54.1 Code Layer Concepts
Code Layer Concepts 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 Layer Concepts.
- 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 Layer Concepts to a course website and explain the decision you made.
- Apply Code Layer Concepts to a online store and explain the decision you made.
- Apply Code Layer Concepts to a banking app and explain the decision you made.
- Apply Code Layer Concepts to a school portal and explain the decision you made.
- Apply Code Layer Concepts to a clinic booking system and explain the decision you made.
- Apply Code Layer Concepts to a dashboard and explain the decision you made.
- Apply Code Layer Concepts to a restaurant site and explain the decision you made.
- Apply Code Layer Concepts to a mobile app and explain the decision you made.
- Apply Code Layer Concepts to a creator site and explain the decision you made.
- Apply Code Layer Concepts to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Code Layer Concepts
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 Layer Concepts, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Code Layer Concepts using a different product, screen, component, or content set. Explain what changed and why.
54.2 Interactive Visuals
Interactive Visuals 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 Interactive Visuals.
- 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 Interactive Visuals to a course website and explain the decision you made.
- Apply Interactive Visuals to a online store and explain the decision you made.
- Apply Interactive Visuals to a banking app and explain the decision you made.
- Apply Interactive Visuals to a school portal and explain the decision you made.
- Apply Interactive Visuals to a clinic booking system and explain the decision you made.
- Apply Interactive Visuals to a dashboard and explain the decision you made.
- Apply Interactive Visuals to a restaurant site and explain the decision you made.
- Apply Interactive Visuals to a mobile app and explain the decision you made.
- Apply Interactive Visuals to a creator site and explain the decision you made.
- Apply Interactive Visuals to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Interactive Visuals
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 Interactive Visuals, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Interactive Visuals using a different product, screen, component, or content set. Explain what changed and why.
54.3 Shaders Concepts
Shaders Concepts 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 Shaders Concepts.
- 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 Shaders Concepts to a course website and explain the decision you made.
- Apply Shaders Concepts to a online store and explain the decision you made.
- Apply Shaders Concepts to a banking app and explain the decision you made.
- Apply Shaders Concepts to a school portal and explain the decision you made.
- Apply Shaders Concepts to a clinic booking system and explain the decision you made.
- Apply Shaders Concepts to a dashboard and explain the decision you made.
- Apply Shaders Concepts to a restaurant site and explain the decision you made.
- Apply Shaders Concepts to a mobile app and explain the decision you made.
- Apply Shaders Concepts to a creator site and explain the decision you made.
- Apply Shaders Concepts to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Shaders Concepts
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 Shaders Concepts, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Shaders Concepts using a different product, screen, component, or content set. Explain what changed and why.
54.4 Generative Plugins
Generative Plugins 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 Generative Plugins.
- 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 Generative Plugins to a course website and explain the decision you made.
- Apply Generative Plugins to a online store and explain the decision you made.
- Apply Generative Plugins to a banking app and explain the decision you made.
- Apply Generative Plugins to a school portal and explain the decision you made.
- Apply Generative Plugins to a clinic booking system and explain the decision you made.
- Apply Generative Plugins to a dashboard and explain the decision you made.
- Apply Generative Plugins to a restaurant site and explain the decision you made.
- Apply Generative Plugins to a mobile app and explain the decision you made.
- Apply Generative Plugins to a creator site and explain the decision you made.
- Apply Generative Plugins to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Generative Plugins
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 Generative Plugins, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Generative Plugins using a different product, screen, component, or content set. Explain what changed and why.
54.5 Use Cases
Use Cases 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 Use Cases.
- 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 Use Cases to a course website and explain the decision you made.
- Apply Use Cases to a online store and explain the decision you made.
- Apply Use Cases to a banking app and explain the decision you made.
- Apply Use Cases to a school portal and explain the decision you made.
- Apply Use Cases to a clinic booking system and explain the decision you made.
- Apply Use Cases to a dashboard and explain the decision you made.
- Apply Use Cases to a restaurant site and explain the decision you made.
- Apply Use Cases to a mobile app and explain the decision you made.
- Apply Use Cases to a creator site and explain the decision you made.
- Apply Use Cases to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Use Cases
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 Use Cases, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Use Cases using a different product, screen, component, or content set. Explain what changed and why.
Chapter 54 review — 10 questions and answers
1. What is the main purpose of Code Layer Concepts?
Answer: Code Layer Concepts 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 Code Layer Concepts?
Answer: Using Code Layer Concepts visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Interactive Visuals?
Answer: Interactive Visuals 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 Interactive Visuals?
Answer: Using Interactive Visuals visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Shaders Concepts?
Answer: Shaders Concepts 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 Shaders Concepts?
Answer: Using Shaders Concepts visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Generative Plugins?
Answer: Generative Plugins 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 Generative Plugins?
Answer: Using Generative Plugins visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Use Cases?
Answer: Use Cases 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 Use Cases?
Answer: Using Use Cases visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.