Note: If you have a different UI than in the course, you can change it back by clicking the '?' in the bottom right corner of Figma and select 'Go back to previous UI'. Happy Figma'ing!

Making Your Designs Accessible - A Guide to Accessibility plugin in Figma

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Course contents

Questions

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Course info

177 lessons / 16 hours 46 quiz questions 21 projects Certificate of achievement

Overview

Hi there, aspiring Figma enthusiasts! Are you ready to embark on an exhilarating journey with me, Dan Scott, as we unlock the full potential of our Figma skills in the dazzling realm of UX/UI Design using Figma Advanced?

Try Figma for free by clicking here.

This course is tailor-made for those who have already mastered the fundamental principles of UI/UX Design using Figma. If you've triumphed over my Figma Essentials course or have a sneaking suspicion that there's a treasure trove of unexplored tools, tips, workflows, and updates awaiting your discovery, then look no further! This course is your golden ticket to taking your UI/UX prowess to the next level.

Together, we'll start by delving into the depths of multilevel nested autolayouts, and unravel the secrets used by UX professionals by learning:
- Workflow techniques, managing design assets, styles, components, grid and column layouts like true virtuosos.
- Learn how to use Variables and put them to work creating even more complete prototypes.
- Use variables to make Light & Dark Modes + Compact & Comfortable spacing versions of your components. 
- You’ll then take your new knowledge of variables to understand and create your own Design Tokens. 
  • - Unleashing the magic of advanced animation techniques, captivating users with animated background gradients and Houdini Text.
  • - Harness the power of Lottie animation files, breathing life into your designs.
  • - Crafting responsive elements that effortlessly adapt to any device, proving your design prowess knows no bounds.
  • - Unleashing the full potential of powerful images & video masking techniques, amplifying the visual impact of your creations.
  • - Mastering advanced typography features, transforming words into captivating works of art.
  • - Embracing the realm of AI, infusing your process with its genius to elevate your skills as a UX designer.
  • - Elevate your prototyping game, conducting user tests with finesse using advanced techniques.
  • - Unveiling sticky scroll buttons that stack, animated anchor points and booleans, and a host of other captivating effects.
  • - Creating enchanting dropdown menus, hover grow effects for images, and expanding search bars.
  • - Discovering the right accessibility tools & techniques, ensuring inclusivity and usability for all users.
  • - Becoming a variant boss, expertly taming unwieldy variants to just 1 or 2.
  • - Unveiling the secrets of seamless collaboration with designers, developers, and stakeholders.
  • - Mastering the art of exporting production-ready assets, bringing your designs to life beyond the realm of Figma.
  • - Unearthing professional workflow tricks & shortcuts, saving you precious time and skyrocketing your efficiency.
  • - Plus much more exciting advanced Figma goodness along the way!

As you journey through this course, you'll acquire the skills wielded by UX professionals, gaining a profound understanding of the UX Design industry. From concept to a highly polished finish, you'll confidently manage your own UX projects ideal for your portfolio.

Throughout the course, I'll assign assignments and projects that nurture your skills and empower you to create your very own unique UX design masterpiece for your portfolio. Don’t worry if this all seems overwhelmingly advanced right now, because the BYOL crew stands ready to support and guide you, ensuring your questions get answered.

It's time to embrace the call to upgrade yourself and transcend from being a good UX Designer to a bona fide Figma UX Superhero! Unlock your potential, save the day, and let your design prowess soar!

Requirements:

- A copy of Figma (a free plan is available on the Figma website).
  • - Basic knowledge of Figma is required. I recommend watching my Figma Essentials course prior to embarking on this epic adventure.

Who this course is for:

  • - UX/UI adventurers who already have a basic understanding of Figma.
  • - Self-taught Figma enthusiasts yearning for structured guidance.
  • - Graduates of my Figma Essentials Course, hungry for more knowledge and skills.
  • - Visionaries who have developed their own unique Figma approach but crave exploration of the vast universe of tools, updates, and time-saving techniques.

