58.1 Problem Statement
Problem Statement 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 Problem Statement.
- 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 Problem Statement to a course website and explain the decision you made.
- Apply Problem Statement to a online store and explain the decision you made.
- Apply Problem Statement to a banking app and explain the decision you made.
- Apply Problem Statement to a school portal and explain the decision you made.
- Apply Problem Statement to a clinic booking system and explain the decision you made.
- Apply Problem Statement to a dashboard and explain the decision you made.
- Apply Problem Statement to a restaurant site and explain the decision you made.
- Apply Problem Statement to a mobile app and explain the decision you made.
- Apply Problem Statement to a creator site and explain the decision you made.
- Apply Problem Statement to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Problem Statement
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 Problem Statement, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Problem Statement using a different product, screen, component, or content set. Explain what changed and why.
58.2 Case Study Structure
Case Study Structure 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 Case Study Structure.
- 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 Case Study Structure to a course website and explain the decision you made.
- Apply Case Study Structure to a online store and explain the decision you made.
- Apply Case Study Structure to a banking app and explain the decision you made.
- Apply Case Study Structure to a school portal and explain the decision you made.
- Apply Case Study Structure to a clinic booking system and explain the decision you made.
- Apply Case Study Structure to a dashboard and explain the decision you made.
- Apply Case Study Structure to a restaurant site and explain the decision you made.
- Apply Case Study Structure to a mobile app and explain the decision you made.
- Apply Case Study Structure to a creator site and explain the decision you made.
- Apply Case Study Structure to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Case Study Structure
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 Case Study Structure, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Case Study Structure using a different product, screen, component, or content set. Explain what changed and why.
58.3 Screens
Screens 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 Screens.
- 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 Screens to a course website and explain the decision you made.
- Apply Screens to a online store and explain the decision you made.
- Apply Screens to a banking app and explain the decision you made.
- Apply Screens to a school portal and explain the decision you made.
- Apply Screens to a clinic booking system and explain the decision you made.
- Apply Screens to a dashboard and explain the decision you made.
- Apply Screens to a restaurant site and explain the decision you made.
- Apply Screens to a mobile app and explain the decision you made.
- Apply Screens to a creator site and explain the decision you made.
- Apply Screens to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Screens
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 Screens, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Screens using a different product, screen, component, or content set. Explain what changed and why.
58.4 Prototype
Prototype 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 Prototype.
- 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 Prototype to a course website and explain the decision you made.
- Apply Prototype to a online store and explain the decision you made.
- Apply Prototype to a banking app and explain the decision you made.
- Apply Prototype to a school portal and explain the decision you made.
- Apply Prototype to a clinic booking system and explain the decision you made.
- Apply Prototype to a dashboard and explain the decision you made.
- Apply Prototype to a restaurant site and explain the decision you made.
- Apply Prototype to a mobile app and explain the decision you made.
- Apply Prototype to a creator site and explain the decision you made.
- Apply Prototype to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Prototype
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 Prototype, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Prototype using a different product, screen, component, or content set. Explain what changed and why.
58.5 Presentation
Presentation 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 Presentation.
- 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 Presentation to a course website and explain the decision you made.
- Apply Presentation to a online store and explain the decision you made.
- Apply Presentation to a banking app and explain the decision you made.
- Apply Presentation to a school portal and explain the decision you made.
- Apply Presentation to a clinic booking system and explain the decision you made.
- Apply Presentation to a dashboard and explain the decision you made.
- Apply Presentation to a restaurant site and explain the decision you made.
- Apply Presentation to a mobile app and explain the decision you made.
- Apply Presentation to a creator site and explain the decision you made.
- Apply Presentation to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Presentation
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 Presentation, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Presentation using a different product, screen, component, or content set. Explain what changed and why.
Chapter 58 review — 10 questions and answers
1. What is the main purpose of Problem Statement?
Answer: Problem Statement 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 Problem Statement?
Answer: Using Problem Statement visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Case Study Structure?
Answer: Case Study Structure 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 Case Study Structure?
Answer: Using Case Study Structure visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Screens?
Answer: Screens 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 Screens?
Answer: Using Screens visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Prototype?
Answer: Prototype 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 Prototype?
Answer: Using Prototype visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Presentation?
Answer: Presentation 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 Presentation?
Answer: Using Presentation visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.