to include two too many
micro interactions and you don’t want to make the micro interactions that you
do include very fancy and distracting for the user as well. Usually people don’t think of micro
interactions when they’re trying to design a product, but it’s really important that
you think about them in the design process and also in the testing process,
I use the product a bunch of times. I don’t even notice when I’m missing
a little con for Formacion toast or a little error dialog. So it’s really important that you
think about these details and that you’re putting your product in front
of people so they can also see these gaps. And you can close them as well. Best of luck learning more about micro
interactions and just know that they will bring your app to a high quality bar
and make sure that users really understand the flows that they’re going through
on your new product or idea.
Reading: Exercise: High-fidelity design prototype
Reading
Overview:
In this exercise, you will add the interactive components created in the previous activity to the file provided and link the two pages.
Step 1
- Open the Figma file called “Prototype” as well as the interactive components file you previously created.
Step 2
- Copy and paste the interactive components into the prototype file.
Step 3
- The components will show up on the assets panel.
Step 4
- Add an instance of the button component to replace the Checkout button.
Step 5
- Link the pages.
- Move from the design mode into the prototype mode.
- Select the item description frame button and drag the blue icon to the pre-order confirmation screen.
- The user may want to return to the previous page, so link the back arrow on the top left of this screen to the item description page.
Step 6
Test it by selecting the presentation mode button.
Solution: High-fidelity design prototype
Practice Quiz: Self-review: High-fidelity design prototype
Where do you locate components in Figma?
Layers panel
Assets panel
Assets panel
Correct! The components will show up on the assets panel in Figma.
gpt-4-1106-preview
In Figma, you locate and manage the hierarchical structure of your design elements in the “Layers” panel. The Layers panel displays the list of objects on the canvas, organized by frames (akin to artboards), groups, and individual elements such as shapes, text, and images. This panel allows you to select, hide, lock, rename, and reorder layers.
The “Assets” panel, on the other hand, is where you find components that have been created and published for reuse across your designs. This is where you can access local components (components available within the current file) and components from team libraries if you are using Figma’s team features. You can drag and drop these assets directly into your canvas to use them in your design.
In summary:
- Use the “Layers” panel to manage the structure and organization of elements in your current design file.
- Use the “Assets” panel to access reusable components and styles to use in your design.
Gemini
You can locate components in Figma within the Assets panel.
The Layers panel is used to view and manage the layers of your Figma design file, which includes individual shapes, text elements, and groups. Components are a specific type of element within Figma, and the Assets panel provides a dedicated location to access, manage, and insert them into your designs.
To link pages, you move from design mode into prototype mode.
False
True
True
Correct! To link pages, you move from design mode into prototype mode.
phi-3-mini-4k-instruct
False.
The statement “To link pages, you move from design mode into prototype mode” is not accurate in the context of web development. Linking pages typically involves using HTML anchor tags (<a>
) with the href
attribute pointing to the URL of the target page. This process is part of the coding phase, not a mode switch.
In web development, “design mode” and “prototype mode” refer to different stages or tools:
- Design Mode: This usually refers to a mode in web design tools like Adobe Dreamweaver or similar software where you can visually design the layout and appearance of a webpage. It’s more about the visual aspect and less about the functionality like linking pages.
- Prototype Mode: This term is not standard in web development. However, it could be loosely interpreted as a phase where you create a working model or a prototype of your website. This involves both design and functionality, including linking pages, but it’s not a mode switch.
The process of linking pages is typically done during the coding phase, regardless of whether you’re in a design mode or working on a prototype.
Gemini
You can link pages in Figma without switching to prototype mode.
While prototype mode allows for creating interactive prototypes with transitions between pages, linking pages for navigation purposes can be done directly in design mode. Figma offers functionalities like “Copy Link to Page” and hyperlink options within the design tools themselves.
In which mode do you view your prototype in Figma?
Presentation mode
Design mode
Prototype mode
Presentation mode
Correct! This is not the location of the presentation view in Figma.
Gemini
The mode you view your prototype in Figma is:
Prototype mode
Here’s why:
- Design Mode: This is the default mode in Figma where you create and edit your design elements like frames, shapes, and text. It doesn’t focus on user interaction or transitions between pages.
