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Prototype the visual intent first, then verify the real behavior in the SVG and app. Hover and press are temporary pointer states; keyboard focus is a separate state that must be checked in the implementation. A convincing prototype can communicate how an interaction should look, but it does not prove that the SVG is keyboard-reachable, visibly focused, or meaningfully activated.
What each state means
- Default: The control’s resting appearance.
- Hover: The pointer is over the control. It is useful feedback for pointer users, but it is not a keyboard state.
- Pressed: The control is being activated, such as while a mouse button or touchscreen contact is held.
- Keyboard focus: The control is the current keyboard interaction target. It needs a visible cue that remains understandable against the real page background.
Decide whether hover and focus should look alike or use distinct cues. If they share styling, make sure keyboard users can still identify the focused control. A pressed appearance should also be distinguishable from hover alone.
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Prototype the visual states
Set up hover and press
In Figma, use the While hovering trigger for a temporary hover state: it appears while the pointer is over the hotspot and returns to the original frame when the pointer leaves. Use While pressing for a temporary pressed state; it returns to the original frame when the mouse or trackpad is released, or screen contact ends. Figma also documents keyboard and gamepad triggers, but do not treat a hover preview as proof of keyboard focus.
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Change only the properties that express the intended feedback: for example, fill, stroke, scale, or offset. Keep the rest of the artwork stable unless the design calls for it. Give the pressed state a clear distinction from hover so a held activation does not look like pointer-over alone.
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Choose transition settings and record intent
Figma prototype interactions can specify triggers, actions, destinations, and animation settings. Its documented controls include animation type and direction, matching-layer animation, easing or spring, and duration; the documentation gives a duration range of 1 millisecond to 10 seconds. These values control prototype transitions, not a guaranteed production CSS specification. See Figma’s connection and transition guidance.
Alongside the prototype, record the property being animated, direction, duration, easing, and expected reduced-motion behavior. That gives implementation a concrete target without implying that the prototype’s timing will transfer automatically.
Use variants carefully
Interactive component variants can model state changes and combine triggers. The cited trigger list does not establish a dedicated focus trigger, so do not assume that a focus appearance in a component preview represents browser keyboard focus. Use the prototype to agree on visual intent, then verify the focus state in the actual app.
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SVG 2 recognizes CSS :hover, :active, and :focus interaction states. Its interaction model also describes focusable SVG elements and sequential keyboard navigation. For implementation details, see the W3C’s SVG 2 scripting and interactivity specification.
Keep an interactive SVG element in the document’s real interaction context. Where a graphic is not already a link or control but needs to be keyboard reachable, make it focusable as appropriate and provide a useful activation behavior. Adding tabindex alone does not define what the application should do when the user activates the graphic.
Style focus so it is visibly identifiable. The SVG 2 specification says interactive user agents must visually indicate focus following keyboard or other non-pointer focus changes, and authors should not remove focus indication completely. A custom focus treatment can replace a browser default, but it should still provide clear feedback.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Validate the prototype and implementation separately
The prototype and the shipped SVG answer different questions. Use the prototype to align collaborators on the appearance and motion. Use the implementation to confirm actual input behavior, focusability, activation, and rendering in context.
| Environment | Use it to | Verify |
|---|---|---|
| Design prototype | Agree on state changes, transition feel, and handoff intent. Figma documents hover, press, keyboard and gamepad triggers, variants, and transition settings. | Whether the intended focus behavior is represented, and whether viewers understand the state changes. |
| SVG in the app | Confirm the real pointer and keyboard behavior and final rendering. | Keyboard reachability, visible focus, meaningful activation, target size, surrounding app context, and animation behavior. |
- Move the pointer onto and away from the control; confirm hover appears and clears at the intended moments.
- Press and release with a pointer, and test screen activation where relevant; confirm the pressed state does not linger after release.
- Navigate by keyboard; verify that the control enters the tab order when intended and that its focus cue is visible against the actual background.
- Activate the control by keyboard and confirm it performs the app’s intended action.
- Check the SVG at its actual rendered size and in its surrounding interface, then assess whether interaction-triggered motion needs a user control under the applicable accessibility guidance.
For that last check, consult W3C WAI’s Understanding Focus Visible and Understanding Animation from Interactions. These materials help evaluate focus visibility and motion; they do not mean every brief state animation is automatically disallowed.
Use motion handoff as a aid, not a substitute for testing
Figma’s announcement of Figma Motion describes inspecting motion timing and easing and copying animation code. That can help communicate or transfer motion intent, but the resulting SVG and app still need to be checked in their real environment.
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