What you'll learn:

  • - Diving deep into multi level nested autolayouts. 
  • - Robust components that are easy to update and hard to break. 
  • - Component properties. 
- Variables
- Design Tokens
- Advanced Prototyping using Variables
  • - Learn Workflow tips and tricks for managing your design assets, styles, components, grid and column layouts.
  • - Advanced animation techniques
  • - Animated Background gradients. 
  • - Houdini Text
  • - Animate along a path in Figma
  • - How to add Lottie animation files in Figma
  • - Build responsive elements ready for any device size.
  • - The best shortcuts & plugins to make you a more efficient UX designer.
  • - Absolute Positioning of Autolayouts. 
  • - Powerful images & video masking techniques. 
  • - Advanced typography features. 
  • - Learn to use AI in your process to make you a better UX designer. 
  • - Advanced prototyping techniques to level up your user tests. 
  • - Make prototypes better and faster using tricks & shortcuts. 
  • - Sticky scroll buttons that stack. 
  • - Video playback controls. 
  • - Animated anchor points and booleans.
  • - Create a Dropdown menu
  • - Create a hover grow effect for images.
  • - Create and expanding Search Bar 
  • - Learn the right accessibility tools & techniques  
  • - Become a variant boss. Cutting down those 100 variants to just 1 or 2. 
  • - Learn the best ways to work with other designers, developers and stakeholders. 
  • - Build a UX project from beginning to end ready for your portfolio.
  • - Export production ready assets.
  • - Learn professional workflow tricks & shortcuts.
  • - Forum support from me and the rest of the BYOL crew.
  • - All the techniques used by UX professionals
  • - 160 videos of detailed Figma Advanced Content.
Daniel Scott

Daniel Scott

Founder of Bring Your Own Laptop & Chief Instructor

instructor

I discovered the world of design as an art student when I stumbled upon a lab full of green & blue iMac G3’s. My initial curiosity around using the computer to create ‘art’ developed into a full-blown passion, eventually leading me to become a digital designer and founder of Bring Your Own Laptop.

Sharing and teaching are a huge part of who I am. As a certified Adobe instructor, I've had the honor of winning multiple Adobe teaching awards at their annual MAX conference. I see Bring Your Own Laptop as the supportive community I wished for when I was first starting out and intimidated by design. Through teaching, I hope to bring others along for the ride and empower my students to bring their stories, labors of love, and art into the world.
True to my Kiwi roots, I've lived in many places, and currently, I reside in Ireland with my wife and kids.

Certificates

We’re awarding certificates for this course!

Check out the How to earn your certificate video for instructions on how to earn yours and click the available certificate levels below for more information.

Downloads & Exercise files

Transcript

Hi everyone. In this video we're gonna look at accessibility in Figma. We'll look at a couple of plugins that can help us  and what things you should be watching out  for when you are doing your designs. Alright, let's get started. First up a disclaimer, I'm not an expert in accessibility,  but I wanted to keep it in this course  'cause there's some good plugins. There are some main things  to check out when you are doing the design,  but there's a lot more than I know about accessibility.

But there you go. Take everything I say here with a pinch  of salt and do your own research. So the main things you wanna focus on when you're doing your  design work, uh, on the, you know, Figma side okay is kind  of two main things. It's to do with fonts and how legible they are  and touch points, how clickable some of these buttons are  and how far apart they are. Okay? So fonts and touch points.

So to get started, what I did is I created a new page  with a new frame and I just threw a bunch  of my elements on here that are from my um, main styles. Okay? Because I just wanted to throw them all in  and run some checks to make sure  that we're heading in the right direction. Plus it's nice and clean on this one simple  page with the one simple frame. Now when it comes to plugins, there is a few of them, okay? I don't have any particular love for any particular one.

They're all great. They do enough of what I need to do. So 80 star and contrast search for those in the plugins. Remember these might not be around  by the time you get to here. These change all the time. Some of 'em have paid, some of 'em have free.

We'll start with the one that is quite visually easy,  doesn't have a lot of detail to it, but it's quite cool. So it's gotta contrast, go to run. Okay? And it's run it on my frame here  and you can start to see a few things. Some things are green, some things are red. Basically a ratio, it's something to one.

