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Prototype Triggers: Defining How Users Interact

Source: help.figma.comMediumHow cards are made

A prototype trigger is the 'if' in an 'if-then' UI interaction, defining the user input that causes a change. It's used in design tools to simulate app behavior, from clicks to drags.

Why it exists

To bridge the gap between static design mockups and a functioning application. Without triggers, a design is just a picture; with them, it becomes a testable simulation that can validate user flows and communicate interaction details to developers before costly implementation.

The mental model

Think of a prototype as a state machine where screens are states and interactions are transitions. A trigger is the specific event that causes a transition. It's the 'cause' in the 'cause-and-effect' relationship of an interaction, paired with an 'action' (the effect). The set of triggers you use defines the vocabulary of how a user can 'speak' to your interface.

How it works

In a tool like Figma, a designer selects an element and attaches an interaction, which has a trigger and an action. The trigger specifies what the user must do. Common triggers include: ON CLICK/TAP for standard button presses; ON DRAG for swiping or moving sliders; WHILE HOVERING for revealing tooltips, which automatically reverts when the cursor leaves; WHILE PRESSING for long-press actions; and KEYBOARD/GAMEPAD for shortcuts.

When to use it

Use triggers to make prototypes feel as close to the final product as possible. Use ON CLICK for navigation and form submissions. Use ON DRAG for image carousels or reordering lists. Use WHILE HOVERING to show tooltips or subtle button state changes on desktop. Use WHILE PRESSING for actions like revealing a context menu on a long press.

When not to use it

Avoid using triggers to build out complex logic that belongs in code. A prototype is a communication tool, not a replacement application. The biggest mistake is using a trigger that's close but incorrect, like using ON CLICK for a hover interaction. This creates a disconnect between the design spec and the developer's implementation, leading to rework and confusion.

One canonical example

A designer wants to show a tooltip. They select an info icon, add an interaction, and choose the WHILE HOVERING trigger. For the action, they select 'Open Overlay' and point it to a frame with the tooltip text. In the prototype, when a user's cursor moves over the icon, the tooltip appears, and when it moves away, it disappears automatically. This perfectly simulates the final behavior without requiring a second click to dismiss.

Interview question

What is the primary reason for carefully selecting the appropriate prototype trigger for an interaction?

  • a.To minimize the number of design elements required on each screen.
  • b.To accurately communicate the intended user experience and interaction details to developers.Correct
  • c.To allow the prototype to automatically generate all possible user paths.
  • d.To ensure the prototype's logic can be directly translated into production code.
Why?

The card states that triggers 'communicate interaction details to developers' and using an incorrect trigger creates a 'disconnect between the design spec and the developer's implementation.' Option D is incorrect because the card explicitly warns that a prototype is 'not a replacement application' and should not be used to build 'complex logic that belongs in code.'

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