39.1 Simple Illustration
Simple Illustration 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 Simple Illustration.
- 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 Simple Illustration to a course website and explain the decision you made.
- Apply Simple Illustration to a online store and explain the decision you made.
- Apply Simple Illustration to a banking app and explain the decision you made.
- Apply Simple Illustration to a school portal and explain the decision you made.
- Apply Simple Illustration to a clinic booking system and explain the decision you made.
- Apply Simple Illustration to a dashboard and explain the decision you made.
- Apply Simple Illustration to a restaurant site and explain the decision you made.
- Apply Simple Illustration to a mobile app and explain the decision you made.
- Apply Simple Illustration to a creator site and explain the decision you made.
- Apply Simple Illustration to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Simple Illustration
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 Simple Illustration, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Simple Illustration using a different product, screen, component, or content set. Explain what changed and why.
39.2 Brand Shapes
Brand Shapes 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 Brand Shapes.
- 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 Brand Shapes to a course website and explain the decision you made.
- Apply Brand Shapes to a online store and explain the decision you made.
- Apply Brand Shapes to a banking app and explain the decision you made.
- Apply Brand Shapes to a school portal and explain the decision you made.
- Apply Brand Shapes to a clinic booking system and explain the decision you made.
- Apply Brand Shapes to a dashboard and explain the decision you made.
- Apply Brand Shapes to a restaurant site and explain the decision you made.
- Apply Brand Shapes to a mobile app and explain the decision you made.
- Apply Brand Shapes to a creator site and explain the decision you made.
- Apply Brand Shapes to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Brand Shapes
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 Brand Shapes, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Brand Shapes using a different product, screen, component, or content set. Explain what changed and why.
39.3 Image Direction
Image Direction 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 Image Direction.
- 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 Image Direction to a course website and explain the decision you made.
- Apply Image Direction to a online store and explain the decision you made.
- Apply Image Direction to a banking app and explain the decision you made.
- Apply Image Direction to a school portal and explain the decision you made.
- Apply Image Direction to a clinic booking system and explain the decision you made.
- Apply Image Direction to a dashboard and explain the decision you made.
- Apply Image Direction to a restaurant site and explain the decision you made.
- Apply Image Direction to a mobile app and explain the decision you made.
- Apply Image Direction to a creator site and explain the decision you made.
- Apply Image Direction to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Image Direction
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 Image Direction, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Image Direction using a different product, screen, component, or content set. Explain what changed and why.
39.4 Asset Consistency
Asset Consistency 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 Asset Consistency.
- 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 Asset Consistency to a course website and explain the decision you made.
- Apply Asset Consistency to a online store and explain the decision you made.
- Apply Asset Consistency to a banking app and explain the decision you made.
- Apply Asset Consistency to a school portal and explain the decision you made.
- Apply Asset Consistency to a clinic booking system and explain the decision you made.
- Apply Asset Consistency to a dashboard and explain the decision you made.
- Apply Asset Consistency to a restaurant site and explain the decision you made.
- Apply Asset Consistency to a mobile app and explain the decision you made.
- Apply Asset Consistency to a creator site and explain the decision you made.
- Apply Asset Consistency to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Asset Consistency
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 Asset Consistency, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Asset Consistency using a different product, screen, component, or content set. Explain what changed and why.
39.5 Export
Export 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 Export.
- 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 Export to a course website and explain the decision you made.
- Apply Export to a online store and explain the decision you made.
- Apply Export to a banking app and explain the decision you made.
- Apply Export to a school portal and explain the decision you made.
- Apply Export to a clinic booking system and explain the decision you made.
- Apply Export to a dashboard and explain the decision you made.
- Apply Export to a restaurant site and explain the decision you made.
- Apply Export to a mobile app and explain the decision you made.
- Apply Export to a creator site and explain the decision you made.
- Apply Export to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Export
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 Export, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Export using a different product, screen, component, or content set. Explain what changed and why.
Chapter 39 review — 10 questions and answers
1. What is the main purpose of Simple Illustration?
Answer: Simple Illustration 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 Simple Illustration?
Answer: Using Simple Illustration visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Brand Shapes?
Answer: Brand Shapes 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 Brand Shapes?
Answer: Using Brand Shapes visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Image Direction?
Answer: Image Direction 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 Image Direction?
Answer: Using Image Direction visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Asset Consistency?
Answer: Asset Consistency 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 Asset Consistency?
Answer: Using Asset Consistency visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Export?
Answer: Export 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 Export?
Answer: Using Export visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.