50.1 Test Plan
Test Plan 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 Test Plan.
- 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 Test Plan to a course website and explain the decision you made.
- Apply Test Plan to a online store and explain the decision you made.
- Apply Test Plan to a banking app and explain the decision you made.
- Apply Test Plan to a school portal and explain the decision you made.
- Apply Test Plan to a clinic booking system and explain the decision you made.
- Apply Test Plan to a dashboard and explain the decision you made.
- Apply Test Plan to a restaurant site and explain the decision you made.
- Apply Test Plan to a mobile app and explain the decision you made.
- Apply Test Plan to a creator site and explain the decision you made.
- Apply Test Plan to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Test Plan
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 Test Plan, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Test Plan using a different product, screen, component, or content set. Explain what changed and why.
50.2 Tasks
Tasks 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 Tasks.
- 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 Tasks to a course website and explain the decision you made.
- Apply Tasks to a online store and explain the decision you made.
- Apply Tasks to a banking app and explain the decision you made.
- Apply Tasks to a school portal and explain the decision you made.
- Apply Tasks to a clinic booking system and explain the decision you made.
- Apply Tasks to a dashboard and explain the decision you made.
- Apply Tasks to a restaurant site and explain the decision you made.
- Apply Tasks to a mobile app and explain the decision you made.
- Apply Tasks to a creator site and explain the decision you made.
- Apply Tasks to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Tasks
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 Tasks, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Tasks using a different product, screen, component, or content set. Explain what changed and why.
50.3 Observation
Observation 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 Observation.
- 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 Observation to a course website and explain the decision you made.
- Apply Observation to a online store and explain the decision you made.
- Apply Observation to a banking app and explain the decision you made.
- Apply Observation to a school portal and explain the decision you made.
- Apply Observation to a clinic booking system and explain the decision you made.
- Apply Observation to a dashboard and explain the decision you made.
- Apply Observation to a restaurant site and explain the decision you made.
- Apply Observation to a mobile app and explain the decision you made.
- Apply Observation to a creator site and explain the decision you made.
- Apply Observation to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Observation
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 Observation, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Observation using a different product, screen, component, or content set. Explain what changed and why.
50.4 Notes
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 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 Notes to a course website and explain the decision you made.
- Apply Notes to a online store and explain the decision you made.
- Apply Notes to a banking app and explain the decision you made.
- Apply Notes to a school portal and explain the decision you made.
- Apply Notes to a clinic booking system and explain the decision you made.
- Apply Notes to a dashboard and explain the decision you made.
- Apply Notes to a restaurant site and explain the decision you made.
- Apply Notes to a mobile app and explain the decision you made.
- Apply Notes to a creator site and explain the decision you made.
- Apply Notes to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: 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 Notes, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Notes using a different product, screen, component, or content set. Explain what changed and why.
50.5 Iteration
Iteration 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 Iteration.
- 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 Iteration to a course website and explain the decision you made.
- Apply Iteration to a online store and explain the decision you made.
- Apply Iteration to a banking app and explain the decision you made.
- Apply Iteration to a school portal and explain the decision you made.
- Apply Iteration to a clinic booking system and explain the decision you made.
- Apply Iteration to a dashboard and explain the decision you made.
- Apply Iteration to a restaurant site and explain the decision you made.
- Apply Iteration to a mobile app and explain the decision you made.
- Apply Iteration to a creator site and explain the decision you made.
- Apply Iteration to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Iteration
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 Iteration, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Iteration using a different product, screen, component, or content set. Explain what changed and why.
Chapter 50 review — 10 questions and answers
1. What is the main purpose of Test Plan?
Answer: Test Plan 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 Test Plan?
Answer: Using Test Plan visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Tasks?
Answer: Tasks 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 Tasks?
Answer: Using Tasks visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Observation?
Answer: Observation 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 Observation?
Answer: Using Observation visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Notes?
Answer: 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.
8. What is a common mistake with Notes?
Answer: Using Notes visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Iteration?
Answer: Iteration 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 Iteration?
Answer: Using Iteration visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.