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Tabbar

A bar providing access to an interface's main areas, with a current destination indicator and consistent navigation.

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 persistent access to the interface’s main areas. Define whether items navigate to destinations or switch panels.

What to draw

Show short labels, the current area, focus, and counts when present. The bar must not cover content or controls.

How it behaves

For web destinations, Tab moves through links and Enter navigates. For panels, use the tabs pattern with arrows and manual or automatic activation according to context.

What to document in Figma

Record the chosen pattern, destinations, selection, and focus after changes. Preserve progress and respect safe areas and the virtual keyboard.

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 a Tabbar: a persistent bar providing access to an interface's main areas.

Define whether items navigate between destinations or switch content panels. This choice determines semantics, keyboard navigation, and focus management.

Designing for "no interaction"

Designing for mouse use

Designing for gesture use

Designing for keyboard use

Designing for screen reader use

Interaction methods

Mouse interaction

Gesture interaction

Keyboard interaction — navigation between destinations

Keyboard interaction — panel switching

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 or application containing a Tabbar

Keyboard navigation — destinations

Desktop screen reader

Mobile screen reader

Panel switching on the same page

Mouse or touch interaction

Considerations

References

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.