36.1 Contrast
Contrast 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 Contrast.
- 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 Contrast to a course website and explain the decision you made.
- Apply Contrast to a online store and explain the decision you made.
- Apply Contrast to a banking app and explain the decision you made.
- Apply Contrast to a school portal and explain the decision you made.
- Apply Contrast to a clinic booking system and explain the decision you made.
- Apply Contrast to a dashboard and explain the decision you made.
- Apply Contrast to a restaurant site and explain the decision you made.
- Apply Contrast to a mobile app and explain the decision you made.
- Apply Contrast to a creator site and explain the decision you made.
- Apply Contrast to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Contrast
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 Contrast, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Contrast using a different product, screen, component, or content set. Explain what changed and why.
36.2 Focus Order Concepts
Focus Order Concepts 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 Focus Order Concepts.
- 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 Focus Order Concepts to a course website and explain the decision you made.
- Apply Focus Order Concepts to a online store and explain the decision you made.
- Apply Focus Order Concepts to a banking app and explain the decision you made.
- Apply Focus Order Concepts to a school portal and explain the decision you made.
- Apply Focus Order Concepts to a clinic booking system and explain the decision you made.
- Apply Focus Order Concepts to a dashboard and explain the decision you made.
- Apply Focus Order Concepts to a restaurant site and explain the decision you made.
- Apply Focus Order Concepts to a mobile app and explain the decision you made.
- Apply Focus Order Concepts to a creator site and explain the decision you made.
- Apply Focus Order Concepts to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Focus Order Concepts
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 Focus Order Concepts, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Focus Order Concepts using a different product, screen, component, or content set. Explain what changed and why.
36.3 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.
36.4 Text Scaling
Text Scaling 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 Text Scaling.
- 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 Text Scaling to a course website and explain the decision you made.
- Apply Text Scaling to a online store and explain the decision you made.
- Apply Text Scaling to a banking app and explain the decision you made.
- Apply Text Scaling to a school portal and explain the decision you made.
- Apply Text Scaling to a clinic booking system and explain the decision you made.
- Apply Text Scaling to a dashboard and explain the decision you made.
- Apply Text Scaling to a restaurant site and explain the decision you made.
- Apply Text Scaling to a mobile app and explain the decision you made.
- Apply Text Scaling to a creator site and explain the decision you made.
- Apply Text Scaling to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Text Scaling
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 Text Scaling, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Text Scaling using a different product, screen, component, or content set. Explain what changed and why.
36.5 Annotations
Annotations 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 Annotations.
- 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 Annotations to a course website and explain the decision you made.
- Apply Annotations to a online store and explain the decision you made.
- Apply Annotations to a banking app and explain the decision you made.
- Apply Annotations to a school portal and explain the decision you made.
- Apply Annotations to a clinic booking system and explain the decision you made.
- Apply Annotations to a dashboard and explain the decision you made.
- Apply Annotations to a restaurant site and explain the decision you made.
- Apply Annotations to a mobile app and explain the decision you made.
- Apply Annotations to a creator site and explain the decision you made.
- Apply Annotations to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Annotations
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 Annotations, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Annotations using a different product, screen, component, or content set. Explain what changed and why.
Chapter 36 review — 10 questions and answers
1. What is the main purpose of Contrast?
Answer: Contrast 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 Contrast?
Answer: Using Contrast visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Focus Order Concepts?
Answer: Focus Order Concepts 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 Focus Order Concepts?
Answer: Using Focus Order Concepts 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 Text Scaling?
Answer: Text Scaling 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 Text Scaling?
Answer: Using Text Scaling visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Annotations?
Answer: Annotations 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 Annotations?
Answer: Using Annotations visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.