Figma to ProtoPie Plugin

Boosting efficiency by revamping the importing experience for more than 100K/month users

Company

ProtoPie

Timeline

2024.12 - 2025.03

Role

User testing, UI/UX design

Team

Product Designer (2), PM (1), Engineers (10+)

Impact

The previous Figma plugin for ProtoPie was straightforward but didn't keep pace with designers' evolving workflows.

After the redesign, the rate of repeated import attempts dropped—with the largest improvements seen among multiple retries.

First import

Re-import#1 ↓7%

Re-import#2 ↓12%

Re-import#3 ↓19%

Re-import#4 ↓25%

Re-import count per session:Before improvement (gray)vs. After improvement (purple)

Context

During enterprise user interviews about the experience of transitioning from Figma to ProtoPie, we discovered that many customers had created their own internal manuals for pre-processing before using the plugin.

This led me to hypothesize that for organizations or individuals without such manuals, internal champions, or accumulated know-hows, the import process would be a significant barrier to product adoption.

"We documented the process of transitioning from Figma to ProtoPie to make it easier for designers to understand and follow."

"It’s not easy to all designers, many users aren’t aware of how to optimize their Figma layer and component structure for ProtoPie."

Quotes from customer interviews

Problem

Since Figma and ProtoPie differ in purpose and output, there are differences in layer structure, interaction authoring methods, and more. As a result, users without enough experience often had to repeat re-imports multiple times to achieve the desired result—this is precisely the context in which our enterprise customers created their internal manuals.

Considering that over 90% of all users begin their product journey by importing designs from Figma, we believed this issue was acting as a strong barrier to user conversion at the very start of the flow.

Example 1. Top-level frames imported as Scenes, deeper level frames imported as Objects

Example 2. Different approaches with creating interactions in Figma vs ProtoPie

Solution 1

I had a hypothesis that offering multiple options to replace pre-processing would reduce the number of re-imports. I designed new options based on the manuals and interviews, and divided the process into steps to prevent cognitive overload.

However, in user testing, most users were confused, and some expressed resistance to options that arbitrarily altered the layer structure.

As-is

RunPlugin

Select layer(s)

Export as objects

Recreate intraction

Create Component

To-be

RunPlugin

Export as components

New Response: State

User Testing

We conducted user testing with two options: Option A, which offered the newly designed options through a step-by-step UI to prevent cognitive overload, and Option B, which dynamically reflected canvas selection similar to the existing approach.

We discovered that in ProtoPie's mental model, interactions are defined at the layer structure level—meaning users need to retain control over the layer structure. What was unmet in the existing product wasn't the need for more options, but rather transparent communication with users about what the system is doing, or will do.

Format

Moderated remote sessions(Maze + Figma)

Participants

2 Product Designers, 4 Prototypers

Duration

60min

Untitled

Untitled

Personal

File

Assets

Pages

Page 1

Page 2

Layers

CTA

Icon

Home

A

Share

Design

Prototype

100%

Frame

Position

X

4518

X

-1569

Auto layout

W

Fit

H

Fit

0

0

0

Clip Contents

Appearance

100%

0

Fill

Stroke

Effects

Selection colors

Layout grid

Plugin

ProtoPie

Enable Component

1

1

15

Home

Scene

CTA_instance_outframe

Instance

Components

15

Selected only

Icon_IoT Home

Icon_Chat

Icon_Dictionary

Icon_Mail

CTA

State=On

State=Default

State=Off

State=Disabled

Icon_misc

State=asleep

State=light

State=search

State=light

State=light

State=light

Icon_IoT Home

Export

Key Findings

Findings

Insight

Users primarily import selectively rather than in bulk.

In this process, "what's currently selected" is the most critical piece of information.

Regardless of options provided, some post-import processing is unavoidable.

Users have little motivation to learn complex options and terminology just to customize.

Design Changes

Change

Why

Unified View

Prioritized interaction with the canvas instead of introducing intermediate steps, improving intuitiveness

"Component Mode" on and off as a toggle switch

Reduced the number of items users need to select; concise on/off explanations

Clear Output Categories

Communicated in terms of expected results in ProtoPie after import (Scene, Object, Instance, Flattened)

Output

Hands-on simulation of four use cases showed time-on-task reductions between 10% and 60%, depending on the scenario.

One of the cases: Hover effect using Opacity, Scale

Reflection

Guided flows don't always reduce friction. I learned that experienced users often prefer speed and control over excessive guidance.

Respect existing mental models rather than introducing new ones. When the task is to improve an existing design, path dependency has already formed. I realized that when introducing a new mental model, it must be carefully evaluated through user testing from an early stage.