26.1 Change To
Change To 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 Change To.
- 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 Change To to a course website and explain the decision you made.
- Apply Change To to a online store and explain the decision you made.
- Apply Change To to a banking app and explain the decision you made.
- Apply Change To to a school portal and explain the decision you made.
- Apply Change To to a clinic booking system and explain the decision you made.
- Apply Change To to a dashboard and explain the decision you made.
- Apply Change To to a restaurant site and explain the decision you made.
- Apply Change To to a mobile app and explain the decision you made.
- Apply Change To to a creator site and explain the decision you made.
- Apply Change To to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Change To
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 Change To, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Change To using a different product, screen, component, or content set. Explain what changed and why.
26.2 Hover States
Hover States 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 Hover States.
- 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 Hover States to a course website and explain the decision you made.
- Apply Hover States to a online store and explain the decision you made.
- Apply Hover States to a banking app and explain the decision you made.
- Apply Hover States to a school portal and explain the decision you made.
- Apply Hover States to a clinic booking system and explain the decision you made.
- Apply Hover States to a dashboard and explain the decision you made.
- Apply Hover States to a restaurant site and explain the decision you made.
- Apply Hover States to a mobile app and explain the decision you made.
- Apply Hover States to a creator site and explain the decision you made.
- Apply Hover States to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Hover States
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 Hover States, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Hover States using a different product, screen, component, or content set. Explain what changed and why.
26.3 Pressed States
Pressed States 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 Pressed States.
- 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 Pressed States to a course website and explain the decision you made.
- Apply Pressed States to a online store and explain the decision you made.
- Apply Pressed States to a banking app and explain the decision you made.
- Apply Pressed States to a school portal and explain the decision you made.
- Apply Pressed States to a clinic booking system and explain the decision you made.
- Apply Pressed States to a dashboard and explain the decision you made.
- Apply Pressed States to a restaurant site and explain the decision you made.
- Apply Pressed States to a mobile app and explain the decision you made.
- Apply Pressed States to a creator site and explain the decision you made.
- Apply Pressed States to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Pressed States
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 Pressed States, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Pressed States using a different product, screen, component, or content set. Explain what changed and why.
26.4 Toggle Components
Toggle 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 Toggle 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 Toggle Components to a course website and explain the decision you made.
- Apply Toggle Components to a online store and explain the decision you made.
- Apply Toggle Components to a banking app and explain the decision you made.
- Apply Toggle Components to a school portal and explain the decision you made.
- Apply Toggle Components to a clinic booking system and explain the decision you made.
- Apply Toggle Components to a dashboard and explain the decision you made.
- Apply Toggle Components to a restaurant site and explain the decision you made.
- Apply Toggle Components to a mobile app and explain the decision you made.
- Apply Toggle Components to a creator site and explain the decision you made.
- Apply Toggle Components to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Toggle 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 Toggle Components, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Toggle Components using a different product, screen, component, or content set. Explain what changed and why.
26.5 Reusable Interactions
Reusable Interactions 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 Reusable Interactions.
- 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 Reusable Interactions to a course website and explain the decision you made.
- Apply Reusable Interactions to a online store and explain the decision you made.
- Apply Reusable Interactions to a banking app and explain the decision you made.
- Apply Reusable Interactions to a school portal and explain the decision you made.
- Apply Reusable Interactions to a clinic booking system and explain the decision you made.
- Apply Reusable Interactions to a dashboard and explain the decision you made.
- Apply Reusable Interactions to a restaurant site and explain the decision you made.
- Apply Reusable Interactions to a mobile app and explain the decision you made.
- Apply Reusable Interactions to a creator site and explain the decision you made.
- Apply Reusable Interactions to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Reusable Interactions
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 Reusable Interactions, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Reusable Interactions using a different product, screen, component, or content set. Explain what changed and why.
Chapter 26 review — 10 questions and answers
1. What is the main purpose of Change To?
Answer: Change To 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 Change To?
Answer: Using Change To visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Hover States?
Answer: Hover States 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 Hover States?
Answer: Using Hover States visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Pressed States?
Answer: Pressed States 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 Pressed States?
Answer: Using Pressed States visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Toggle Components?
Answer: Toggle 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.
8. What is a common mistake with Toggle Components?
Answer: Using Toggle Components visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Reusable Interactions?
Answer: Reusable Interactions 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 Reusable Interactions?
Answer: Using Reusable Interactions visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.