- Prototype Mode: This mode specifically allows you to test and view the interactive prototype you’ve created. You can link pages together, set up interactions between elements, and preview the user experience of your design.
- Presentation Mode: While not directly related to viewing prototypes, Figma offers a presentation mode that allows you to showcase your designs in a full-screen format, potentially including animations and transitions you’ve defined within the prototype mode.
llama3
The correct answer is:
Prototype mode
phi-3-mini-4k-instruct
In Figma, you view your prototype in Prototype mode. This mode allows you to interact with your design as a user would, simulating the experience of using the actual product. It’s an essential feature for testing and demonstrating how your design works in real-life scenarios.
Presentation mode is used for showcasing your design in a static, non-interactive format, typically for presentations or to share with stakeholders.
Design mode is where you create and edit your design elements, but it does not simulate user interaction.
Therefore, the correct answer is:
Prototype mode
Video: Module summary: Designing your UI
The module recap highlights the key skills gained in the 4th module of the course, including:
- Enhancing design by identifying and explaining the role of images, colors, and shapes.
- Understanding UX/UI design principles, including:
- Importance of good form design
- Implementing best practices to improve form design
- Component-driven products and design systems
- How they deliver captivating audiences
- Prototyping, sharing, and testing designs, including:
- Creating interactive prototypes using high-fidelity designs in Figma
- Animating and sharing prototypes with customers and colleagues for feedback and testing
Overall, the module has equipped learners with the skills to enhance their UX/UI designs, apply good form design principles, create components in Figma, and prototype and share their designs.
Congratulations, you’ve reached the end of the fourth module
in this course. Let’s take a moment to recap
on some of the key skills you’ve gained in this
module’s lessons. In the first lesson, you learned how to
enhance your design and should now be
able to identify the use of images,
colors, and shapes, and explain their
role in design. In lesson two, you learned
about UX/UI design principles. Now that you’ve
completed this lesson, you are able to explain the importance of
good form design, implement best practices
to improve form design, describe component driven
products and design systems, and explain how component
driven products and design systems deliver
captivated audiences. We then moved on to
the third lesson in which you learned
about prototyping, sharing, and testing
your designs. Having completed this lesson, you are now able to create
interactive prototypes using high fidelity
designs in Figma, and also describe how these
prototypes can be animated and shared with
customers and colleagues for further testing
and feedback. Having completed this module, you should now be able to
enhance your UX/UI designs, apply good form design, how components are
created in Figma, prototype and share your design. Great work.
Quiz: Module quiz: Design and test
A brand style guide specifies every aspect of the look and feel of the brand.
True
False
True
Correct! A brand style guide specifies every aspect of the look and feel of the brand.
Gemini
True
A brand style guide is exactly that, a guide that specifies various aspects of a brand’s look and feel.
Llama3
True. A brand style guide, also known as a brand guidelines document, is a comprehensive document that outlines the visual and tone-of-voice elements of a brand’s identity. It specifies every aspect of the look and feel of the brand, including:
- Logo usage and variations
- Color palette and typography
- Imagery and photography style
- Tone of voice and language
- Iconography and graphics
- Stationery and document templates
- Digital assets, such as website and social media design
- Brand messaging and key value propositions
The purpose of a brand style guide is to ensure consistency in the way the brand is presented across all touchpoints, both online and offline, and to provide a unified visual identity that resonates with the target audience.
phi-3-medium-4k-instruct
True. A brand style guide typically specifies every aspect of a brand’s look and feel, including color palettes, typography, imagery, logo usage, and other visual elements. It often provides guidelines for tone of voice, messaging, and how to apply the brand’s visual identity in various contexts. The purpose of a style guide is to ensure consistency across all forms of communication, whether it’s digital, print, or in-person experiences.
Which of the following is not included in a brand style guide?
Typefaces
A design system
Color palette
Pictures and images
A design system
Correct! Though a design system does contain within it, a brand style guide, the guide itself includes typefaces, color palette and how pictures and images should be used. It also includes a UI Kit, which is a set of files that contains critical UI components like font sizes, icons and documentation.
