32.1 Mobile Patterns
Mobile Patterns 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 Patterns.
- 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 Patterns to a course website and explain the decision you made.
- Apply Mobile Patterns to a online store and explain the decision you made.
- Apply Mobile Patterns to a banking app and explain the decision you made.
- Apply Mobile Patterns to a school portal and explain the decision you made.
- Apply Mobile Patterns to a clinic booking system and explain the decision you made.
- Apply Mobile Patterns to a dashboard and explain the decision you made.
- Apply Mobile Patterns to a restaurant site and explain the decision you made.
- Apply Mobile Patterns to a mobile app and explain the decision you made.
- Apply Mobile Patterns to a creator site and explain the decision you made.
- Apply Mobile Patterns to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Mobile Patterns
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 Patterns, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Mobile Patterns using a different product, screen, component, or content set. Explain what changed and why.
32.2 Navigation
Navigation 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 Navigation.
- 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 Navigation to a course website and explain the decision you made.
- Apply Navigation to a online store and explain the decision you made.
- Apply Navigation to a banking app and explain the decision you made.
- Apply Navigation to a school portal and explain the decision you made.
- Apply Navigation to a clinic booking system and explain the decision you made.
- Apply Navigation to a dashboard and explain the decision you made.
- Apply Navigation to a restaurant site and explain the decision you made.
- Apply Navigation to a mobile app and explain the decision you made.
- Apply Navigation to a creator site and explain the decision you made.
- Apply Navigation to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Navigation
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 Navigation, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Navigation using a different product, screen, component, or content set. Explain what changed and why.
32.3 Touch Targets
Touch Targets 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 Touch Targets.
- 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 Touch Targets to a course website and explain the decision you made.
- Apply Touch Targets to a online store and explain the decision you made.
- Apply Touch Targets to a banking app and explain the decision you made.
- Apply Touch Targets to a school portal and explain the decision you made.
- Apply Touch Targets to a clinic booking system and explain the decision you made.
- Apply Touch Targets to a dashboard and explain the decision you made.
- Apply Touch Targets to a restaurant site and explain the decision you made.
- Apply Touch Targets to a mobile app and explain the decision you made.
- Apply Touch Targets to a creator site and explain the decision you made.
- Apply Touch Targets to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Touch Targets
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 Touch Targets, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Touch Targets using a different product, screen, component, or content set. Explain what changed and why.
32.4 Safe Areas
Safe Areas 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 Safe Areas.
- 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 Safe Areas to a course website and explain the decision you made.
- Apply Safe Areas to a online store and explain the decision you made.
- Apply Safe Areas to a banking app and explain the decision you made.
- Apply Safe Areas to a school portal and explain the decision you made.
- Apply Safe Areas to a clinic booking system and explain the decision you made.
- Apply Safe Areas to a dashboard and explain the decision you made.
- Apply Safe Areas to a restaurant site and explain the decision you made.
- Apply Safe Areas to a mobile app and explain the decision you made.
- Apply Safe Areas to a creator site and explain the decision you made.
- Apply Safe Areas to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Safe Areas
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 Safe Areas, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Safe Areas using a different product, screen, component, or content set. Explain what changed and why.
32.5 Mobile Prototype
Mobile Prototype 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 Prototype.
- 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 Prototype to a course website and explain the decision you made.
- Apply Mobile Prototype to a online store and explain the decision you made.
- Apply Mobile Prototype to a banking app and explain the decision you made.
- Apply Mobile Prototype to a school portal and explain the decision you made.
- Apply Mobile Prototype to a clinic booking system and explain the decision you made.
- Apply Mobile Prototype to a dashboard and explain the decision you made.
- Apply Mobile Prototype to a restaurant site and explain the decision you made.
- Apply Mobile Prototype to a mobile app and explain the decision you made.
- Apply Mobile Prototype to a creator site and explain the decision you made.
- Apply Mobile Prototype to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Mobile Prototype
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 Prototype, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Mobile Prototype using a different product, screen, component, or content set. Explain what changed and why.
Chapter 32 review — 10 questions and answers
1. What is the main purpose of Mobile Patterns?
Answer: Mobile Patterns 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 Mobile Patterns?
Answer: Using Mobile Patterns visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Navigation?
Answer: Navigation 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 Navigation?
Answer: Using Navigation visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Touch Targets?
Answer: Touch Targets 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 Touch Targets?
Answer: Using Touch Targets visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Safe Areas?
Answer: Safe Areas 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 Safe Areas?
Answer: Using Safe Areas visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Mobile Prototype?
Answer: Mobile Prototype 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 Mobile Prototype?
Answer: Using Mobile Prototype visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.