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Input "text"

Allows entering and editing text on a single line.

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 for single-line text. For multiline answers, choose a field suited to that purpose.

What to draw

Show a persistent visible label and empty, filled, and error states. Include focus, disabled, and read-only states where applicable. Distinguish states without relying on color alone.

How it behaves

Clicking or tapping the field or its associated label allows editing. Keyboard navigation follows interface order and is not trapped in the field. On error, preserve entered text and explain how to correct it.

What to document in Figma

Record the label, instructions, required status, limits, and error messages. Define Enter behavior in the form and navigation order. Document what information screen readers should announce.

How to review

Does the label remain visible after entry? Does the error explain the correction? Can people still see and edit the field with zoom and the virtual keyboard? Label association, announcements, and keyboard editing need implementation checks.

Full guidance

Interaction Design

Questions to ask when designing Input "text" 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 accepts single-line text; line breaks require another component, such as a textarea.

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 "text"

Keyboard navigation

Desktop screen reader

Mobile screen reader

Input validation

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.