46.1 Design Inspection
Design Inspection 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 Design Inspection.
- 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 Design Inspection to a course website and explain the decision you made.
- Apply Design Inspection to a online store and explain the decision you made.
- Apply Design Inspection to a banking app and explain the decision you made.
- Apply Design Inspection to a school portal and explain the decision you made.
- Apply Design Inspection to a clinic booking system and explain the decision you made.
- Apply Design Inspection to a dashboard and explain the decision you made.
- Apply Design Inspection to a restaurant site and explain the decision you made.
- Apply Design Inspection to a mobile app and explain the decision you made.
- Apply Design Inspection to a creator site and explain the decision you made.
- Apply Design Inspection to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Design Inspection
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 Design Inspection, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Design Inspection using a different product, screen, component, or content set. Explain what changed and why.
46.2 Code Context
Code Context 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 Code Context.
- 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 Code Context to a course website and explain the decision you made.
- Apply Code Context to a online store and explain the decision you made.
- Apply Code Context to a banking app and explain the decision you made.
- Apply Code Context to a school portal and explain the decision you made.
- Apply Code Context to a clinic booking system and explain the decision you made.
- Apply Code Context to a dashboard and explain the decision you made.
- Apply Code Context to a restaurant site and explain the decision you made.
- Apply Code Context to a mobile app and explain the decision you made.
- Apply Code Context to a creator site and explain the decision you made.
- Apply Code Context to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Code Context
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 Code Context, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Code Context using a different product, screen, component, or content set. Explain what changed and why.
46.3 Component Mapping
Component Mapping 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 Component Mapping.
- 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 Component Mapping to a course website and explain the decision you made.
- Apply Component Mapping to a online store and explain the decision you made.
- Apply Component Mapping to a banking app and explain the decision you made.
- Apply Component Mapping to a school portal and explain the decision you made.
- Apply Component Mapping to a clinic booking system and explain the decision you made.
- Apply Component Mapping to a dashboard and explain the decision you made.
- Apply Component Mapping to a restaurant site and explain the decision you made.
- Apply Component Mapping to a mobile app and explain the decision you made.
- Apply Component Mapping to a creator site and explain the decision you made.
- Apply Component Mapping to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Component Mapping
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 Component Mapping, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Component Mapping using a different product, screen, component, or content set. Explain what changed and why.
46.4 Workflow
Workflow 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 Workflow.
- 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 Workflow to a course website and explain the decision you made.
- Apply Workflow to a online store and explain the decision you made.
- Apply Workflow to a banking app and explain the decision you made.
- Apply Workflow to a school portal and explain the decision you made.
- Apply Workflow to a clinic booking system and explain the decision you made.
- Apply Workflow to a dashboard and explain the decision you made.
- Apply Workflow to a restaurant site and explain the decision you made.
- Apply Workflow to a mobile app and explain the decision you made.
- Apply Workflow to a creator site and explain the decision you made.
- Apply Workflow to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Workflow
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 Workflow, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Workflow using a different product, screen, component, or content set. Explain what changed and why.
46.5 Limitations
Limitations 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 Limitations.
- 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 Limitations to a course website and explain the decision you made.
- Apply Limitations to a online store and explain the decision you made.
- Apply Limitations to a banking app and explain the decision you made.
- Apply Limitations to a school portal and explain the decision you made.
- Apply Limitations to a clinic booking system and explain the decision you made.
- Apply Limitations to a dashboard and explain the decision you made.
- Apply Limitations to a restaurant site and explain the decision you made.
- Apply Limitations to a mobile app and explain the decision you made.
- Apply Limitations to a creator site and explain the decision you made.
- Apply Limitations to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Limitations
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 Limitations, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Limitations using a different product, screen, component, or content set. Explain what changed and why.
Chapter 46 review — 10 questions and answers
1. What is the main purpose of Design Inspection?
Answer: Design Inspection 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 Design Inspection?
Answer: Using Design Inspection visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Code Context?
Answer: Code Context 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 Code Context?
Answer: Using Code Context visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Component Mapping?
Answer: Component Mapping 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 Component Mapping?
Answer: Using Component Mapping visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Workflow?
Answer: Workflow 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 Workflow?
Answer: Using Workflow visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Limitations?
Answer: Limitations 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 Limitations?
Answer: Using Limitations visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.