20.1 Modes
Modes 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 Modes.
- 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 Modes to a course website and explain the decision you made.
- Apply Modes to a online store and explain the decision you made.
- Apply Modes to a banking app and explain the decision you made.
- Apply Modes to a school portal and explain the decision you made.
- Apply Modes to a clinic booking system and explain the decision you made.
- Apply Modes to a dashboard and explain the decision you made.
- Apply Modes to a restaurant site and explain the decision you made.
- Apply Modes to a mobile app and explain the decision you made.
- Apply Modes to a creator site and explain the decision you made.
- Apply Modes to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Modes
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 Modes, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Modes using a different product, screen, component, or content set. Explain what changed and why.
20.2 Light and Dark
Light and Dark 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 Light and Dark.
- 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 Light and Dark to a course website and explain the decision you made.
- Apply Light and Dark to a online store and explain the decision you made.
- Apply Light and Dark to a banking app and explain the decision you made.
- Apply Light and Dark to a school portal and explain the decision you made.
- Apply Light and Dark to a clinic booking system and explain the decision you made.
- Apply Light and Dark to a dashboard and explain the decision you made.
- Apply Light and Dark to a restaurant site and explain the decision you made.
- Apply Light and Dark to a mobile app and explain the decision you made.
- Apply Light and Dark to a creator site and explain the decision you made.
- Apply Light and Dark to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Light and Dark
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 Light and Dark, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Light and Dark using a different product, screen, component, or content set. Explain what changed and why.
20.3 Mobile and Desktop
Mobile and Desktop 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 Mobile and Desktop.
- 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 Mobile and Desktop to a course website and explain the decision you made.
- Apply Mobile and Desktop to a online store and explain the decision you made.
- Apply Mobile and Desktop to a banking app and explain the decision you made.
- Apply Mobile and Desktop to a school portal and explain the decision you made.
- Apply Mobile and Desktop to a clinic booking system and explain the decision you made.
- Apply Mobile and Desktop to a dashboard and explain the decision you made.
- Apply Mobile and Desktop to a restaurant site and explain the decision you made.
- Apply Mobile and Desktop to a mobile app and explain the decision you made.
- Apply Mobile and Desktop to a creator site and explain the decision you made.
- Apply Mobile and Desktop to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Mobile and Desktop
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 Mobile and Desktop, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Mobile and Desktop using a different product, screen, component, or content set. Explain what changed and why.
20.4 Semantic Tokens
Semantic Tokens 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 Semantic Tokens.
- 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 Semantic Tokens to a course website and explain the decision you made.
- Apply Semantic Tokens to a online store and explain the decision you made.
- Apply Semantic Tokens to a banking app and explain the decision you made.
- Apply Semantic Tokens to a school portal and explain the decision you made.
- Apply Semantic Tokens to a clinic booking system and explain the decision you made.
- Apply Semantic Tokens to a dashboard and explain the decision you made.
- Apply Semantic Tokens to a restaurant site and explain the decision you made.
- Apply Semantic Tokens to a mobile app and explain the decision you made.
- Apply Semantic Tokens to a creator site and explain the decision you made.
- Apply Semantic Tokens to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Semantic Tokens
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 Semantic Tokens, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Semantic Tokens using a different product, screen, component, or content set. Explain what changed and why.
20.5 Mode Inheritance
Mode Inheritance 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 Mode Inheritance.
- 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 Mode Inheritance to a course website and explain the decision you made.
- Apply Mode Inheritance to a online store and explain the decision you made.
- Apply Mode Inheritance to a banking app and explain the decision you made.
- Apply Mode Inheritance to a school portal and explain the decision you made.
- Apply Mode Inheritance to a clinic booking system and explain the decision you made.
- Apply Mode Inheritance to a dashboard and explain the decision you made.
- Apply Mode Inheritance to a restaurant site and explain the decision you made.
- Apply Mode Inheritance to a mobile app and explain the decision you made.
- Apply Mode Inheritance to a creator site and explain the decision you made.
- Apply Mode Inheritance to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Mode Inheritance
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 Mode Inheritance, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Mode Inheritance using a different product, screen, component, or content set. Explain what changed and why.
Chapter 20 review — 10 questions and answers
1. What is the main purpose of Modes?
Answer: Modes 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 Modes?
Answer: Using Modes visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Light and Dark?
Answer: Light and Dark 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 Light and Dark?
Answer: Using Light and Dark visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Mobile and Desktop?
Answer: Mobile and Desktop 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 Mobile and Desktop?
Answer: Using Mobile and Desktop visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Semantic Tokens?
Answer: Semantic Tokens 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 Semantic Tokens?
Answer: Using Semantic Tokens visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Mode Inheritance?
Answer: Mode Inheritance 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 Mode Inheritance?
Answer: Using Mode Inheritance visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.