Once usability testing is finished and the findings are sorted, the real work begins: turning what you learned into a revised prototype that can be tested again. This topic walks through the practical decisions that revision involves — how much fidelity a change actually requires, how to translate an observed problem into a specific interface change, how to annotate what you changed and why, how to keep versions organized so you can compare and roll back, and how to sanity-check changes before putting them in front of users again.
Fidelity is a judgment call, not a default. A confusing label or a missing confirmation step may only need a sketch or a wireframe edit, while a problem with flow, timing, or feedback usually has to be felt by a user, which means you need a clickable prototype with real transitions and states. The tooling matters here because it determines how cheaply you can make a change, show it to someone, and change it again.
The videos below focus on the prototyping craft in Figma: building clickable flows, connecting frames with interactions, and using interactive components to handle states such as hover, selected, toggled, or error. While watching, pay less attention to the specific visual styling and more to the mechanics that support iteration — how prototype connections are created and edited, how components let you change one thing and have it propagate everywhere, and where you could attach notes or duplicate a page to preserve an earlier version for comparison.
A beginner-oriented walkthrough of Figma's prototyping mode, likely covering how to link frames, set interaction triggers and actions, choose animations and transitions, and preview a clickable flow. It is aimed at people building their first working prototype rather than a static mockup.
It gives you the baseline skill set needed to produce a testable, medium-to-high fidelity prototype, which is the foundation for deciding how far to take fidelity when implementing redesign changes.
A shorter, more recent prototyping tutorial from the same creator that condenses the core Figma prototyping workflow into a quick, focused run-through. Expect current menu locations and a streamlined path from frames to a working clickable prototype.
Its brevity and recency make it a good refresher when you need to implement a revision quickly between test rounds, reinforcing that iteration should be cheap and fast.
An official Figma tutorial on interactive components, showing how to define interactions inside a component so that states such as hover, pressed, toggled, or selected behave consistently wherever the component is used. It covers variants and how state changes are wired within the component itself.
Produced by Figma, so the mechanics are authoritative; component-level changes are directly relevant to version management and propagating a single redesign decision across an entire prototype rather than patching screens one by one.
These videos support the module outcomes on the implementation side of iteration. After you analyze test data for recurring patterns (MO1) and prioritize which issues to address by frequency and severity (MO2), you still need a concrete way to express those decisions in a prototype that can be retested — that is what the Figma prototyping and interactive component tutorials provide. They are most directly tied to MO3: the ability to rebuild flows quickly, change component states in one place, and keep separate prototype versions is what makes genuinely iterative revision practical, while the course's annotation and documentation practices supply the rationale record that accompanies each change.
These videos were chosen from YouTube on October 3, 2026. Each has captions; the player turns them on. Videos on YouTube can be changed or removed — if one no longer plays, tell your instructor. If a player does not appear, use its Watch on YouTube link.