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Figma Current 2026 workflows • Chapter 15

Components

Every topic includes a plain-language explanation, exact steps, 10 practical examples, a hands-on example, expected output, common mistake, and practice task.

5 topics50 examples5 hands-on tasks10 Q&A
Practical course

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

  1. Define the design purpose of Creating Components.
  2. Create the smallest useful frame, component, token, prototype, or document needed for the task.
  3. Apply consistent naming and structure so another designer can understand the file.
  4. Test the result in the relevant frame size, interaction state, mode, or prototype.
  5. Document the important decision so developers or teammates know how it should behave.

10 practical examples

  1. Apply Creating Components to a course website and explain the decision you made.
  2. Apply Creating Components to a online store and explain the decision you made.
  3. Apply Creating Components to a banking app and explain the decision you made.
  4. Apply Creating Components to a school portal and explain the decision you made.
  5. Apply Creating Components to a clinic booking system and explain the decision you made.
  6. Apply Creating Components to a dashboard and explain the decision you made.
  7. Apply Creating Components to a restaurant site and explain the decision you made.
  8. Apply Creating Components to a mobile app and explain the decision you made.
  9. Apply Creating Components to a creator site and explain the decision you made.
  10. 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.

Common mistake: Using Creating Components visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

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

  1. Define the design purpose of Instances.
  2. Create the smallest useful frame, component, token, prototype, or document needed for the task.
  3. Apply consistent naming and structure so another designer can understand the file.
  4. Test the result in the relevant frame size, interaction state, mode, or prototype.
  5. Document the important decision so developers or teammates know how it should behave.

10 practical examples

  1. Apply Instances to a course website and explain the decision you made.
  2. Apply Instances to a online store and explain the decision you made.
  3. Apply Instances to a banking app and explain the decision you made.
  4. Apply Instances to a school portal and explain the decision you made.
  5. Apply Instances to a clinic booking system and explain the decision you made.
  6. Apply Instances to a dashboard and explain the decision you made.
  7. Apply Instances to a restaurant site and explain the decision you made.
  8. Apply Instances to a mobile app and explain the decision you made.
  9. Apply Instances to a creator site and explain the decision you made.
  10. 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.

Common mistake: Using Instances visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

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

  1. Define the design purpose of Overrides.
  2. Create the smallest useful frame, component, token, prototype, or document needed for the task.
  3. Apply consistent naming and structure so another designer can understand the file.
  4. Test the result in the relevant frame size, interaction state, mode, or prototype.
  5. Document the important decision so developers or teammates know how it should behave.

10 practical examples

  1. Apply Overrides to a course website and explain the decision you made.
  2. Apply Overrides to a online store and explain the decision you made.
  3. Apply Overrides to a banking app and explain the decision you made.
  4. Apply Overrides to a school portal and explain the decision you made.
  5. Apply Overrides to a clinic booking system and explain the decision you made.
  6. Apply Overrides to a dashboard and explain the decision you made.
  7. Apply Overrides to a restaurant site and explain the decision you made.
  8. Apply Overrides to a mobile app and explain the decision you made.
  9. Apply Overrides to a creator site and explain the decision you made.
  10. 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.

Common mistake: Using Overrides visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

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

  1. Define the design purpose of Component Structure.
  2. Create the smallest useful frame, component, token, prototype, or document needed for the task.
  3. Apply consistent naming and structure so another designer can understand the file.
  4. Test the result in the relevant frame size, interaction state, mode, or prototype.
  5. Document the important decision so developers or teammates know how it should behave.

10 practical examples

  1. Apply Component Structure to a course website and explain the decision you made.
  2. Apply Component Structure to a online store and explain the decision you made.
  3. Apply Component Structure to a banking app and explain the decision you made.
  4. Apply Component Structure to a school portal and explain the decision you made.
  5. Apply Component Structure to a clinic booking system and explain the decision you made.
  6. Apply Component Structure to a dashboard and explain the decision you made.
  7. Apply Component Structure to a restaurant site and explain the decision you made.
  8. Apply Component Structure to a mobile app and explain the decision you made.
  9. Apply Component Structure to a creator site and explain the decision you made.
  10. 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.

Common mistake: Using Component Structure visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

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

  1. Define the design purpose of Component Naming.
  2. Create the smallest useful frame, component, token, prototype, or document needed for the task.
  3. Apply consistent naming and structure so another designer can understand the file.
  4. Test the result in the relevant frame size, interaction state, mode, or prototype.
  5. Document the important decision so developers or teammates know how it should behave.

10 practical examples

  1. Apply Component Naming to a course website and explain the decision you made.
  2. Apply Component Naming to a online store and explain the decision you made.
  3. Apply Component Naming to a banking app and explain the decision you made.
  4. Apply Component Naming to a school portal and explain the decision you made.
  5. Apply Component Naming to a clinic booking system and explain the decision you made.
  6. Apply Component Naming to a dashboard and explain the decision you made.
  7. Apply Component Naming to a restaurant site and explain the decision you made.
  8. Apply Component Naming to a mobile app and explain the decision you made.
  9. Apply Component Naming to a creator site and explain the decision you made.
  10. 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.

Common mistake: Using Component Naming visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

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.