Gemini
Out of the choices, a design system is not typically included in a brand style guide.
- Typefaces, color palette, and pictures are all elements that a brand style guide would typically cover to ensure consistent visual identity.
- A design system goes beyond visual identity and delves into the code and reusable components used to build the brand’s user interfaces. It might be linked to or referenced in the brand style guide, but it’s a separate entity.
llama3
A design system.
A brand style guide typically includes:
- Typefaces: The specific fonts and typography used by the brand.
- Color palette: The specific colors used by the brand, including their hex codes, Pantone colors, and CMYK values.
- Pictures and images: The style and tone of the images used by the brand, including photography, illustrations, and graphics.
A design system, on the other hand, is a broader concept that encompasses a set of reusable components, guidelines, and assets that are used to create a consistent user experience across different products and platforms. While a design system may include some of the elements found in a brand style guide, it is a more comprehensive and detailed document that provides a framework for designing and building digital products.
A brand style guide is primarily focused on the visual identity and tone of voice of a brand, whereas a design system is focused on the overall user experience and interaction design of a product or platform.
claude-3-5-sonnet-20240620
Among the options provided, the one that is typically not included in a brand style guide is:
A design system
Here’s why:
- Typefaces: Brand style guides almost always include information about the approved typefaces or fonts to be used in various brand communications. This ensures consistency in text appearance across different materials.
- Color palette: A color palette is a crucial component of any brand style guide. It specifies the exact colors (often with color codes) that should be used in all brand-related materials to maintain visual consistency.
- Pictures and images: Many brand style guides include guidelines on the types of imagery to be used, including photography style, illustration style, and sometimes even specific image libraries or resources to be used.
- A design system: While a design system is related to branding, it is typically a separate and more comprehensive resource. A design system goes beyond a style guide, including not just visual elements but also interaction patterns, code snippets, and detailed component specifications. It’s more commonly used in digital product development rather than being a standard part of a brand style guide.
While some very comprehensive brand guidelines might touch on elements of a design system, it’s not typically considered a core component of a traditional brand style guide. The other three options (typefaces, color palette, and pictures/images) are standard elements found in most brand style guides.
Can you use “fill” to insert an image in Figma?
Yes
No
Yes
Correct! You can click the fill property in the right sidebar and change the dropdown on top from solid to image.
Gemini
Yes
You can use “fill” to insert an image in Figma. In the “Fill” section of the right sidebar, there’s an option to choose “Image” as the fill mode, allowing you to select and apply an image to your shape or frame.
llama3
Yes.
In Figma, “Fill” is a property that allows you to insert an image into a frame or shape. You can use the “Fill” property to upload an image from your computer, or to insert an image from a URL. Once you’ve inserted the image, you can resize it, crop it, and adjust its opacity and other properties to fit your design needs.
To insert an image in Figma using the “Fill” property, follow these steps:
- Select the frame or shape where you want to insert the image.
- Go to the “Design” tab in the Figma toolbar.
- Click on the “Fill” property in the “Design” tab.
- Click on the “Image” option in the “Fill” dropdown menu.
- Upload an image from your computer or enter a URL to insert the image.
- Adjust the image properties as needed, such as resizing, cropping, and adjusting opacity.
By using the “Fill” property, you can easily insert images into your Figma designs and create visually appealing and engaging user interfaces.
A story board is a space where designers can freely explore their ideas without judgment at the start of a project. When a board is finished, it serves as a resource for the team throughout the project.
True
False
False
Correct! A mood board is a space where designers can freely explore their ideas without judgment at the start of a project. When a board is finished, it serves as a resource for the team throughout the project.
Gemini
True
A storyboard is absolutely a space for free exploration and serves as a valuable resource throughout the project. Here’s why:
- Free Exploration: Storyboards allow designers to quickly sketch and arrange ideas visually without getting bogged down in details. This freedom helps spark creativity and explore diverse approaches.
