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Figma Current 2026 workflows • Chapter 32

Mobile App Design

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

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

  1. Define the design purpose of Mobile Patterns.
  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 Mobile Patterns to a course website and explain the decision you made.
  2. Apply Mobile Patterns to a online store and explain the decision you made.
  3. Apply Mobile Patterns to a banking app and explain the decision you made.
  4. Apply Mobile Patterns to a school portal and explain the decision you made.
  5. Apply Mobile Patterns to a clinic booking system and explain the decision you made.
  6. Apply Mobile Patterns to a dashboard and explain the decision you made.
  7. Apply Mobile Patterns to a restaurant site and explain the decision you made.
  8. Apply Mobile Patterns to a mobile app and explain the decision you made.
  9. Apply Mobile Patterns to a creator site and explain the decision you made.
  10. 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.

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

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

  1. Define the design purpose of Navigation.
  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 Navigation to a course website and explain the decision you made.
  2. Apply Navigation to a online store and explain the decision you made.
  3. Apply Navigation to a banking app and explain the decision you made.
  4. Apply Navigation to a school portal and explain the decision you made.
  5. Apply Navigation to a clinic booking system and explain the decision you made.
  6. Apply Navigation to a dashboard and explain the decision you made.
  7. Apply Navigation to a restaurant site and explain the decision you made.
  8. Apply Navigation to a mobile app and explain the decision you made.
  9. Apply Navigation to a creator site and explain the decision you made.
  10. 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.

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

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

  1. Define the design purpose of Touch Targets.
  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 Touch Targets to a course website and explain the decision you made.
  2. Apply Touch Targets to a online store and explain the decision you made.
  3. Apply Touch Targets to a banking app and explain the decision you made.
  4. Apply Touch Targets to a school portal and explain the decision you made.
  5. Apply Touch Targets to a clinic booking system and explain the decision you made.
  6. Apply Touch Targets to a dashboard and explain the decision you made.
  7. Apply Touch Targets to a restaurant site and explain the decision you made.
  8. Apply Touch Targets to a mobile app and explain the decision you made.
  9. Apply Touch Targets to a creator site and explain the decision you made.
  10. 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.

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

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

  1. Define the design purpose of Safe Areas.
  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 Safe Areas to a course website and explain the decision you made.
  2. Apply Safe Areas to a online store and explain the decision you made.
  3. Apply Safe Areas to a banking app and explain the decision you made.
  4. Apply Safe Areas to a school portal and explain the decision you made.
  5. Apply Safe Areas to a clinic booking system and explain the decision you made.
  6. Apply Safe Areas to a dashboard and explain the decision you made.
  7. Apply Safe Areas to a restaurant site and explain the decision you made.
  8. Apply Safe Areas to a mobile app and explain the decision you made.
  9. Apply Safe Areas to a creator site and explain the decision you made.
  10. 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.

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

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

  1. Define the design purpose of Mobile Prototype.
  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 Mobile Prototype to a course website and explain the decision you made.
  2. Apply Mobile Prototype to a online store and explain the decision you made.
  3. Apply Mobile Prototype to a banking app and explain the decision you made.
  4. Apply Mobile Prototype to a school portal and explain the decision you made.
  5. Apply Mobile Prototype to a clinic booking system and explain the decision you made.
  6. Apply Mobile Prototype to a dashboard and explain the decision you made.
  7. Apply Mobile Prototype to a restaurant site and explain the decision you made.
  8. Apply Mobile Prototype to a mobile app and explain the decision you made.
  9. Apply Mobile Prototype to a creator site and explain the decision you made.
  10. 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.

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

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.