59.1 Brief
Brief 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 Brief.
- 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 Brief to a course website and explain the decision you made.
- Apply Brief to a online store and explain the decision you made.
- Apply Brief to a banking app and explain the decision you made.
- Apply Brief to a school portal and explain the decision you made.
- Apply Brief to a clinic booking system and explain the decision you made.
- Apply Brief to a dashboard and explain the decision you made.
- Apply Brief to a restaurant site and explain the decision you made.
- Apply Brief to a mobile app and explain the decision you made.
- Apply Brief to a creator site and explain the decision you made.
- Apply Brief to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Brief
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 Brief, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Brief using a different product, screen, component, or content set. Explain what changed and why.
59.2 Research
Research 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 Research.
- 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 Research to a course website and explain the decision you made.
- Apply Research to a online store and explain the decision you made.
- Apply Research to a banking app and explain the decision you made.
- Apply Research to a school portal and explain the decision you made.
- Apply Research to a clinic booking system and explain the decision you made.
- Apply Research to a dashboard and explain the decision you made.
- Apply Research to a restaurant site and explain the decision you made.
- Apply Research to a mobile app and explain the decision you made.
- Apply Research to a creator site and explain the decision you made.
- Apply Research to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Research
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 Research, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Research using a different product, screen, component, or content set. Explain what changed and why.
59.3 Design
Design 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 Design.
- 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 Design to a course website and explain the decision you made.
- Apply Design to a online store and explain the decision you made.
- Apply Design to a banking app and explain the decision you made.
- Apply Design to a school portal and explain the decision you made.
- Apply Design to a clinic booking system and explain the decision you made.
- Apply Design to a dashboard and explain the decision you made.
- Apply Design to a restaurant site and explain the decision you made.
- Apply Design to a mobile app and explain the decision you made.
- Apply Design to a creator site and explain the decision you made.
- Apply Design to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Design
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 Design, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Design using a different product, screen, component, or content set. Explain what changed and why.
59.4 Review
Review 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 Review.
- 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 Review to a course website and explain the decision you made.
- Apply Review to a online store and explain the decision you made.
- Apply Review to a banking app and explain the decision you made.
- Apply Review to a school portal and explain the decision you made.
- Apply Review to a clinic booking system and explain the decision you made.
- Apply Review to a dashboard and explain the decision you made.
- Apply Review to a restaurant site and explain the decision you made.
- Apply Review to a mobile app and explain the decision you made.
- Apply Review to a creator site and explain the decision you made.
- Apply Review to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Review
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 Review, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Review using a different product, screen, component, or content set. Explain what changed and why.
59.5 Handoff
Handoff 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 Handoff.
- 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 Handoff to a course website and explain the decision you made.
- Apply Handoff to a online store and explain the decision you made.
- Apply Handoff to a banking app and explain the decision you made.
- Apply Handoff to a school portal and explain the decision you made.
- Apply Handoff to a clinic booking system and explain the decision you made.
- Apply Handoff to a dashboard and explain the decision you made.
- Apply Handoff to a restaurant site and explain the decision you made.
- Apply Handoff to a mobile app and explain the decision you made.
- Apply Handoff to a creator site and explain the decision you made.
- Apply Handoff to a business landing page and explain the decision you made.
Hands-on example
FIGMA PRACTICE
1. Create a frame named: Handoff
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 Handoff, organized well enough for another designer or developer to inspect and understand.
Practice exercise
Create a fresh example for Handoff using a different product, screen, component, or content set. Explain what changed and why.
Chapter 59 review — 10 questions and answers
1. What is the main purpose of Brief?
Answer: Brief 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 Brief?
Answer: Using Brief visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
3. What is the main purpose of Research?
Answer: Research 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 Research?
Answer: Using Research visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
5. What is the main purpose of Design?
Answer: Design 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 Design?
Answer: Using Design visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
7. What is the main purpose of Review?
Answer: Review 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 Review?
Answer: Using Review visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.
9. What is the main purpose of Handoff?
Answer: Handoff 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 Handoff?
Answer: Using Handoff visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.