Intro to Figma Make (Tutorial)
By Figma
Summary
## Key takeaways - **Prepare Designs for Figma Make**: Before importing designs into Figma Make, ensure layers are named, Auto Layout is applied for responsiveness, and unnecessary hidden layers are removed to facilitate AI interpretation and prototype generation. [00:44], [00:51] - **AI-Powered Design Refinements**: Figma Make offers AI tools to quickly apply Auto Layout to static designs and rename layers, streamlining the preparation process and improving the structure of your prototypes. [01:25], [01:37] - **Leverage Libraries and Guidelines**: Attach relevant design libraries for style consistency and provide custom guidelines in free-form text to dictate specific interactions or optimizations not covered by the designs themselves. [02:50], [04:01] - **Iterative Prototyping with Point-and-Edit**: For minor adjustments, use the point-and-edit tool for instantaneous visual changes across multiple elements. For complex edits or interactions not covered by the tool, directly modify the generated code. [06:24], [07:25] - **Screen-by-Screen Generation**: To avoid overwhelming the AI and ensure accuracy, build prototypes screen by screen. This approach leads to faster, more precise generations and simplifies managing complex projects. [10:30], [10:43] - **Full Prototype Lifecycle**: Figma Make supports the entire prototyping workflow, from initial AI generation to interactive previews, code editing, version history, and finally, sharing or publishing your completed prototype. [11:10], [11:44]
Topics Covered
- AI streamlines design setup with Auto Layout and renaming
- Guide AI with styles and custom guidelines for accurate prototypes
- Iterate rapidly with AI-generated code and visual editing
- Build multi-screen prototypes iteratively for speed and accuracy
Full Transcript
Hi, I'm Anna, designer advocate at Figma, and I'm so excited to show you how you can use Figma Make to turn your ideas into highfidelity functioning
prototypes fast with AI. Let's dive into seeing what this looks like in practice.
Here I have a design file with some of my different screens for the World Peas online shopping experience. I want to bring these into Figma make so that I
can create a prototype for some upcoming user research sessions. But before I bring it into Figma Make, I want to first make sure that I'm setting myself up for success. So, because you're
pasting your Figma design frames directly into Make, it's able to reference a lot of the details around how your designs are structured. So, the
first thing I want to check is if I'm utilizing auto layout to make sure that my designs are responsive and well structured. I also want to check that my
structured. I also want to check that my layers are named because that's going to help create a shared language between myself and Figma make. Make sure that I'm removing any unnecessary or hidden
layers that I don't want make to reference when generating my prototype.
So, looking at my design here, uh I notice that this content doesn't have auto layout automatically applied to it.
Um it's pretty much staying static when I'm resizing that screen. So, if I want to quickly apply auto layout, I can refer to the quick actions and utilize
the AI suggest auto layout. So, that
went ahead and already applied auto layout. And you can see it's now
layout. And you can see it's now responsive.
I also know that I have a couple of layers in here that aren't properly named. So, let's go back to actions and
named. So, let's go back to actions and use the rename layers AI feature. And
you can see it's going to go through and rename 11 of my unnamed layers. And then
lastly, looks like I have this frame that's not really serving any purpose.
So I'm going to go ahead and delete that. So now it looks like my design's
that. So now it looks like my design's in a pretty good state. So let's go ahead and create a new make. I'm going
to go to file, new, make. And I'm going to go back to my design and just copy and paste that frame into the prompt box. And let's give it a brief
box. And let's give it a brief description around what I'm trying to build here. So, I'm just going to say um
build here. So, I'm just going to say um implement this design for the produce
product screen for the world peas mobile grocery shopping app and make it interactive. Cool. Before I send my
interactive. Cool. Before I send my prompt, you'll also notice here besides attaching your Figma elements, you can also choose to attach an image. Um
there's also an option here to select a library. So when I click on that I can
library. So when I click on that I can see all the different libraries that I've access to. Um whether it is through libraries being a part of the entire organization or to specific teams that
I'm in. And these are also all libraries
I'm in. And these are also all libraries that have been uh specifically extracted for use in Figma make files whether by myself or by a teammate. So here I'm
just going to pick this foundations um library file. And then to the right here
library file. And then to the right here I can see these options for me to navigate to edit styles or edit guidelines. When I go to edit styles
guidelines. When I go to edit styles that's going to take me to the global CSS file. This is what was generated
CSS file. This is what was generated when that foundations library file was extracted for use in Figma make. And
basically this extraction is going to take my styles for my typography, color, spacing and bring those into this global CSS library file. So if there's any
stylistic changes that I want to make, I can directly make edits in the file here. But I'm going to keep it the way
here. But I'm going to keep it the way it is for now.
In addition, you'll see here there's an option to edit guidelines, which will navigate me to that guidelines file. And
you can think of this as a free form text file where you can add any kinds of guidelines that you want. So here I can
add some guidelines like uh you know add press states to all buttons
and maybe let's um let's say you know optimize for a mobile screen size.
So basically anything that's not covered in your designs that you're pasting into Figma make or anything that's not covered in the style extraction, uh you can add those additional details to the
guidelines file for any kinds of rules that you want Figma Make to reference when generating your prototype.
All right, so I've got my design pasted in. I have my prompt. I've selected
in. I have my prompt. I've selected
which library styles I want to reference. And then I've added a couple
reference. And then I've added a couple of guidelines here. So, let's go ahead and start building with Figma make.
