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Figma Current 2026 workflows • Chapter 26

Interactive Components

Every topic includes a plain-language explanation, exact steps, 10 practical examples, a hands-on example, expected output, common mistake, and practice task.

5 topics50 examples5 hands-on tasks10 Q&A
Practical course

26.1 Change To

Change To is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.

Step by step

  1. Define the design purpose of Change To.
  2. Create the smallest useful frame, component, token, prototype, or document needed for the task.
  3. Apply consistent naming and structure so another designer can understand the file.
  4. Test the result in the relevant frame size, interaction state, mode, or prototype.
  5. Document the important decision so developers or teammates know how it should behave.

10 practical examples

  1. Apply Change To to a course website and explain the decision you made.
  2. Apply Change To to a online store and explain the decision you made.
  3. Apply Change To to a banking app and explain the decision you made.
  4. Apply Change To to a school portal and explain the decision you made.
  5. Apply Change To to a clinic booking system and explain the decision you made.
  6. Apply Change To to a dashboard and explain the decision you made.
  7. Apply Change To to a restaurant site and explain the decision you made.
  8. Apply Change To to a mobile app and explain the decision you made.
  9. Apply Change To to a creator site and explain the decision you made.
  10. Apply Change To to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Change To
2. Apply a clear layer/component naming system.
3. Build one default state and one alternate state.
4. Test at mobile and desktop sizes when relevant.
5. Add an annotation explaining the design decision.

Expected output

A clean Figma artifact demonstrating Change To, organized well enough for another designer or developer to inspect and understand.

Common mistake: Using Change To visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

Practice exercise

Create a fresh example for Change To using a different product, screen, component, or content set. Explain what changed and why.

26.2 Hover States

Hover States is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.

Step by step

  1. Define the design purpose of Hover States.
  2. Create the smallest useful frame, component, token, prototype, or document needed for the task.
  3. Apply consistent naming and structure so another designer can understand the file.
  4. Test the result in the relevant frame size, interaction state, mode, or prototype.
  5. Document the important decision so developers or teammates know how it should behave.

10 practical examples

  1. Apply Hover States to a course website and explain the decision you made.
  2. Apply Hover States to a online store and explain the decision you made.
  3. Apply Hover States to a banking app and explain the decision you made.
  4. Apply Hover States to a school portal and explain the decision you made.
  5. Apply Hover States to a clinic booking system and explain the decision you made.
  6. Apply Hover States to a dashboard and explain the decision you made.
  7. Apply Hover States to a restaurant site and explain the decision you made.
  8. Apply Hover States to a mobile app and explain the decision you made.
  9. Apply Hover States to a creator site and explain the decision you made.
  10. Apply Hover States to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Hover States
2. Apply a clear layer/component naming system.
3. Build one default state and one alternate state.
4. Test at mobile and desktop sizes when relevant.
5. Add an annotation explaining the design decision.

Expected output

A clean Figma artifact demonstrating Hover States, organized well enough for another designer or developer to inspect and understand.

Common mistake: Using Hover States visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

Practice exercise

Create a fresh example for Hover States using a different product, screen, component, or content set. Explain what changed and why.

26.3 Pressed States

Pressed States is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.

Step by step

  1. Define the design purpose of Pressed States.
  2. Create the smallest useful frame, component, token, prototype, or document needed for the task.
  3. Apply consistent naming and structure so another designer can understand the file.
  4. Test the result in the relevant frame size, interaction state, mode, or prototype.
  5. Document the important decision so developers or teammates know how it should behave.

10 practical examples

  1. Apply Pressed States to a course website and explain the decision you made.
  2. Apply Pressed States to a online store and explain the decision you made.
  3. Apply Pressed States to a banking app and explain the decision you made.
  4. Apply Pressed States to a school portal and explain the decision you made.
  5. Apply Pressed States to a clinic booking system and explain the decision you made.
  6. Apply Pressed States to a dashboard and explain the decision you made.
  7. Apply Pressed States to a restaurant site and explain the decision you made.
  8. Apply Pressed States to a mobile app and explain the decision you made.
  9. Apply Pressed States to a creator site and explain the decision you made.
  10. Apply Pressed States to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Pressed States
2. Apply a clear layer/component naming system.
3. Build one default state and one alternate state.
4. Test at mobile and desktop sizes when relevant.
5. Add an annotation explaining the design decision.

