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Input "email"

Allows entering an email address.

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 enter an email address. Format validation does not prove the address exists.

What to draw

Show a persistent label, format hint, focus, and filled and error states.

How it behaves

The person edits and pastes text normally. On error, preserve the value and explain the correction.

What to document in Figma

Record required status, messages, and Enter behavior. If multiple addresses are accepted, explain how to separate them.

How to review

Check whether the purpose and states are clear on small and large screens and with zoom. Verify documented behavior in the implementation, including keyboard and screen reader use where applicable.

Full guidance

Interaction Design

Questions to ask when designing Input "email" components.

Assess each guideline according to the component's context of use.

Designing for "no interaction"

Designing for mouse use

Designing for gesture use

Designing for keyboard use

Designing for screen reader use

Interaction methods

The field uses type="email" and, on compatible devices, offers an appropriate email keyboard.

Mouse interaction

Keyboard interaction

Gesture interaction

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 Input "email"

Keyboard navigation

Desktop screen reader

Mobile screen reader

Input validation

Email format

Considerations

References

Field documentation

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.