You see that's 3.1, three to one and it has gone red. It's not good. Not enough contrast. This one here is the same contrast, okay, 3.13  but it's a larger font size. So there's a trade off between the color that you're using  and how big it is and also the weight of it  and what's on the back of it. Can you see here?

Down on the bottom of this one,  the editor will zoom in. So both of these are the same size, the same font weight,  but the bottom one there,  okay has a lot higher contrast ratio. So it's green and the one  above it doesn't have such a good contrast  ratio against that purple. The differentiation between the two is not high enough  to pass the test. Who makes the test? Most accessibility tools refer  to this document here, this big ugly  W three C document, okay?

That's what you're looking for. If you want  to go further into this, you'll see that word around the uh,  WCAG, the wcag, nobody calls it that,  but it's the web content accessibility guidelines. Okay? Uh, and you will find proper descriptions  with examples all through here. It's quite tricky to use. I end up loading it up.

Okay, I've ended up in this quick reference. This will change. Okay, we're using V two,  I think they're drafting up V three at the moment,  but I just do a search for contrast non-text contrast,  I'm looking for contrast minimum. Yeah, there we go  There. And let's look at the full description. Basically it says large text has to have a contrast ratio  of 3.1 logos, okay?

With text in it doesn't have  to have any contrast requirement. So this is where you go to kind  of like upskill your knowledge. Now know that there's an AA and there's a AAA down the top,  but on the bottom here you see this needs  a seven to one, okay? A much higher contrast ratio. You'll see here in this plugin  that you can switch between these two. You see, even with the large texts, it's the wrong color.

So there's not enough contrast radio to get AAA rating  and you gotta check to see which contrast  ratio you are aiming for. Now in fairness, I've never worked anywhere  that's required any accessibility like requirements,  no legal requirements. But I'm sure if you're working for a government agency  as well, I've done work for government agencies  and whilst they might have requirements somewhere tucked  away, there's nobody actually checking them. So it's kind of up to me as a designer  to make sure I'm implementing them. And if there ever was an audit,  I would fail on this bit of text here. So how do we get round it?

This one here, you can just play around with things like,  uh, this thing's cut big, my small screen. Let's do it with this one here. So let's say, uh, let's adjust the weight. Okay? I am jumping the weight up using my sweet shortcut from  earlier control option greater than less than. And I'm gonna refresh it.

It's bigger, it's still not working. So to have a look at my colors, so I'm gonna go over here,  I'm gonna go to my, let's say my seven hundreds. Let's see if that will pass the test. So it's changed to the 700. Let's run it now it's got a much higher contrast color  ratio and it works. You can see how important to kind of understand a bit  of this early on in the design just  to make sure you have got colors  that don't look like danger.

Um, you know, I picked the red, which I don't like. It's a bit of a pain, but at this size here it works great. Now just so you know, some of the basic rules  are this stuff here. So if it is 18 point and not bold  or above, it's considered large text. You get away with a lot lower contrast ratio. Large text is is also considered 14 point,  but only if it's bold, it's still considered large text.

Again, you get away with a lot lower contrast ratio. So contrast ratio for fonts is a mixture of the font size,  what weight it is and  what color it is compared to the background. Let's have a look at another useful tool. Let's have a look at stuck. This one has a bit more into it. There's a paid version of this as well.

But let's have a look at the uh, contrast. I'm gonna dive into my button here. Okay. And it's telling me these two here, it's passing  the AA test, okay? It's considered large text. It's got a 3.1 contrast ratio.

But if it was normal text, okay, non bold,  smaller than 18, it would fail it. It has suggestions. You can see there it's um, uh,  referencing the WC. Okay? So early on in your design,  once you've got some text styles, do a little bit of a test  with Stark or one of the other ones. Remember AD is good, stark is good.

Contrast is handy just to see are you designing something  that is gonna eventually have to be changed anyway. Like our early bird is too small. And when it comes to text, text is considered stuff  that has to be read and usable. If you've got text that is like, uh, so have a look  here, there's text in the background here. This would fail the contrast ratio, uh, greatly. This is considered incidental text.

