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Figma Current 2026 workflows • Chapter 58

Portfolio Project

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.