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Figma Current 2026 workflows • Chapter 60

Figma Capstone

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

60.1 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

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

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

Practice exercise

Create a fresh example for Research using a different product, screen, component, or content set. Explain what changed and why.

60.2 Design System

Design System 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 Design System.
  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 Design System to a course website and explain the decision you made.
  2. Apply Design System to a online store and explain the decision you made.
  3. Apply Design System to a banking app and explain the decision you made.
  4. Apply Design System to a school portal and explain the decision you made.
  5. Apply Design System to a clinic booking system and explain the decision you made.
  6. Apply Design System to a dashboard and explain the decision you made.
  7. Apply Design System to a restaurant site and explain the decision you made.
  8. Apply Design System to a mobile app and explain the decision you made.
  9. Apply Design System to a creator site and explain the decision you made.
  10. Apply Design System to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Design System
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 System, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Design System using a different product, screen, component, or content set. Explain what changed and why.

60.3 Responsive Product

Responsive Product 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 Responsive Product.
  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 Responsive Product to a course website and explain the decision you made.
  2. Apply Responsive Product to a online store and explain the decision you made.
  3. Apply Responsive Product to a banking app and explain the decision you made.
  4. Apply Responsive Product to a school portal and explain the decision you made.
  5. Apply Responsive Product to a clinic booking system and explain the decision you made.
  6. Apply Responsive Product to a dashboard and explain the decision you made.
  7. Apply Responsive Product to a restaurant site and explain the decision you made.
  8. Apply Responsive Product to a mobile app and explain the decision you made.
  9. Apply Responsive Product to a creator site and explain the decision you made.
  10. Apply Responsive Product to a business landing page and explain the decision you made.

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Responsive Product
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 Responsive Product, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Responsive Product using a different product, screen, component, or content set. Explain what changed and why.

60.4 Advanced Prototype

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

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Advanced 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 Advanced Prototype, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Advanced Prototype using a different product, screen, component, or content set. Explain what changed and why.

60.5 Developer Handoff

Developer 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

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

Hands-on example

FIGMA PRACTICE
1. Create a frame named: Developer 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 Developer Handoff, organized well enough for another designer or developer to inspect and understand.

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

Practice exercise

Create a fresh example for Developer Handoff using a different product, screen, component, or content set. Explain what changed and why.

Chapter 60 review — 10 questions and answers

1. 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.

2. What is a common mistake with Research?

Answer: Using Research visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

3. What is the main purpose of Design System?

Answer: Design System 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 Design System?

Answer: Using Design System visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

5. What is the main purpose of Responsive Product?

Answer: Responsive Product 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 Responsive Product?

Answer: Using Responsive Product visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.

7. What is the main purpose of Advanced Prototype?

Answer: Advanced 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 Advanced Prototype?

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

9. What is the main purpose of Developer Handoff?

Answer: Developer 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 Developer Handoff?

Answer: Using Developer Handoff visually without consistent naming, reusable structure, realistic content, states, or developer handoff information.