So, while it's working, you can see it's starting to think through um what are all of the things that it needs to include in this design based on all the
information that I've given it and and it's going to start building that by implementing code. Let's fast forward uh
implementing code. Let's fast forward uh to when this is done so we can take a look at what that looks like. All right.
So now that my prototype is done generating on the left side you can see uh Figma make is listing out all the different things that it's built out. So
it's added some interactivity like the ability to add to cart or favorite items. Um we can also see that it referenced my guidelines around making sure that it's sized to fit in a mobile
container. And I can directly interact
container. And I can directly interact with my prototype in that preview. So I
can see here I can add elements to the cart. I can heart. We also have some
cart. I can heart. We also have some sorting capabilities. So I can sort
sorting capabilities. So I can sort things alphabetically or by price. And I
can also see here in the code panel, this is all the generated code that is powering that prototype that I can preview to make any kinds of edits to my
prototype. I can do this a couple of
prototype. I can do this a couple of ways. You can always continue to write
ways. You can always continue to write additional prompts. Uh but those
additional prompts. Uh but those generally take a bit longer. So for
anything that is a smaller tweak, I recommend utilizing this point and ededit tool. So I can select an element.
ededit tool. So I can select an element.
Uh maybe it's the text here for instance. And let's just unbold that.
instance. And let's just unbold that.
And you can see it's not only edited the specific text layer that I've selected, but also all the other corresponding text layers with all my different product cards.
If I want to adjust something else like maybe um spacing, I can do that as well.
So you can see I can adjust my color background, my corner radius. And here's
where I can access spacing. Um and you know, maybe let's just update the padding a bit here. Let's make that 8 pixels. And pretty much any edits that I
pixels. And pretty much any edits that I make with the point andit tool is going to be instantaneous.
Looking back at my prototype, I notice that when I'm hovering over these hearts, they increase in size. But
because we're designing for mobile, that kind of interaction doesn't really make sense. So, because I can't edit this
sense. So, because I can't edit this with the toolbar that pops up with pointand edit, I can still select the element and then navigate to this go to
source button, which is going to take me to where that design element lives within the code. So, let's check this
out here. And then we've got this hover
out here. And then we've got this hover scale. I just want to go ahead and get
scale. I just want to go ahead and get rid of that because I want to remove that hover
animation. Go back to preview.
animation. Go back to preview.
And now the hearts don't change size when I'm hovering over them. So yeah,
any kinds of quick edits you want to make to instantaneously change your prototype, utilize the point andit tool or make those direct edits in code. Now
that we've made a couple of tweaks, besides just previewing my prototype in the preview up in the corner here, you can see that I can also switch the
different device sizes if I want to see what this looks like across different mobile sizes.
Let's just keep it in custom for now. So
far, I only have the first screen of my entire app implemented. So, let's go ahead and add an additional screen to my prototype. So, I'm going to go back to
prototype. So, I'm going to go back to my design file and let's next implement this product screen. So I'm just going
to take that copy paste it in and then I will say um
implement this design for the product detail screen
uh which users can navigate to after clicking on the product card in the
produce screen.
All right, let's go ahead let that cook and then I will fast forward again. All
right, so it's done generating. Let's
see if it's implemented those product detail screens. I'm going to click on
detail screens. I'm going to click on the garlic clove page and yep, it's gone ahead and implemented the new screen.
One thing I want to make sure I also point out is if there's anything that you can't edit through the point andit tool or through editing the code panel,
you can still use the point andit tool to select the particular elements that you want to change in a follow-up prompt. So that's just another way to
prompt. So that's just another way to specify the specific thing that you want make to focus on. And if you do generate while referencing the styles of a
library, you can't change which library styles you're referencing. If for
whatever reason you ever want to switch it, you'll have to make a new Figma make file uh and select that different library there.
So yeah, that's kind of the gist of how you go about building a prototype. In
cases where you want to build prototypes with multiple screens, I definitely recommend that you take the approach that I did where you start one screen at a time. It really helps make sure that
a time. It really helps make sure that you are uh not confusing make with too much information. It also helps make
much information. It also helps make your generations faster and more accurate to the designs that you are attaching. And you'll also notice that
attaching. And you'll also notice that within version history, if for whatever reason you're not satisfied with the generation, you can always choose to go
back to prior versions by clicking on the restore to this version button. With
that, I'm going to quickly fast forward to us taking a look at the final prototype. All right, so here we are at
prototype. All right, so here we are at my full prototype. I've got all of my different interactivity, different screens. I've got my cart. There's micro
screens. I've got my cart. There's micro
interactions and there's also logic built in. Like I can have my little
built in. Like I can have my little interactive input fields where I put in information.
And now I feel like this is ready for me to share with my teammates. So if I want to do that, I can go ahead click the share button and invite others on my
team to view this prototype. And when
I'm ready to use that in those user research sessions to make it easier to share with participants, I can also go ahead and publish my prototype to a
website for others to visit as well.
With Viva Makeake, you can go from an idea to interactive prototype faster than ever before. Whether it's just testing out some different micro animation transitions, building a
full-fledged prototype, or just seeing if an idea that you have makes sense, it's so much easier for you to bring your ideas to life with Figma Make. We
look forward to seeing all the different things that you guys build and hearing your feedback and are so excited for some of the upcoming updates that we'll be launching in the coming weeks.
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