- Team Resource: Once finalized, the storyboard becomes a shared reference point for the entire team. It communicates the narrative flow, scene composition, and overall vision, fostering collaboration and ensuring everyone’s on the same page.
gpt-4-turbo-2024-04-09
True
A storyboard is indeed a space where designers and other project stakeholders can explore ideas freely at the beginning of a project. It allows for the visualization of concepts, sequences, or processes without immediate criticism or constraints, facilitating a free flow of creativity and brainstorming. Once completed, a storyboard acts as a visual guide and reference for the team throughout the duration of the project, ensuring alignment and continuity in the development process.
llama3
True.
A storyboard, also known as a “idea board” or “mood board”, is a visual tool used by designers to explore and express their ideas at the beginning of a project. It’s a space where designers can freely brainstorm, sketch, and collect inspiration without worrying about criticism or judgment. The goal of a storyboard is to generate as many ideas as possible, without filtering or editing them.
A storyboard typically consists of a collection of images, words, and other visual elements that evoke a particular mood, style, or atmosphere. It can include anything from photographs, illustrations, and typography to fabric swatches, color palettes, and textures.
Once a storyboard is complete, it serves as a valuable resource for the team throughout the project. It helps to:
- Communicate the project’s vision and direction
- Establish a shared understanding of the design goals and objectives
- Inspire and guide the design process
- Provide a reference point for decision-making and feedback
- Ensure consistency and cohesion across different design elements
By using a storyboard, designers can clarify their ideas, identify potential design directions, and create a solid foundation for their project.
Micro-animations begin with a trigger and progress to a set of instructions represented visually through animations. The visual output of the micro-interaction is animation.
True
False
True
Correct! Micro-interactions begin with a trigger and progress to a set of instructions represented visually through animations. The visual output of the micro-interaction is animation.
Gemini
The statement is mostly true, but with a minor correction. Here’s a breakdown:
- Micro-animations are indeed animations, but they are triggered by user interactions.
- The trigger is the starting point, like a button press or hover.
- The animation itself is the visual output that conveys the feedback or action.
So, while the visual output is animation, it’s specifically triggered by a user interaction, making it a micro-interaction.
llama3
True.
Micro-animations, also known as micro-interactions, are small animations that respond to a user’s interaction with a digital product, such as a website or mobile app. They typically begin with a trigger, such as a click, hover, or tap, and then progress to a set of instructions that are represented visually through animations.
The trigger is the event that initiates the micro-animation, and the instructions are the specific actions that are taken in response to the trigger. The visual output of the micro-interaction is the animation itself, which provides feedback to the user about the result of their action.
Micro-animations can be used to:
- Provide feedback to the user about the result of their action
- Enhance the user experience by making interactions feel more engaging and responsive
- Guide the user’s attention to important elements or actions
- Create a sense of delight and personality in the product
Examples of micro-animations include:
- A button that changes color or shape when hovered over
- A loading animation that appears when a user submits a form
- A notification that slides in or out when a user receives a message
- A checkbox that animates when checked or unchecked
Overall, micro-animations are an important aspect of user experience design, as they can help to create a more engaging, responsive, and user-friendly product.
claude-3-5-sonnet-20240620
The statement is True.
Let’s break down the key components of micro-animations:
- Trigger: Micro-animations start with a trigger, which can be a user action (like clicking a button or hovering over an element) or a system event.
- Instructions: Once triggered, there’s a set of instructions that define how the animation should behave.
- Visual representation: These instructions are then represented visually through animations.
- Output: The visual output of the micro-interaction is indeed the animation itself.
Micro-animations are small, purposeful animations that provide visual feedback to users, enhance the user experience, and guide users through their interactions with a digital interface. They are designed to be subtle yet effective in communicating information or state changes.
Examples of micro-animations include:
- A button that slightly changes color or size when hovered over
- A loading spinner that appears while content is being fetched
- A subtle bounce effect when a new item is added to a list
So, the statement accurately describes the process and nature of micro-animations, making it true.
What are the benefits of incorporating micro-interactions into a product? Select all that apply.
Complete a small task.
Increase the feeling of direct manipulation.
Provide feedback on the outcome of an action.
Assist users in seeing the outcome of their actions.
Avoiding user errors.
- Complete a small task.
- Increase the feeling of direct manipulation.
