15.1 Creating Components
Creating Components is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.
Step by step
- Define the design purpose of Creating Components.
- Create the smallest useful frame, component, token, prototype, or document needed for the task.
- Apply consistent naming and structure so another designer can understand the file.
- Test the result in the relevant frame size, interaction state, mode, or prototype.
- Document the important decision so developers or teammates know how it should behave.
10 practical examples
- Apply Creating Components to a course website and explain the decision you made.
- Apply Creating Components to a online store and explain the decision you made.
- Apply Creating Components to a banking app and explain the decision you made.
- Apply Creating Components to a school portal and explain the decision you made.
- Apply Creating Components to a clinic booking system and explain the decision you made.
- Apply Creating Components to a dashboard and explain the decision you made.
- Apply Creating Components to a restaurant site and explain the decision you made.
- Apply Creating Components to a mobile app and explain the decision you made.
- Apply Creating Components to a creator site and explain the decision you made.
- Apply Creating Components to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Creating Components
2. Apply a clear layer/component naming system.
3. Build one default state and one alternate state.
4. Test at mobile and desktop sizes when relevant.
5. Add an annotation explaining the design decision.Expected output
A clean Figma artifact demonstrating Creating Components, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Creating Components using a different product, screen, component, or content set. Explain what changed and why.
15.2 Instances
Instances is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.
Step by step
- Define the design purpose of Instances.
- Create the smallest useful frame, component, token, prototype, or document needed for the task.
- Apply consistent naming and structure so another designer can understand the file.
- Test the result in the relevant frame size, interaction state, mode, or prototype.
- Document the important decision so developers or teammates know how it should behave.
10 practical examples
- Apply Instances to a course website and explain the decision you made.
- Apply Instances to a online store and explain the decision you made.
- Apply Instances to a banking app and explain the decision you made.
- Apply Instances to a school portal and explain the decision you made.
- Apply Instances to a clinic booking system and explain the decision you made.
- Apply Instances to a dashboard and explain the decision you made.
- Apply Instances to a restaurant site and explain the decision you made.
- Apply Instances to a mobile app and explain the decision you made.
- Apply Instances to a creator site and explain the decision you made.
- Apply Instances to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Instances
2. Apply a clear layer/component naming system.
3. Build one default state and one alternate state.
4. Test at mobile and desktop sizes when relevant.
5. Add an annotation explaining the design decision.Expected output
A clean Figma artifact demonstrating Instances, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Instances using a different product, screen, component, or content set. Explain what changed and why.
15.3 Overrides
Overrides is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.
Step by step
- Define the design purpose of Overrides.
- Create the smallest useful frame, component, token, prototype, or document needed for the task.
- Apply consistent naming and structure so another designer can understand the file.
- Test the result in the relevant frame size, interaction state, mode, or prototype.
- Document the important decision so developers or teammates know how it should behave.
10 practical examples
- Apply Overrides to a course website and explain the decision you made.
- Apply Overrides to a online store and explain the decision you made.
- Apply Overrides to a banking app and explain the decision you made.
- Apply Overrides to a school portal and explain the decision you made.
- Apply Overrides to a clinic booking system and explain the decision you made.
- Apply Overrides to a dashboard and explain the decision you made.
- Apply Overrides to a restaurant site and explain the decision you made.
- Apply Overrides to a mobile app and explain the decision you made.
- Apply Overrides to a creator site and explain the decision you made.
- Apply Overrides to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Overrides
2. Apply a clear layer/component naming system.
3. Build one default state and one alternate state.
4. Test at mobile and desktop sizes when relevant.
5. Add an annotation explaining the design decision.Expected output
A clean Figma artifact demonstrating Overrides, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Overrides using a different product, screen, component, or content set. Explain what changed and why.
15.4 Component Structure
Component Structure is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.
Step by step
- Define the design purpose of Component Structure.
- Create the smallest useful frame, component, token, prototype, or document needed for the task.
- Apply consistent naming and structure so another designer can understand the file.
- Test the result in the relevant frame size, interaction state, mode, or prototype.
- Document the important decision so developers or teammates know how it should behave.
10 practical examples
- Apply Component Structure to a course website and explain the decision you made.
- Apply Component Structure to a online store and explain the decision you made.
- Apply Component Structure to a banking app and explain the decision you made.
- Apply Component Structure to a school portal and explain the decision you made.
- Apply Component Structure to a clinic booking system and explain the decision you made.
- Apply Component Structure to a dashboard and explain the decision you made.
- Apply Component Structure to a restaurant site and explain the decision you made.
- Apply Component Structure to a mobile app and explain the decision you made.
- Apply Component Structure to a creator site and explain the decision you made.
- Apply Component Structure to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Component Structure
2. Apply a clear layer/component naming system.
3. Build one default state and one alternate state.
4. Test at mobile and desktop sizes when relevant.
5. Add an annotation explaining the design decision.Expected output
A clean Figma artifact demonstrating Component Structure, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Component Structure using a different product, screen, component, or content set. Explain what changed and why.
15.5 Component Naming
Component Naming is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.
Step by step
- Define the design purpose of Component Naming.
- Create the smallest useful frame, component, token, prototype, or document needed for the task.
- Apply consistent naming and structure so another designer can understand the file.
- Test the result in the relevant frame size, interaction state, mode, or prototype.
- Document the important decision so developers or teammates know how it should behave.
10 practical examples
- Apply Component Naming to a course website and explain the decision you made.
- Apply Component Naming to a online store and explain the decision you made.
- Apply Component Naming to a banking app and explain the decision you made.
- Apply Component Naming to a school portal and explain the decision you made.
- Apply Component Naming to a clinic booking system and explain the decision you made.
- Apply Component Naming to a dashboard and explain the decision you made.
- Apply Component Naming to a restaurant site and explain the decision you made.
- Apply Component Naming to a mobile app and explain the decision you made.
- Apply Component Naming to a creator site and explain the decision you made.
- Apply Component Naming to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Component Naming
2. Apply a clear layer/component naming system.
3. Build one default state and one alternate state.
4. Test at mobile and desktop sizes when relevant.
5. Add an annotation explaining the design decision.Expected output
A clean Figma artifact demonstrating Component Naming, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Component Naming using a different product, screen, component, or content set. Explain what changed and why.
Chapter 15 review — 10 questions and answers
1. What is the main purpose of Creating Components?
Answer: Creating Components is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.
2. What is a common mistake with Creating Components?
Answer: Using Creating Components visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Instances?
Answer: Instances is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.
4. What is a common mistake with Instances?
Answer: Using Instances visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Overrides?
Answer: Overrides is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.
6. What is a common mistake with Overrides?
Answer: Using Overrides visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Component Structure?
Answer: Component Structure is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.
8. What is a common mistake with Component Structure?
Answer: Using Component Structure visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Component Naming?
Answer: Component Naming is a practical Figma skill used to move from rough structure toward a consistent, testable, developer-ready interface. The goal is to understand both the tool action and the design decision behind it.
10. What is a common mistake with Component Naming?
Answer: Using Component Naming visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.