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Modal

Displays a task or information over the page, requiring attention to focus entry, containment, and exit.

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.

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 when a task or information needs to interrupt the flow. First consider whether that interruption is necessary.

What to draw

Show the opening control, the open dialog above the content, its title, actions, and a visible way to close or cancel.

How it behaves

On opening, keyboard navigation starts at an appropriate point inside the dialog and stays within it. On closing, it returns to the opening control or a logical point in the flow. Escape may close it when this does not cause unconfirmed data loss.

What to document in Figma

Annotate initial and returning focus, control order, and the name announced by screen readers. Record whether clicking outside closes the dialog and how data loss is prevented. Background content is unavailable while it is open.

How to review

Is the purpose of opening clear? Is cancellation easy? Do content and actions fit small and large screens? Record keyboard navigation and screen reader announcements as pending implementation checks.

Full guidance

Interaction Design

Questions to ask when designing interactive components of type Modal.

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 Modal.

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 a modal

Keyboard navigation

Desktop screen reader

Mobile screen reader

Considerations

Considerations for components of type Modal.

References

Additional references for components of type Modal.

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.