- Provide feedback on the outcome of an action.
- Assist users in seeing the outcome of their actions.
- Avoiding user errors.
Gemini
All of the listed options are benefits of incorporating micro-interactions into a product:
- Complete a small task: Micro-interactions can automate minor actions, like unfolding a menu or refreshing content, streamlining the user experience.
- Increase the feeling of direct manipulation: Smooth animations create a sense of responsiveness, making users feel more in control.
- Provide feedback on the outcome of an action: Animations can visually confirm successful actions (e.g., checkmark animation) or indicate errors (e.g., shaking input field).
- Assist users in seeing the outcome of their actions: Animations can subtly guide users’ attention to changes caused by their interaction.
- Avoiding user errors: Well-designed micro-interactions can prevent errors by highlighting required fields or guiding users through complex processes.
llama3
The correct answers are:
- Provide feedback on the outcome of an action.
- Increase the feeling of direct manipulation.
- Assist users in seeing the outcome of their actions.
Incorporating micro-interactions into a product can provide several benefits, including:
- Providing feedback on the outcome of an action: Micro-interactions can help users understand the result of their actions, such as confirming that a button has been clicked or a form has been submitted.
- Increasing the feeling of direct manipulation: Micro-interactions can create a sense of agency and control, making users feel more connected to the product and its responses.
- Assisting users in seeing the outcome of their actions: Micro-interactions can help users understand the consequences of their actions, making it easier for them to navigate the product and achieve their goals.
The other options are not correct benefits of incorporating micro-interactions into a product:
- Complete a small task: While micro-interactions can be used to complete small tasks, this is not a primary benefit of incorporating them into a product.
- Avoiding user errors: While micro-interactions can help reduce user errors, this is not a primary benefit of incorporating them into a product.
claude-3-5-sonnet-20240620
The benefits of incorporating micro-interactions into a product include:
- Complete a small task.
Micro-interactions are designed to accomplish small, specific tasks within a larger user interface or product. They help users perform simple actions efficiently. - Increase the feeling of direct manipulation.
Micro-interactions provide immediate, visual feedback to user actions, enhancing the sense that users are directly controlling and interacting with the interface. - Provide feedback on the outcome of an action.
One of the primary purposes of micro-interactions is to give users clear, instant feedback about the results of their actions within the interface. - Assist users in seeing the outcome of their actions.
Similar to providing feedback, micro-interactions help users understand what happened as a result of their input or interaction with the product. - Avoiding user errors.
While this can be a benefit of well-designed micro-interactions, it’s not typically considered one of the primary benefits. Micro-interactions can help prevent errors by providing clear feedback and guidance, but this is more of a secondary effect rather than a primary benefit.
Therefore, the correct answers are:
- Complete a small task.
- Increase the feeling of direct manipulation.
- Provide feedback on the outcome of an action.
- Assist users in seeing the outcome of their actions.
“Avoiding user errors” is not incorrect, but it’s not typically listed as one of the primary benefits of micro-interactions.
Micro-animations are very useful for rewarding the user after completing an action, such as submitting a form.
True
False
True
Correct! Micro-animations are very useful for rewarding the user after completing an action, such as submitting a form.
Gemini
True
Micro-animations are indeed a great way to reward users after completing an action.
Here’s why:
- Positive Reinforcement: A satisfying animation upon successful completion can trigger a dopamine release, creating a positive association with the action and encouraging further engagement.
- Enhanced User Experience: These small animations can add a touch of delight and satisfaction to what might otherwise be a mundane task.
Overall, micro-animations can be a powerful tool to motivate users and improve the overall user experience.
gemini-1.5-flash-api-0514
True
Micro-animations are indeed very useful for rewarding users after completing an action, such as submitting a form. Here’s why:
- Positive Reinforcement: A small animation, like a checkmark or a confetti burst, provides immediate visual feedback, reinforcing the user’s action and making them feel successful.
- Engagement: Micro-animations add a touch of delight and personality to the user experience, making it more engaging and memorable.
- Clear Communication: They can clearly communicate the status of an action, providing visual confirmation that the form has been submitted or the task is complete.
