34.1 Sidebar
Sidebar 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 Sidebar.
- 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 Sidebar to a course website and explain the decision you made.
- Apply Sidebar to a online store and explain the decision you made.
- Apply Sidebar to a banking app and explain the decision you made.
- Apply Sidebar to a school portal and explain the decision you made.
- Apply Sidebar to a clinic booking system and explain the decision you made.
- Apply Sidebar to a dashboard and explain the decision you made.
- Apply Sidebar to a restaurant site and explain the decision you made.
- Apply Sidebar to a mobile app and explain the decision you made.
- Apply Sidebar to a creator site and explain the decision you made.
- Apply Sidebar to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Sidebar
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 Sidebar, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Sidebar using a different product, screen, component, or content set. Explain what changed and why.
34.2 Top Navigation
Top 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 Top 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 Top Navigation to a course website and explain the decision you made.
- Apply Top Navigation to a online store and explain the decision you made.
- Apply Top Navigation to a banking app and explain the decision you made.
- Apply Top Navigation to a school portal and explain the decision you made.
- Apply Top Navigation to a clinic booking system and explain the decision you made.
- Apply Top Navigation to a dashboard and explain the decision you made.
- Apply Top Navigation to a restaurant site and explain the decision you made.
- Apply Top Navigation to a mobile app and explain the decision you made.
- Apply Top Navigation to a creator site and explain the decision you made.
- Apply Top Navigation to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Top 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 Top Navigation, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Top Navigation using a different product, screen, component, or content set. Explain what changed and why.
34.3 Data Cards
Data Cards 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 Data Cards.
- 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 Data Cards to a course website and explain the decision you made.
- Apply Data Cards to a online store and explain the decision you made.
- Apply Data Cards to a banking app and explain the decision you made.
- Apply Data Cards to a school portal and explain the decision you made.
- Apply Data Cards to a clinic booking system and explain the decision you made.
- Apply Data Cards to a dashboard and explain the decision you made.
- Apply Data Cards to a restaurant site and explain the decision you made.
- Apply Data Cards to a mobile app and explain the decision you made.
- Apply Data Cards to a creator site and explain the decision you made.
- Apply Data Cards to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Data Cards
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 Data Cards, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Data Cards using a different product, screen, component, or content set. Explain what changed and why.
34.4 Tables
Tables 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 Tables.
- 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 Tables to a course website and explain the decision you made.
- Apply Tables to a online store and explain the decision you made.
- Apply Tables to a banking app and explain the decision you made.
- Apply Tables to a school portal and explain the decision you made.
- Apply Tables to a clinic booking system and explain the decision you made.
- Apply Tables to a dashboard and explain the decision you made.
- Apply Tables to a restaurant site and explain the decision you made.
- Apply Tables to a mobile app and explain the decision you made.
- Apply Tables to a creator site and explain the decision you made.
- Apply Tables to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Tables
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 Tables, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Tables using a different product, screen, component, or content set. Explain what changed and why.
34.5 Filters
Filters 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 Filters.
- 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 Filters to a course website and explain the decision you made.
- Apply Filters to a online store and explain the decision you made.
- Apply Filters to a banking app and explain the decision you made.
- Apply Filters to a school portal and explain the decision you made.
- Apply Filters to a clinic booking system and explain the decision you made.
- Apply Filters to a dashboard and explain the decision you made.
- Apply Filters to a restaurant site and explain the decision you made.
- Apply Filters to a mobile app and explain the decision you made.
- Apply Filters to a creator site and explain the decision you made.
- Apply Filters to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Filters
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 Filters, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Filters using a different product, screen, component, or content set. Explain what changed and why.
Chapter 34 review — 10 questions and answers
1. What is the main purpose of Sidebar?
Answer: Sidebar 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 Sidebar?
Answer: Using Sidebar visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Top Navigation?
Answer: Top 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 Top Navigation?
Answer: Using Top Navigation visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Data Cards?
Answer: Data Cards 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 Data Cards?
Answer: Using Data Cards visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Tables?
Answer: Tables 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 Tables?
Answer: Using Tables visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Filters?
Answer: Filters 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 Filters?
Answer: Using Filters visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.