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Figma Prototype Flows: Isolate User Journeys
Prototype Flows are named entry points for testing distinct user journeys in one file. Instead of separate pages for 'Sign Up' and 'Checkout,' create a flow for each. This keeps complex designs organized.

Base Component Pattern: Your Design System's Template
Think of a base component as a master template for UI elements. Changes to the master instantly update every copy, ensuring consistency. Use it for repeated elements like buttons or icons that need slight variations.
Figma Instance Overrides: Local Changes, Global Components
Instance overrides let you customize a component copy without breaking its link to the main. Use them to change a button's text or swap an icon for a specific context. The footgun: Overrides are lost when swapping variants if layer names don't match.
Figma's Smart Animate: Motion Without Keyframes
Figma's Smart Animate creates fluid animations by tweening layers between frames. It's perfect for prototypes with expanding cards, sliding toggles, or parallax effects.
Figma Prototypes: Build Interactive Flows, Not Just Screens
Figma prototypes turn static designs into interactive user journeys by connecting frames. Use them to test user flows, present to stakeholders, or get feedback before writing code. The footgun: a single top-level frame can only be one flow's starting point.
Boolean Operations: Non-Destructive Shape Math
Boolean operations are non-destructive shape math, combining layers into complex forms while keeping the original pieces editable. Use them for icons and illustrations. The footgun: intersecting non-overlapping shapes makes them disappear until they touch.
Figma Vector Networks: Graphs, Not Just Chains
Vector networks are graphs, not just chains. Unlike traditional paths where a point connects only two lines, a vector network allows multiple lines to meet at a single vertex. This is Figma's engine for complex shapes.
The Figma Interface: Your Digital Design Workshop
Figma's interface is a digital workshop: a central canvas for your work, a left sidebar for layers and assets, and a right sidebar for properties. It's the hub for UI/UX design, prototyping, and developer handoff.

Visual Balance: Arranging UI Elements for Stability
Think of visual balance like a seesaw for your UI. Elements have "visual weight" from their size and color, and a balanced design distributes this weight so the layout feels stable.
Figma Constraints: Building Responsive Layouts
Constraints are rules for how layers react when their frame is resized. Use them to build responsive designs, like pinning a logo to the top-left or stretching a background. The footgun: Constraints don't work on groups or inside Auto Layout frames.

The 8-Point Grid: A Shared Language for UI Spacing
The 8-point grid system stops spacing debates by making every dimension and gap a multiple of 8px. It's used in design systems like Google's to create consistent layouts that render cleanly across devices. The biggest mistake is breaking the rule for "feel."
Layout Grids: Your Blueprint for Consistent UI
Layout grids are visual blueprints for frames, enforcing structure and alignment. Use them to create consistent, responsive layouts for web and mobile. A common footgun is using fixed-width columns instead of 'Stretch' columns, which breaks responsiveness.
Card Sorting: Let Users Design Your Navigation
Card sorting reveals your users' mental models by having them group topics. Use this to design intuitive navigation menus and information architecture. The footgun is testing with internal teams instead of actual users or subject matter experts.
Heuristic Evaluation: An Expert UI Review on a Budget
Heuristic evaluation is like having an expert proofread your UI against a checklist of common usability flaws. It's a fast, cheap way to catch problems before writing code, but its value depends entirely on the evaluator's skill.

Mental Models: Design for What Users Believe
A mental model is the user's internal story of how your UI works, based on past experiences, not your design spec. This is why users expect your site to work like others they've used. The footgun is assuming users share your expert model; they don't.

The Design Critique: Improving Work with Focused Feedback
A design critique is a structured conversation to measure a design against its goals, not a session for subjective opinions. It helps get early feedback on feasibility or catch inconsistencies.

Usability Testing: Watch Real Users, Not Just Experts
Usability testing evaluates a product by observing real, first-time users interact with it, revealing flaws that designers often miss. It's used to validate design intuitiveness before launch.
Low-Fi vs. High-Fi Prototypes: Test Ideas Fast vs. Polish for Realism
Low-fi prototypes are quick sketches to test core ideas and flows. High-fi prototypes are detailed, interactive mockups that look and feel like the final product. Use low-fi early for brainstorming and high-fi late for usability testing.
Iterative Design: Build, Test, Learn, Repeat
Iterative design is a cycle of building, testing, and refining based on user feedback. It's standard for app development, where you ship a basic version and improve it with data. The footgun is mistaking any change for iteration; it requires real user testing.

Wireframing: The Blueprint for Your UI
A wireframe is a UI blueprint that shows a screen's structure, not its visual design. Use it early to agree on layout and function before getting lost in colors and fonts. The footgun is adding too much detail, which distracts from its core purpose.