{"id":"l-fig-1-1","courseId":"figma-ui-design","lang":"en","kind":"intro","summary":"Understand how product designers turn a user’s goal into screen decisions, meet Steady, the habit tracker you will design, and set up Figma for the course.","html":"<p>Open almost any habit-tracker app and you will find the same thing near the top of the screen: a list of today’s habits with a big, obvious way to mark each one done. That is not because designers copy each other. It is because they all asked the same question first: what does someone opening this app need to do in the next five seconds?</p>\n<p>That question is the heart of UI design. A screen is not a picture; it is a chain of decisions, and each decision should have a reason you can say out loud. Sofia Reyes, a principal product designer at Northwind who teaches this course, puts it bluntly in every critique: “Tell me the <em>because</em>.” The heading is bigger <em>because</em> it is the first thing you should read. The check button sits on the right <em>because</em> that is where a right thumb rests.</p>\n<h2 id=\"sec-1\" tabindex=\"-1\">Meet Steady</h2>\n<p>Throughout this course you design <strong>Steady</strong>, a small habit-tracker app for phones. It has three core screens and a mini component kit:</p>\n<ul>\n<li><strong>Today</strong>: the list of habits due today, each with a checkbox and a streak count, plus a progress summary.</li>\n<li><strong>Habit detail</strong>: a calendar of past check-ins, the current streak and an edit button.</li>\n<li><strong>New habit</strong>: a bottom sheet with a name field, an icon picker, frequency chips and a reminder toggle.</li>\n<li><strong>The kit</strong>: button, checkbox, habit row, chip, text field and tab bar, themed for light and dark mode.</li>\n</ul>\n<p>The user’s job on the Today screen is simple to state: <em>check off a habit in a few seconds, then put the phone away</em>. Keep that sentence nearby. When you argue with yourself about whether a quote banner, a big chart or a fancy header belongs at the top, that sentence settles it.</p>\n<h2 id=\"sec-2\" tabindex=\"-1\">How designers actually work</h2>\n<p>Real design work is a loop, not a straight line. You will move through it many times in this course, and you will often step back a stage when something you learn later changes an earlier choice.</p>\n<figure class=\"diagram\"><svg class=\"diagram-svg\" focusable=\"false\" viewBox=\"0 0 680 230\" role=\"img\" aria-labelledby=\"l-fig-1-1-t1\"><defs><marker id=\"arrow-l-fig-1-1-1\" viewBox=\"0 0 10 10\" refX=\"9\" refY=\"5\" markerWidth=\"7\" markerHeight=\"7\" orient=\"auto-start-reverse\"><path d=\"M0 0 L10 5 L0 10 z\" class=\"d-arrowhead\"/></marker></defs>\n  <title id=\"l-fig-1-1-t1\">Five stages in a loop: understand the job, structure the screen, style it, test it, hand it off, with an arrow from test back to structure.</title>\n  <rect class=\"d-box-primary\" x=\"10\" y=\"70\" width=\"112\" height=\"56\" rx=\"12\"/>\n  <text class=\"d-label-strong\" x=\"66\" y=\"103\" text-anchor=\"middle\">Understand</text>\n  <rect class=\"d-box\" x=\"148\" y=\"70\" width=\"112\" height=\"56\" rx=\"12\"/>\n  <text class=\"d-label\" x=\"204\" y=\"103\" text-anchor=\"middle\">Structure</text>\n  <rect class=\"d-box\" x=\"286\" y=\"70\" width=\"112\" height=\"56\" rx=\"12\"/>\n  <text class=\"d-label\" x=\"342\" y=\"103\" text-anchor=\"middle\">Style</text>\n  <rect class=\"d-box-warn\" x=\"424\" y=\"70\" width=\"112\" height=\"56\" rx=\"12\"/>\n  <text class=\"d-label\" x=\"480\" y=\"103\" text-anchor=\"middle\">Test</text>\n  <rect class=\"d-box-success\" x=\"562\" y=\"70\" width=\"112\" height=\"56\" rx=\"12\"/>\n  <text class=\"d-label\" x=\"618\" y=\"103\" text-anchor=\"middle\">Hand off</text>\n  <path class=\"d-arrow\" d=\"M122 98 L146 98\" marker-end=\"url(#arrow-l-fig-1-1-1)\"/>\n  <path class=\"d-arrow\" d=\"M260 98 L284 98\" marker-end=\"url(#arrow-l-fig-1-1-1)\"/>\n  <path class=\"d-arrow\" d=\"M398 98 L422 98\" marker-end=\"url(#arrow-l-fig-1-1-1)\"/>\n  <path class=\"d-arrow\" d=\"M536 98 L560 98\" marker-end=\"url(#arrow-l-fig-1-1-1)\"/>\n  <path class=\"d-arrow d-dashed\" d=\"M480 128 C480 200 204 200 204 130\" marker-end=\"url(#arrow-l-fig-1-1-1)\"/>\n  <text class=\"d-label-muted\" x=\"342\" y=\"214\" text-anchor=\"middle\">what you learn in testing changes the structure</text>\n  <text class=\"d-label-muted\" x=\"66\" y=\"50\" text-anchor=\"middle\">user's job</text>\n  <text class=\"d-label-muted\" x=\"204\" y=\"50\" text-anchor=\"middle\">layout, order</text>\n  <text class=\"d-label-muted\" x=\"342\" y=\"50\" text-anchor=\"middle\">type, color</text>\n  <text class=\"d-label-muted\" x=\"480\" y=\"50\" text-anchor=\"middle\">people, a11y</text>\n  <text class=\"d-label-muted\" x=\"618\" y=\"50\" text-anchor=\"middle\">Dev Mode</text>\n</svg><figcaption>The design loop you will repeat for every Steady screen</figcaption></figure>\n<p><strong>Understand</strong> means writing down who uses the screen and what they came to do. <strong>Structure</strong> means deciding what goes on the screen and in what order, usually as grey boxes. <strong>Style</strong> adds type, color and detail. <strong>Test</strong> means putting it in front of people and checking accessibility. <strong>Hand off</strong> means making it buildable for developers. Section 1 covers the principles behind structure and style; Section 2 is layout; Section 3 turns repeated pieces into a system; Section 4 covers testing and handoff.