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Button

Triggers a task or changes a state. Labels, feedback, and behavior make the action predictable.

For working examples and design patterns for this component, see the references tab (opens the references on this page).

COMPONENT GUIDE

Explore behaviors before defining the interface.

Quick guide for designers

Always consider the context of the application, even when the guidance follows a standard pattern. Interaction design documents intent. Behavior must be verified in the implementation.

When to use

Use to perform an action, such as saving or opening a component. Clearly define the expected result.

What to draw

Show default, hover, pressed, and keyboard focus states. If a disabled state exists, make the unavailable action clear.

How it behaves

Click, touch, Enter, and Space trigger the action. The person receives perceptible feedback that the button was activated.

What to document in Figma

Record each button’s purpose, the action result, and disabled behavior. If it opens or closes another component, document how that state will be communicated.

How to review

Does the text explain the action unambiguously? Are states distinguishable? Does the touch area work on small screens? Is keyboard focus visible? Activation and announcement as a button need implementation checks.

Full guidance

Interaction Design

Questions to ask when designing interactive components of type Button.

Important:
Depending on the context in which you build your components, there may be further questions, and some listed here may not be necessary. Assess each case individually.

Designing for "no interaction"

Designing for mouse use (any pointing device)

Designing for gesture use

Designing for keyboard use (any non-pointing device)

Designing for screen reader use

Interaction methods

Possible interaction methods for components of type Button.

Important:
Only the main methods are listed here. Custom components require further study.

Mouse interaction (any pointing device)

Keyboard interaction (any non-pointing device)

Keyboard (or gesture) interaction + screen reader

Gherkin

BDD (Behavior-Driven Development) methodology focusing on three pillars: User Stories, Acceptance Criteria, and Gherkin Syntax (Given, When, Then).

Scenario: Given that I am on a page containing buttons

Keyboard navigation

Desktop screen reader

Mobile screen reader

Considerations

Considerations for components of type Button.

References

Additional references for components of type Button.

Important:
Most references are on the course platform alongside the lessons cited in this material.

Disclaimer:
The links listed here are a curated collection of references where you can find implemented components, rather than recommendations. There is no unified implementation format and no guarantee that these links follow every design pattern. Direct questions to the teams responsible for the linked materials. Before copying a model, remember that all materials are constantly updated and that patterns, particularly proprietary ones, may change.

Design patterns

Design System

Original content by Marcelo Sales, initially used in the AccessBoost course (external link - opens in a new window). These interactions represent standard industry patterns, but may be customized in specific cases, provided there are sufficient instructions for people to understand the behavioral change.