Expected output

A clean Figma artifact demonstrating Pressed States, organized well enough for another designer or developer to inspect and understand.

Common mistake: Using Pressed States visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

Practice exercise

Create a fresh example for Pressed States using a different product, screen, component, or content set. Explain what changed and why.

26.4 Toggle Components

Toggle Components is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.

Step by step

  1. Define the design purpose of Toggle Components.
  2. Create the smallest useful frame, component, token, prototype, or document needed for the task.
  3. Apply consistent naming and structure so another designer can understand the file.
  4. Test the result in the relevant frame size, interaction state, mode, or prototype.
  5. Document the important decision so developers or teammates know how it should behave.

10 practical examples

  1. Apply Toggle Components to a course website and explain the decision you made.
  2. Apply Toggle Components to a online store and explain the decision you made.
  3. Apply Toggle Components to a banking app and explain the decision you made.
  4. Apply Toggle Components to a school portal and explain the decision you made.
  5. Apply Toggle Components to a clinic booking system and explain the decision you made.
  6. Apply Toggle Components to a dashboard and explain the decision you made.
  7. Apply Toggle Components to a restaurant site and explain the decision you made.
  8. Apply Toggle Components to a mobile app and explain the decision you made.
  9. Apply Toggle Components to a creator site and explain the decision you made.
  10. Apply Toggle Components to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Toggle Components
2. Apply a clear layer/component naming system.
3. Build one default state and one alternate state.
4. Test at mobile and desktop sizes when relevant.
5. Add an annotation explaining the design decision.

Expected output

A clean Figma artifact demonstrating Toggle Components, organized well enough for another designer or developer to inspect and understand.

Common mistake: Using Toggle Components visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

Practice exercise

Create a fresh example for Toggle Components using a different product, screen, component, or content set. Explain what changed and why.

26.5 Reusable Interactions

Reusable Interactions is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.

Step by step

  1. Define the design purpose of Reusable Interactions.
  2. Create the smallest useful frame, component, token, prototype, or document needed for the task.
  3. Apply consistent naming and structure so another designer can understand the file.
  4. Test the result in the relevant frame size, interaction state, mode, or prototype.
  5. Document the important decision so developers or teammates know how it should behave.

10 practical examples

  1. Apply Reusable Interactions to a course website and explain the decision you made.
  2. Apply Reusable Interactions to a online store and explain the decision you made.
  3. Apply Reusable Interactions to a banking app and explain the decision you made.
  4. Apply Reusable Interactions to a school portal and explain the decision you made.
  5. Apply Reusable Interactions to a clinic booking system and explain the decision you made.
  6. Apply Reusable Interactions to a dashboard and explain the decision you made.
  7. Apply Reusable Interactions to a restaurant site and explain the decision you made.
  8. Apply Reusable Interactions to a mobile app and explain the decision you made.
  9. Apply Reusable Interactions to a creator site and explain the decision you made.
  10. Apply Reusable Interactions to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Reusable Interactions
2. Apply a clear layer/component naming system.
3. Build one default state and one alternate state.
4. Test at mobile and desktop sizes when relevant.
5. Add an annotation explaining the design decision.

Expected output

A clean Figma artifact demonstrating Reusable Interactions, organized well enough for another designer or developer to inspect and understand.

Common mistake: Using Reusable Interactions visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

Practice exercise

Create a fresh example for Reusable Interactions using a different product, screen, component, or content set. Explain what changed and why.

Chapter 26 review — 10 questions and answers

1. What is the main purpose of Change To?

Answer: Change To is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.

2. What is a common mistake with Change To?

Answer: Using Change To visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

3. What is the main purpose of Hover States?

Answer: Hover States is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.

4. What is a common mistake with Hover States?

Answer: Using Hover States visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

5. What is the main purpose of Pressed States?

Answer: Pressed States is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.

6. What is a common mistake with Pressed States?

Answer: Using Pressed States visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

7. What is the main purpose of Toggle Components?

Answer: Toggle Components is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.

8. What is a common mistake with Toggle Components?

Answer: Using Toggle Components visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

9. What is the main purpose of Reusable Interactions?

Answer: Reusable Interactions is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.

10. What is a common mistake with Reusable Interactions?

Answer: Using Reusable Interactions visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.