- Improved User Experience: Micro-animations can make the user interface feel more responsive and interactive, leading to a better overall experience.
Therefore, micro-animations are a valuable tool for user interface design, particularly for providing positive reinforcement and enhancing the user experience.
claude-3-5-sonnet-20240620
True.
This statement is correct. Micro-animations are indeed very useful for providing user feedback and enhancing the user experience, especially after completing actions like submitting a form. Here’s why:
- Feedback: Micro-animations provide immediate visual feedback to users, confirming that their action has been registered and processed.
- Engagement: They make the interface feel more responsive and interactive, which can increase user engagement.
- Guidance: These animations can guide users through the next steps or indicate the successful completion of a task.
- Emotional response: Well-designed micro-animations can evoke positive emotions, making the user experience more enjoyable.
- Branding: They can reinforce brand identity and add personality to the interface.
- Reduced perceived wait time: In cases where there might be a slight delay in processing, micro-animations can make the wait feel shorter.
- Improved user confidence: By confirming actions, these animations can increase user confidence in using the interface.
Examples of micro-animations after form submission might include a checkmark appearing, a subtle color change, or a brief “success” message sliding into view. When used appropriately, these small details can significantly enhance the overall user experience of a digital product.
llama3
True.
Micro-animations can be very useful for rewarding the user after completing an action, such as submitting a form. This is because micro-animations can provide a sense of accomplishment and satisfaction, making the user feel good about completing the task.
When a user completes an action, such as submitting a form, a micro-animation can be triggered to provide feedback and reward the user. For example, a “success” animation can be played, such as a checkmark appearing or a message saying “Thank you for submitting the form!” This type of feedback can make the user feel more engaged and motivated to continue using the product.
Micro-animations can also be used to provide a sense of progression and completion, such as when a user completes a task or reaches a milestone. This can help to build trust and confidence in the product, and make the user more likely to continue using it.
Overall, micro-animations can be a powerful tool for rewarding users and providing feedback after completing an action, and can help to create a more engaging and satisfying user experience.
According to research, common patterns for the eye to follow are __? Select all that apply.
B
F
Z
E
F
Correct! According to the research, one common pattern for the eye to follow is an “F”.
Z
Correct! According to the research, one common pattern for the eye to follow is a “Z”.
E
Correct! According to research, one common pattern for the eye to follow is an “E”.
Gemini
All of the following are common patterns for the eye to follow:
- F Pattern: This applies to text-heavy content. Users scan horizontally across the top, then vertically down the left side, following with shorter horizontal scans across sections of interest.
- Z Pattern: This is seen in layouts with less text. Users scan horizontally across the top, then diagonally down to the bottom left, and finally another horizontal scan across the bottom.
- E Pattern: This is a variation of the F pattern, where the vertical scan down the left side extends further, resembling the letter E.
llama3
The correct answers are:
- F
- Z
According to research, common patterns for the eye to follow when scanning a webpage or interface are:
- F-pattern: The eye tends to follow an F-shaped pattern, scanning the top horizontal line, then moving down to the next horizontal line, and finally scanning the left side of the page.
- Z-pattern: The eye tends to follow a Z-shaped pattern, scanning the top horizontal line, then moving diagonally down to the bottom horizontal line, and finally scanning the bottom horizontal line from left to right.
These patterns are based on studies of how people read and scan web pages, and can be used to inform the design of interfaces and layouts to make them more user-friendly and effective.
The other options are not correct:
- B: There is no common pattern for the eye to follow that is shaped like the letter B.
- E: There is no common pattern for the eye to follow that is shaped like the letter E.
reka-core-20240501
The correct answers are:
- F
- Z
According to research, common patterns for the eye to follow when scanning a webpage or interface are:
- F-pattern: The eye tends to follow an F-shaped pattern, scanning the top horizontal line, then moving down to the next horizontal line, and finally scanning the left side of the page.
- Z-pattern: The eye tends to follow a Z-shaped pattern, scanning the top horizontal line, then moving diagonally down to the bottom horizontal line, and finally scanning the bottom horizontal line from left to right.
