Prototyping & Interactions: Making Static Designs Clickable

Figma

Chapter 7 · Prototyping & Interactions: Making Static Designs Clickable

Chapter 6 organized components and styles into a shared design system. This chapter puts that system into motion — connecting Frames with interactions so a design can actually be clicked through, simulating what a real, working app would feel like before a single line of code exists.

What Prototyping Actually Does: Simulating a Working App

Prototyping links separate Frames together into a clickable sequence — tapping a button on one screen's Frame jumps to another Frame representing the next screen. Nothing about the underlying design content changes; prototyping simply defines how a viewer moves between the already-designed Frames, simulating the feel of a real app's own navigation.

Connections: Linking One Frame to Another

A connection links one element (a button, a card, an entire Frame) to a destination Frame, drawn directly between the two in Figma's own prototyping view. A single Frame can have several different connections leading out from different elements within it — one button leading to a settings screen, another leading to a profile screen, both starting from the same source Frame.

Triggers: What Starts an Interaction

A trigger defines what causes a connection to fire — On Click/Tap (the most common), While Hovering, On Drag, or After Delay (automatically triggering after a set time, useful for simulating a splash screen transitioning on its own). Choosing the right trigger for a given interaction is what makes a prototype feel like the real, intended behavior rather than an arbitrary click-anywhere simulation.

Actions: What Happens When a Trigger Fires

An action defines what actually happens once a trigger fires — Navigate To (jump to a destination Frame), Open Overlay (show a Frame layered on top, like a modal or dropdown, without fully replacing the current screen), Back (return to the previously viewed Frame), or Scroll To (jump to a specific position within a longer scrolling Frame).

Transitions: How the Change Happens

A transition defines how the change between Frames visually happens — an instant cut, a smooth dissolve, or a directional slide/push that mimics how a real mobile app screen often slides in from the side. Choosing a transition that matches the actual platform's own real conventions (a slide for a typical mobile screen push, a dissolve for a subtler overlay) makes the simulation feel meaningfully more realistic.

Prototyping in Penpot: The Same Interaction Model

Penpot supports the same connection/trigger/action/transition model for building clickable prototypes, under closely matching terminology — another place where Penpot's own deliberate similarity to Figma means the underlying workflow transfers directly.

TriggerFires when
On Click/TapThe viewer clicks or taps the element
While HoveringThe cursor hovers over the element
On DragThe viewer drags the element
After DelayA set amount of time passes automatically
Prototypes get shared and reviewed in Chapter 8
A finished prototype's own shareable link is exactly what gets used in Chapter 8's own real-time collaboration and comments workflow — stakeholders clicking through a live prototype and leaving comments directly on specific screens as they go.
A prototype simulates navigation — it doesn't run real logic
It's tempting to expect a prototype to behave like an actual working app, complete with real data, calculations, or conditional logic. A Figma or Penpot prototype only simulates visual navigation between pre-designed Frames — there's no real backend, no actual data processing, and no genuine conditional behavior beyond what's been manually set up as fixed connections. This is an honest, deliberate scope: prototyping exists to validate the look, feel, and flow of an interface before development, not to replace actually building the real, functioning product.

Hands-On Exercises

Exercise 1

A designer wants a splash screen to automatically transition to the main app screen after two seconds, with no user interaction needed. Using this chapter's own material, explain which trigger accomplishes this.

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Exercise 2

A stakeholder clicks through a prototype and asks why entering a search term doesn't actually filter any real results. Using this chapter's own warning box, explain why this is expected rather than a bug.

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Exercise 3

Explain, using this chapter's own material, the difference between the Navigate To and Open Overlay actions, and give an example of a real interface situation each one would fit.

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Chapter 7 Quick Reference

  • Prototyping links separate Frames into a clickable sequence, simulating a real app's navigation
  • A trigger (On Click, While Hovering, On Drag, After Delay) defines what starts an interaction
  • An action (Navigate To, Open Overlay, Back, Scroll To) defines what happens once triggered
  • A transition defines how the visual change happens — instant, dissolve, or directional slide
  • A prototype simulates navigation only — no real backend, data, or conditional logic runs underneath it