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
- Define the design purpose of Expressions.
- 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 Expressions to a course website and explain the decision you made.
- Apply Expressions to a online store and explain the decision you made.
- Apply Expressions to a banking app and explain the decision you made.
- Apply Expressions to a school portal and explain the decision you made.
- Apply Expressions to a clinic booking system and explain the decision you made.
- Apply Expressions to a dashboard and explain the decision you made.
- Apply Expressions to a restaurant site and explain the decision you made.
- Apply Expressions to a mobile app and explain the decision you made.
- Apply Expressions to a creator site and explain the decision you made.
- 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.
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
- Define the design purpose of Conditionals.
- 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 Conditionals to a course website and explain the decision you made.
- Apply Conditionals to a online store and explain the decision you made.
- Apply Conditionals to a banking app and explain the decision you made.
- Apply Conditionals to a school portal and explain the decision you made.
- Apply Conditionals to a clinic booking system and explain the decision you made.
- Apply Conditionals to a dashboard and explain the decision you made.
- Apply Conditionals to a restaurant site and explain the decision you made.
- Apply Conditionals to a mobile app and explain the decision you made.
- Apply Conditionals to a creator site and explain the decision you made.
- 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.
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
- Define the design purpose of Multiple Actions.
- 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 Multiple Actions to a course website and explain the decision you made.
- Apply Multiple Actions to a online store and explain the decision you made.
- Apply Multiple Actions to a banking app and explain the decision you made.
- Apply Multiple Actions to a school portal and explain the decision you made.
- Apply Multiple Actions to a clinic booking system and explain the decision you made.
- Apply Multiple Actions to a dashboard and explain the decision you made.
- Apply Multiple Actions to a restaurant site and explain the decision you made.
- Apply Multiple Actions to a mobile app and explain the decision you made.
- Apply Multiple Actions to a creator site and explain the decision you made.
- 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.
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
- Define the design purpose of Counters and Calculations.
- 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 Counters and Calculations to a course website and explain the decision you made.
- Apply Counters and Calculations to a online store and explain the decision you made.
- Apply Counters and Calculations to a banking app and explain the decision you made.
- Apply Counters and Calculations to a school portal and explain the decision you made.
- Apply Counters and Calculations to a clinic booking system and explain the decision you made.
- Apply Counters and Calculations to a dashboard and explain the decision you made.
- Apply Counters and Calculations to a restaurant site and explain the decision you made.
- Apply Counters and Calculations to a mobile app and explain the decision you made.
- Apply Counters and Calculations to a creator site and explain the decision you made.
- 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.
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
- Define the design purpose of State Machines.
- 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 State Machines to a course website and explain the decision you made.
- Apply State Machines to a online store and explain the decision you made.
- Apply State Machines to a banking app and explain the decision you made.
- Apply State Machines to a school portal and explain the decision you made.
- Apply State Machines to a clinic booking system and explain the decision you made.
- Apply State Machines to a dashboard and explain the decision you made.
- Apply State Machines to a restaurant site and explain the decision you made.
- Apply State Machines to a mobile app and explain the decision you made.
- Apply State Machines to a creator site and explain the decision you made.
- 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.
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.