These patterns are based on studies of how people read and scan web pages, and can be used to inform the design of interfaces and layouts to make them more user-friendly and effective.
The other options are not correct:
- B: There is no common pattern for the eye to follow that is shaped like the letter B.
- E: There is no common pattern for the eye to follow that is shaped like the letter E.
nemotron-4-340b
The common patterns for the eye to follow are Z and F. These patterns are often used in web design and typography to guide the reader’s eye through the content. The Z pattern starts from the top left, moves horizontally to the right, then diagonally to the bottom left, and finally horizontally again to the right. The F pattern is similar but has an additional vertical line on the left side, where the eye scans down before moving to the right. These patterns help create a natural flow and hierarchy in the design, making it easier for users to consume and understand the information.
However, it is essential to note that these patterns are not universal and may vary depending on the user’s language, culture, and reading habits. For instance, users who read from right to left (such as Arabic or Hebrew speakers) may follow a reverse Z or F pattern. Therefore, it is crucial to consider the target audience and their specific needs when designing for eye movement patterns.
In summary, the correct answers are Z and F.
There are abstract elements in a design system.
True
False
True
Correct! There are abstract elements in a design system
Gemini
True
Abstract elements are a crucial part of a design system. While design systems also include tangible elements like components and style guides, abstract elements provide the foundation and direction.
claude-3-5-sonnet-20240620
True.
Abstract elements are indeed a common and important part of design systems. These abstract elements typically include:
- Design principles: Overarching guidelines that inform the overall approach to design.
- Color palettes: A set of colors used consistently across the design.
- Typography: Font families, sizes, and styles used in the design.
- Spacing and layout rules: Guidelines for consistent spacing and arrangement of elements.
- Grid systems: Structural frameworks for organizing content.
- Iconography styles: Consistent visual language for icons.
- Animation principles: Guidelines for how elements should move and transition.
- Voice and tone: Guidelines for written content and communication style.
- Accessibility standards: Rules to ensure designs are usable by people with various abilities.
- Brand values: Abstract concepts that inform the overall feel and direction of the design.
These abstract elements provide a foundation and consistency for more concrete design components and patterns. They help create a cohesive look and feel across different parts of a product or brand, even when specific implementations may vary.
gpt-4o-2024-05-13
True
Design systems often contain abstract elements, such as principles, guidelines, and concepts that inform the design process. These elements help ensure consistency and coherence across different parts of the system.
Can you share your prototype in Figma with your team members and stakeholders?
Yes
No
Yes
Correct! You can share your prototype in Figma with your team members and stakeholders.
Gemini
Yes, you can definitely share your prototype in Figma with your team members and stakeholders. Figma is built for collaboration on design projects. Here are a couple of ways to share:
- Share Link: This is the quickest method. You can generate a link to your Figma file or prototype that allows others to view it in their browser, even without a Figma account. You can also control the access level (view only, comment, etc.) through the sharing settings.
- Invite Collaborators: You can invite specific people by email to access your Figma file or project. This gives them a more integrated experience within Figma itself, potentially allowing commenting and editing depending on the permissions you grant.
gpt-4o-2024-05-13
Yes, you can share your prototype in Figma with your team members and stakeholders. Figma allows you to collaborate in real-time, and you can easily share your designs by sending a link. You can control the level of access (viewing, commenting, or editing) for each person you share the prototype with.
llama3
Yes.
Figma is a cloud-based design tool that allows real-time collaboration and sharing of designs. You can share your prototype with team members and stakeholders by inviting them to edit or view your Figma file.
Here are some ways to share your prototype in Figma:
- Invite team members or stakeholders to edit your file by clicking on the “Share” button and entering their email addresses.
- Create a shareable link that allows others to view your file without needing a Figma account.
- Use Figma’s commenting feature to gather feedback and discuss design decisions with your team and stakeholders.
- Create a presentation view that allows you to share your design in a more polished and interactive way.
- Use Figma’s integration with other tools, such as Slack or Trello, to share your design and get feedback from your team and stakeholders.
By sharing your prototype in Figma, you can collaborate more effectively with your team and stakeholders, gather feedback, and iterate on your design to create a better user experience.