51.1 Critique Rules
Critique Rules 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 Critique Rules.
- 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 Critique Rules to a course website and explain the decision you made.
- Apply Critique Rules to a online store and explain the decision you made.
- Apply Critique Rules to a banking app and explain the decision you made.
- Apply Critique Rules to a school portal and explain the decision you made.
- Apply Critique Rules to a clinic booking system and explain the decision you made.
- Apply Critique Rules to a dashboard and explain the decision you made.
- Apply Critique Rules to a restaurant site and explain the decision you made.
- Apply Critique Rules to a mobile app and explain the decision you made.
- Apply Critique Rules to a creator site and explain the decision you made.
- Apply Critique Rules to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Critique Rules
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 Critique Rules, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Critique Rules using a different product, screen, component, or content set. Explain what changed and why.
51.2 Giving Feedback
Giving Feedback 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 Giving Feedback.
- 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 Giving Feedback to a course website and explain the decision you made.
- Apply Giving Feedback to a online store and explain the decision you made.
- Apply Giving Feedback to a banking app and explain the decision you made.
- Apply Giving Feedback to a school portal and explain the decision you made.
- Apply Giving Feedback to a clinic booking system and explain the decision you made.
- Apply Giving Feedback to a dashboard and explain the decision you made.
- Apply Giving Feedback to a restaurant site and explain the decision you made.
- Apply Giving Feedback to a mobile app and explain the decision you made.
- Apply Giving Feedback to a creator site and explain the decision you made.
- Apply Giving Feedback to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Giving Feedback
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 Giving Feedback, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Giving Feedback using a different product, screen, component, or content set. Explain what changed and why.
51.3 Receiving Feedback
Receiving Feedback 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 Receiving Feedback.
- 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 Receiving Feedback to a course website and explain the decision you made.
- Apply Receiving Feedback to a online store and explain the decision you made.
- Apply Receiving Feedback to a banking app and explain the decision you made.
- Apply Receiving Feedback to a school portal and explain the decision you made.
- Apply Receiving Feedback to a clinic booking system and explain the decision you made.
- Apply Receiving Feedback to a dashboard and explain the decision you made.
- Apply Receiving Feedback to a restaurant site and explain the decision you made.
- Apply Receiving Feedback to a mobile app and explain the decision you made.
- Apply Receiving Feedback to a creator site and explain the decision you made.
- Apply Receiving Feedback to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Receiving Feedback
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 Receiving Feedback, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Receiving Feedback using a different product, screen, component, or content set. Explain what changed and why.
51.4 Decision Logs
Decision Logs 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 Decision Logs.
- 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 Decision Logs to a course website and explain the decision you made.
- Apply Decision Logs to a online store and explain the decision you made.
- Apply Decision Logs to a banking app and explain the decision you made.
- Apply Decision Logs to a school portal and explain the decision you made.
- Apply Decision Logs to a clinic booking system and explain the decision you made.
- Apply Decision Logs to a dashboard and explain the decision you made.
- Apply Decision Logs to a restaurant site and explain the decision you made.
- Apply Decision Logs to a mobile app and explain the decision you made.
- Apply Decision Logs to a creator site and explain the decision you made.
- Apply Decision Logs to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Decision Logs
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 Decision Logs, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Decision Logs using a different product, screen, component, or content set. Explain what changed and why.
51.5 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 51 review — 10 questions and answers
1. What is the main purpose of Critique Rules?
Answer: Critique Rules 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 Critique Rules?
Answer: Using Critique Rules visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Giving Feedback?
Answer: Giving Feedback 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 Giving Feedback?
Answer: Using Giving Feedback visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Receiving Feedback?
Answer: Receiving Feedback 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 Receiving Feedback?
Answer: Using Receiving Feedback visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Decision Logs?
Answer: Decision Logs 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 Decision Logs?
Answer: Using Decision Logs 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.