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Figma Current 2026 workflows • Chapter 51

Design Critique

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

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

  1. Define the design purpose of Critique Rules.
  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 Critique Rules to a course website and explain the decision you made.
  2. Apply Critique Rules to a online store and explain the decision you made.
  3. Apply Critique Rules to a banking app and explain the decision you made.
  4. Apply Critique Rules to a school portal and explain the decision you made.
  5. Apply Critique Rules to a clinic booking system and explain the decision you made.
  6. Apply Critique Rules to a dashboard and explain the decision you made.
  7. Apply Critique Rules to a restaurant site and explain the decision you made.
  8. Apply Critique Rules to a mobile app and explain the decision you made.
  9. Apply Critique Rules to a creator site and explain the decision you made.
  10. 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.

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

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

  1. Define the design purpose of Giving Feedback.
  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 Giving Feedback to a course website and explain the decision you made.
  2. Apply Giving Feedback to a online store and explain the decision you made.
  3. Apply Giving Feedback to a banking app and explain the decision you made.
  4. Apply Giving Feedback to a school portal and explain the decision you made.
  5. Apply Giving Feedback to a clinic booking system and explain the decision you made.
  6. Apply Giving Feedback to a dashboard and explain the decision you made.
  7. Apply Giving Feedback to a restaurant site and explain the decision you made.
  8. Apply Giving Feedback to a mobile app and explain the decision you made.
  9. Apply Giving Feedback to a creator site and explain the decision you made.
  10. 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.

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

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

  1. Define the design purpose of Receiving Feedback.
  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 Receiving Feedback to a course website and explain the decision you made.
  2. Apply Receiving Feedback to a online store and explain the decision you made.
  3. Apply Receiving Feedback to a banking app and explain the decision you made.
  4. Apply Receiving Feedback to a school portal and explain the decision you made.
  5. Apply Receiving Feedback to a clinic booking system and explain the decision you made.
  6. Apply Receiving Feedback to a dashboard and explain the decision you made.
  7. Apply Receiving Feedback to a restaurant site and explain the decision you made.
  8. Apply Receiving Feedback to a mobile app and explain the decision you made.
  9. Apply Receiving Feedback to a creator site and explain the decision you made.
  10. 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.

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

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

  1. Define the design purpose of Decision Logs.
  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 Decision Logs to a course website and explain the decision you made.
  2. Apply Decision Logs to a online store and explain the decision you made.
  3. Apply Decision Logs to a banking app and explain the decision you made.
  4. Apply Decision Logs to a school portal and explain the decision you made.
  5. Apply Decision Logs to a clinic booking system and explain the decision you made.
  6. Apply Decision Logs to a dashboard and explain the decision you made.
  7. Apply Decision Logs to a restaurant site and explain the decision you made.
  8. Apply Decision Logs to a mobile app and explain the decision you made.
  9. Apply Decision Logs to a creator site and explain the decision you made.
  10. 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.

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

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

  1. Define the design purpose of Iteration.
  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 Iteration to a course website and explain the decision you made.
  2. Apply Iteration to a online store and explain the decision you made.
  3. Apply Iteration to a banking app and explain the decision you made.
  4. Apply Iteration to a school portal and explain the decision you made.
  5. Apply Iteration to a clinic booking system and explain the decision you made.
  6. Apply Iteration to a dashboard and explain the decision you made.
  7. Apply Iteration to a restaurant site and explain the decision you made.
  8. Apply Iteration to a mobile app and explain the decision you made.
  9. Apply Iteration to a creator site and explain the decision you made.
  10. 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.

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

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.