</p>\n<aside class=\"callout callout-mistake\" role=\"note\"><p class=\"callout-title\"><svg class=\"icon \" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\" focusable=\"false\"><path d=\"m21.73 18-8-14a2 2 0 0 0-3.48 0l-8 14A2 2 0 0 0 4 21h16a2 2 0 0 0 1.73-3\"/><path d=\"M12 9v4\"/><path d=\"M12 17h.01\"/></svg><span><span class=\"callout-kind\">Common mistake</span><span class=\"callout-sep\" aria-hidden=\"true\"> · </span>Starting with colors</span></p>\n<p>Beginners often open Figma and pick a palette first. Color is the easiest thing to change and the least important for whether a screen works. Get the order and grouping right in greyscale; a well-structured grey screen beats a beautiful confusing one every time.</p>\n</aside>\n<h2 id=\"sec-3\" tabindex=\"-1\">Setting up</h2>\n<p>You need a Figma account and the desktop app or a current browser. Create a new design file called <code dir=\"ltr\">Steady</code> with three pages: <code dir=\"ltr\">Screens</code>, <code dir=\"ltr\">Kit</code> and <code dir=\"ltr\">Scratch</code>. Pages are tabs inside one file; keeping experiments on <code dir=\"ltr\">Scratch</code> stops them leaking into the work you will hand off.</p>\n<aside class=\"callout callout-note\" role=\"note\"><p class=\"callout-title\"><svg class=\"icon \" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\" focusable=\"false\"><circle cx=\"12\" cy=\"12\" r=\"10\"/><path d=\"M12 16v-4\"/><path d=\"M12 8h.01\"/></svg><span><span class=\"callout-kind\">Note</span><span class=\"callout-sep\" aria-hidden=\"true\"> · </span>Plans and features</span></p>\n<p>At the time of writing, the free Starter plan covers almost everything here, but not variable modes (Lesson 3.4), publishing a library (Lesson 3.5) or Dev Mode (Lesson 4.3), which need a paid or Education plan. Where a feature is plan-dependent, the lesson says so, and you can still follow the reasoning.</p>\n</aside>\n<p>Figma ships changes often. Menu names in this course were checked against Figma’s help centre at the time of writing; if a label has moved, the help centre’s search finds the new home quickly.</p>\n<p>Next, you learn the three principles that decide whether a screen is readable before any color touches it: hierarchy, alignment and spacing.</p>\n","toc":[{"id":"sec-1","text":"Meet Steady","level":2},{"id":"sec-2","text":"How designers actually work","level":2},{"id":"sec-3","text":"Setting up","level":2}],"takeaways":["A UI design is a chain of decisions, and every decision should have a reason you can say out loud.","Start from the user’s job and the screen’s single most important action, not from colors or fonts.","Designers work in a loop of understand, structure, style, test and hand off, revisiting earlier steps as they learn.","Steady’s Today screen exists so someone can check off a habit in a few seconds, and that goal settles most layout arguments."],"further":[{"title":"What is Figma?","url":"https://help.figma.com/hc/en-us/articles/14563969806359-Figma-Design-for-beginners"},{"title":"Compare Figma plans and features","url":"https://help.figma.com/hc/en-us/articles/360040328273-Figma-plans-and-features"}],"quiz":[{"q":"<p>A teammate says the Today screen “feels empty” and wants to add a motivational quote banner at the top. What is the strongest first response?</p>","options":[{"text":"Agree, because empty space makes an app look unfinished.","why":"White space is not a defect. Filling it without a reason usually pushes the primary task further down the screen."},{"text":"Ask what job the banner does for someone trying to check off a habit.","why":"Correct. Tying the change to the user’s goal turns a taste debate into a decision you can test."},{"text":"Add it, but make the quote smaller than the habit names.","why":"Shrinking it is still a decision without a reason. The question is whether it helps the screen’s main job at all."},{"text":"Reject it, because designers own the layout.","why":"Ownership is not a reason. A good critique answers with the user’s goal, not with job titles."}],"answer":1},{"q":"<p>Which order matches the way most designers build a new screen?</p>","options":[{"text":"Pick brand colors, choose fonts, then decide what goes on the screen.","why":"Styling first tends to lock in decisions before you know what the content needs."},{"text":"Build components, publish a library, then sketch the screens.","why":"A library comes from repeated patterns you have already found in real screens, not before them."},{"text":"Prototype the animations first, then fill in the layout.","why":"Motion is the last layer. Animating a layout that will change wastes the work."},{"text":"Clarify the user’s job, sketch the structure, then apply type, color and detail.","why":"Correct. Structure before style keeps the important content in charge of the layout."}],"answer":3},{"q":"<p>Why does Sofia insist that every design decision come with a “because”?</p>","options":[{"text":"Reasons let you defend, test and revisit a choice when the context changes.","why":"Correct. A reason like “because thumbs reach the bottom of the screen” can be checked; “because it looks nice” cannot."},{"text":"Developers refuse to build anything that lacks a written rationale.","why":"Developers want clear specs, but the reason matters for the design itself, not as a handoff formality."},{"text":"Figma requires a description on every layer before you can share a file.","why":"Figma has no such requirement. Reasons live in your thinking, critiques and annotations."}],"answer":0}],"exercise":null,"words":636,"readMinutes":3}