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Figma Current 2026 workflows • Chapter 28

Advanced Prototype Logic

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

28.1 Expressions

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

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Expressions
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 Expressions, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Expressions using a different product, screen, component, or content set. Explain what changed and why.

28.2 Conditionals

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

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Conditionals
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 Conditionals, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Conditionals using a different product, screen, component, or content set. Explain what changed and why.

28.3 Multiple Actions

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

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Multiple Actions
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 Multiple Actions, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Multiple Actions using a different product, screen, component, or content set. Explain what changed and why.

28.4 Counters and Calculations

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

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Counters and Calculations
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 Counters and Calculations, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Counters and Calculations using a different product, screen, component, or content set. Explain what changed and why.

28.5 State Machines

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

Hands-on example

FIGMA PRACTICE
1. Create a frame named: State Machines
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 State Machines, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for State Machines using a different product, screen, component, or content set. Explain what changed and why.

Chapter 28 review — 10 questions and answers

1. What is the main purpose of Expressions?

Answer: Expressions 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 Expressions?

Answer: Using Expressions visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

3. What is the main purpose of Conditionals?

Answer: Conditionals 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 Conditionals?

Answer: Using Conditionals visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

5. What is the main purpose of Multiple Actions?

Answer: Multiple Actions 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 Multiple Actions?

Answer: Using Multiple Actions visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

7. What is the main purpose of Counters and Calculations?

Answer: Counters and Calculations 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 Counters and Calculations?

Answer: Using Counters and Calculations visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

9. What is the main purpose of State Machines?

Answer: State Machines 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 State Machines?

Answer: Using State Machines visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.