La versión breve
- Figma AI sirve para crear primeras propuestas y modificar los marcos seleccionados. Estos prompts describen diseños editables; comprueba qué funciones tienes disponibles en tu espacio de trabajo.
- Las pantallas generadas son un punto de partida. Pruébalas con contenido real, teclado, pantallas pequeñas y las personas que deban usarlas. Un acabado visual cuidado no demuestra que sean fáciles de utilizar.
Figma AI sirve para crear primeras propuestas y modificar los marcos seleccionados. Estos prompts describen diseños editables; comprueba qué funciones tienes disponibles en tu espacio de trabajo.
Las pantallas generadas son un punto de partida. Pruébalas con contenido real, teclado, pantallas pequeñas y las personas que deban usarlas. Un acabado visual cuidado no demuestra que sean fáciles de utilizar.
Cómo usar esta colección
Elige la tarea más parecida a tu trabajo. Copia el prompt, sustituye la escena o el contexto de código genérico por tus datos y conserva las restricciones que te permitan evaluar el resultado. Cambia una variable cada vez para saber qué ha mejorado.
El método sigue la Guía de First Draft de Figma: aporta contexto concreto y revisa el resultado, sin dar por correcta una primera respuesta bien presentada.
Prompts de análisis de la tarea
Para los prompts de análisis de la tarea, indica quién es el usuario y qué decisión debe facilitar la pantalla.
1. Una pantalla de pago móvil
Design a mobile checkout screen for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?
2. Un conjunto de variantes de componente
Design a component variant set for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?
3. Un sistema de tarjetas para un panel
Design a dashboard card system for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?
4. Una navegación de ajustes
Design a settings navigation for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?
5. Una sección de precios adaptable
Design a responsive pricing section for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?
6. Un formulario de incorporación
Design an onboarding form for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?
7. Un panel de filtros de búsqueda
Design a search filter panel for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?
8. Un estado vacío
Design an empty state for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?
9. Una cabecera de perfil
Design a profile header for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?

10. Una auditoría de tokens de diseño
Design a design token audit for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?
Prompts de diseño de la pantalla principal
Para los prompts de diseño de la pantalla principal, indica quién es el usuario y qué decisión debe facilitar la pantalla.
11. Una pantalla de pago móvil
Design a mobile checkout screen for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.
12. Un conjunto de variantes de componente
Design a component variant set for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.
13. Un sistema de tarjetas para un panel
Design a dashboard card system for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.
14. Una navegación de ajustes
Design a settings navigation for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.
15. Una sección de precios adaptable
Design a responsive pricing section for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.
16. Un formulario de incorporación
Design an onboarding form for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.
17. Un panel de filtros de búsqueda
Design a search filter panel for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.

18. Un estado vacío
Design an empty state for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.
19. Una cabecera de perfil
Design a profile header for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.
20. Una auditoría de tokens de diseño
Design a design token audit for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.
Prompts de gestión de datos ausentes
Para los prompts de gestión de datos ausentes, indica quién es el usuario y qué decisión debe facilitar la pantalla.
21. Una pantalla de pago móvil
Design a mobile checkout screen for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.
22. Un conjunto de variantes de componente
Design a component variant set for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.
23. Un sistema de tarjetas para un panel
Design a dashboard card system for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.
24. Una navegación de ajustes
Design a settings navigation for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.
25. Una sección de precios adaptable
Design a responsive pricing section for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.
Qué comprobar antes de usar el resultado
Las pantallas generadas son un punto de partida. Pruébalas con contenido real, teclado, pantallas pequeñas y las personas que deban usarlas. Un acabado visual cuidado no demuestra que sean fáciles de utilizar.
Si el resultado no resuelve la tarea, acorta el prompt y especifica el dato o la restricción que falta. Guarda la versión utilizada para poder reproducir el recurso final o el cambio de código.
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