49.1 Brainstorming
Brainstorming 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 Brainstorming.
- 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 Brainstorming to a course website and explain the decision you made.
- Apply Brainstorming to a online store and explain the decision you made.
- Apply Brainstorming to a banking app and explain the decision you made.
- Apply Brainstorming to a school portal and explain the decision you made.
- Apply Brainstorming to a clinic booking system and explain the decision you made.
- Apply Brainstorming to a dashboard and explain the decision you made.
- Apply Brainstorming to a restaurant site and explain the decision you made.
- Apply Brainstorming to a mobile app and explain the decision you made.
- Apply Brainstorming to a creator site and explain the decision you made.
- Apply Brainstorming to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Brainstorming
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 Brainstorming, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Brainstorming using a different product, screen, component, or content set. Explain what changed and why.
49.2 Sticky Notes
Sticky Notes 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 Sticky Notes.
- 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 Sticky Notes to a course website and explain the decision you made.
- Apply Sticky Notes to a online store and explain the decision you made.
- Apply Sticky Notes to a banking app and explain the decision you made.
- Apply Sticky Notes to a school portal and explain the decision you made.
- Apply Sticky Notes to a clinic booking system and explain the decision you made.
- Apply Sticky Notes to a dashboard and explain the decision you made.
- Apply Sticky Notes to a restaurant site and explain the decision you made.
- Apply Sticky Notes to a mobile app and explain the decision you made.
- Apply Sticky Notes to a creator site and explain the decision you made.
- Apply Sticky Notes to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Sticky Notes
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 Sticky Notes, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Sticky Notes using a different product, screen, component, or content set. Explain what changed and why.
49.3 Flows
Flows 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 Flows.
- 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 Flows to a course website and explain the decision you made.
- Apply Flows to a online store and explain the decision you made.
- Apply Flows to a banking app and explain the decision you made.
- Apply Flows to a school portal and explain the decision you made.
- Apply Flows to a clinic booking system and explain the decision you made.
- Apply Flows to a dashboard and explain the decision you made.
- Apply Flows to a restaurant site and explain the decision you made.
- Apply Flows to a mobile app and explain the decision you made.
- Apply Flows to a creator site and explain the decision you made.
- Apply Flows to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Flows
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 Flows, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Flows using a different product, screen, component, or content set. Explain what changed and why.
49.4 Workshops
Workshops 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 Workshops.
- 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 Workshops to a course website and explain the decision you made.
- Apply Workshops to a online store and explain the decision you made.
- Apply Workshops to a banking app and explain the decision you made.
- Apply Workshops to a school portal and explain the decision you made.
- Apply Workshops to a clinic booking system and explain the decision you made.
- Apply Workshops to a dashboard and explain the decision you made.
- Apply Workshops to a restaurant site and explain the decision you made.
- Apply Workshops to a mobile app and explain the decision you made.
- Apply Workshops to a creator site and explain the decision you made.
- Apply Workshops to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Workshops
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 Workshops, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Workshops using a different product, screen, component, or content set. Explain what changed and why.
49.5 Research Synthesis
Research Synthesis 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 Research Synthesis.
- 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 Research Synthesis to a course website and explain the decision you made.
- Apply Research Synthesis to a online store and explain the decision you made.
- Apply Research Synthesis to a banking app and explain the decision you made.
- Apply Research Synthesis to a school portal and explain the decision you made.
- Apply Research Synthesis to a clinic booking system and explain the decision you made.
- Apply Research Synthesis to a dashboard and explain the decision you made.
- Apply Research Synthesis to a restaurant site and explain the decision you made.
- Apply Research Synthesis to a mobile app and explain the decision you made.
- Apply Research Synthesis to a creator site and explain the decision you made.
- Apply Research Synthesis to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Research Synthesis
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 Research Synthesis, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Research Synthesis using a different product, screen, component, or content set. Explain what changed and why.
Chapter 49 review — 10 questions and answers
1. What is the main purpose of Brainstorming?
Answer: Brainstorming 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 Brainstorming?
Answer: Using Brainstorming visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Sticky Notes?
Answer: Sticky Notes 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 Sticky Notes?
Answer: Using Sticky Notes visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Flows?
Answer: Flows 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 Flows?
Answer: Using Flows visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Workshops?
Answer: Workshops 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 Workshops?
Answer: Using Workshops visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Research Synthesis?
Answer: Research Synthesis 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 Research Synthesis?
Answer: Using Research Synthesis visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.