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Figma Current 2026 workflows • Chapter 34

Dashboard 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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.