It's like pure decoration and it serves no user purpose. Like it's just as a graphic  so you don't have to worry about those. But then sometimes you run into stuff, it's like,  is it usable, is it not? That can get a little tricky. The contrast ratio is a  science, but it can get a little bit messy though. Let's talk about touch points.

Uh, so let's look at this one. We just happen to be on this page. It is 32 by 32  and that's what I'm using for my um,  shift E for my prototype. If I click on this and go to this page,  that is a touch point. And the touch point is considered not the graphic  but the active area. So if I go and preview this,  it's the bit that can be clicked.

Can you see down the bottom there? That's that kind of active area  that is the kind of touchable area. So what you can do is you can sometimes keep, like,  that'll fail a touchpoint test. Okay? So what is the rules for touchpoints? They're different for different operating systems.

So on Apple, okay, they want the touch area  or the touch target to be, we've got it 32 by 32. Apple want it to be 44 by 44. That's the minimum size. Android is a little bit bigger. 48 by 48. And because Android's owned by Google  and Google run the internet,  it's the same size for websites as well.

48 by 48. And Google has ways of doing tests to test how things work,  especially on mobile devices to see how you rank  for search results. So it's an important thing. So let's look at a way  of getting that to stick the same size  but be the, let's say 48 by 48. So I'm going to go to my main component. Okay, here it is.

And you see 32 by 32. I could just make this thing, uh, 48  by 48, but it's too big. I want the touch point to be bigger  but not necessarily the icon. So I'm gonna undo all of that. And what I'm gonna do is I'm gonna make sure I've got  the parent, okay? And I'm actually going to, so it's in our main component.

There's the vector inside. I'm gonna grab the outside  and remember the shortcut from earlier. You can hold down the command key, okay? On a Mac control key on a pc. And you can actually change the frame size  separate from the icon. So you could move it out that way.

It's easier probably just to select the parent,  make it an auto layout shift a,  and I'm just gonna add some padding. I'm gonna add it all the way around. Remember the option shift or alt shift, okay? Or you can just do it manually over here, type it in. What you're looking for is a total of 48 by 48. For me, I need to add eight by eight.

I think that's it. Here we go. Total of 48. So all this padding will be included in the touchpoint. So I'm going to update it. Option three say, published all the pages.

It's being used in a few places, so I've gotta be careful. Let's go back to here. Let's go back to this option. Let's review and let's update them all. And you can see back here, this is updated. It's 48 by 48.

Should be able to test it. Now if I kind of click away, it's kind of suggesting where  to click, but you can see the touch area is much bigger. Okay? So that's 48 by 48. If you're developing for an iOS app, they want it  to be 44 by 44. Now this changes go double check.

Don't take everything I say for gospel. Go and do a little bit of research  for the platform you are developing for. The other thing that is consistent between both Android  and Apple and website design is a 16 point gap between them. So this has a huge gap. So they'll work out fine, but any buttons  and icons needs a minimum of 16 points between them. Alright, last things to consider.

Those are the main ones, right? Getting the font size  and the contrast, right? Making sure the touch points are big enough  and there's space between them,  but there are lots of other accessibility,  uh, things to consider. It's looking at your persona. What age demographic are you working with? What are their technological abilities?

Doing the minimum might not be enough for your audience. Other things you can look at are things like, uh,  colorblindness and poor sight. Some of the apps have helped with that as well. Let's have a look at, let's have a look at this one here. Ad gonna run the colorblind simulator. Okay, I'm on their free, free account,  but I can select my art board.

Let's find one that has some content on it. Let's click on this one. Okay,  so I'm gonna use the uh, comments, art board. And what you can do is you can pick a type  of colorblindness, okay? And then you can switch between them  and a see what it's gonna look like to somebody else. And is it still usable?

Is the con contrast ratio high enough? Again, there's a lot more to accessibility. Just covered some of the basics here. The main ones that affect our design side,  there's a lot more that goes into the development side. Okay? Uh, people  that need things like alt texts when it comes to images,  screen readers, how the keyboard  can navigate through a website.

There's lots to think about when it comes  to accessibility, but there you go. That's my kind of overview,  but take it as just a starter  for learning more about accessibility. Alright, that's it. Uh, I will see you in the next video.
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