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Figma Current 2026 workflows • Chapter 44

Variables in Dev Mode

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

44.1 Variable Details

Variable Details 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 Variable Details.
  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 Variable Details to a course website and explain the decision you made.
  2. Apply Variable Details to a online store and explain the decision you made.
  3. Apply Variable Details to a banking app and explain the decision you made.
  4. Apply Variable Details to a school portal and explain the decision you made.
  5. Apply Variable Details to a clinic booking system and explain the decision you made.
  6. Apply Variable Details to a dashboard and explain the decision you made.
  7. Apply Variable Details to a restaurant site and explain the decision you made.
  8. Apply Variable Details to a mobile app and explain the decision you made.
  9. Apply Variable Details to a creator site and explain the decision you made.
  10. Apply Variable Details to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Variable Details
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 Variable Details, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Variable Details using a different product, screen, component, or content set. Explain what changed and why.

44.2 Suggested Variables

Suggested Variables 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 Suggested Variables.
  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 Suggested Variables to a course website and explain the decision you made.
  2. Apply Suggested Variables to a online store and explain the decision you made.
  3. Apply Suggested Variables to a banking app and explain the decision you made.
  4. Apply Suggested Variables to a school portal and explain the decision you made.
  5. Apply Suggested Variables to a clinic booking system and explain the decision you made.
  6. Apply Suggested Variables to a dashboard and explain the decision you made.
  7. Apply Suggested Variables to a restaurant site and explain the decision you made.
  8. Apply Suggested Variables to a mobile app and explain the decision you made.
  9. Apply Suggested Variables to a creator site and explain the decision you made.
  10. Apply Suggested Variables to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Suggested Variables
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 Suggested Variables, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Suggested Variables using a different product, screen, component, or content set. Explain what changed and why.

44.3 Collections

Collections 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 Collections.
  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 Collections to a course website and explain the decision you made.
  2. Apply Collections to a online store and explain the decision you made.
  3. Apply Collections to a banking app and explain the decision you made.
  4. Apply Collections to a school portal and explain the decision you made.
  5. Apply Collections to a clinic booking system and explain the decision you made.
  6. Apply Collections to a dashboard and explain the decision you made.
  7. Apply Collections to a restaurant site and explain the decision you made.
  8. Apply Collections to a mobile app and explain the decision you made.
  9. Apply Collections to a creator site and explain the decision you made.
  10. Apply Collections to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Collections
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 Collections, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Collections using a different product, screen, component, or content set. Explain what changed and why.

44.4 Modes

Modes 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 Modes.
  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 Modes to a course website and explain the decision you made.
  2. Apply Modes to a online store and explain the decision you made.
  3. Apply Modes to a banking app and explain the decision you made.
  4. Apply Modes to a school portal and explain the decision you made.
  5. Apply Modes to a clinic booking system and explain the decision you made.
  6. Apply Modes to a dashboard and explain the decision you made.
  7. Apply Modes to a restaurant site and explain the decision you made.
  8. Apply Modes to a mobile app and explain the decision you made.
  9. Apply Modes to a creator site and explain the decision you made.
  10. Apply Modes to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Modes
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 Modes, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Modes using a different product, screen, component, or content set. Explain what changed and why.

44.5 Token Handoff

Token Handoff 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 Token Handoff.
  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 Token Handoff to a course website and explain the decision you made.
  2. Apply Token Handoff to a online store and explain the decision you made.
  3. Apply Token Handoff to a banking app and explain the decision you made.
  4. Apply Token Handoff to a school portal and explain the decision you made.
  5. Apply Token Handoff to a clinic booking system and explain the decision you made.
  6. Apply Token Handoff to a dashboard and explain the decision you made.
  7. Apply Token Handoff to a restaurant site and explain the decision you made.
  8. Apply Token Handoff to a mobile app and explain the decision you made.
  9. Apply Token Handoff to a creator site and explain the decision you made.
  10. Apply Token Handoff to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Token Handoff
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 Token Handoff, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Token Handoff using a different product, screen, component, or content set. Explain what changed and why.

Chapter 44 review — 10 questions and answers

1. What is the main purpose of Variable Details?

Answer: Variable Details 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 Variable Details?

Answer: Using Variable Details visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

3. What is the main purpose of Suggested Variables?

Answer: Suggested Variables 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 Suggested Variables?

Answer: Using Suggested Variables visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

5. What is the main purpose of Collections?

Answer: Collections 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 Collections?

Answer: Using Collections visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

7. What is the main purpose of Modes?

Answer: Modes 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 Modes?

Answer: Using Modes visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

9. What is the main purpose of Token Handoff?

Answer: Token Handoff 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 Token Handoff?

Answer: Using Token Handoff visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.