Choose your language
Prototyping from Scratch with Figma Course
More than 2 million students worldwide

Prototyping from Scratch with Figma Course

Go from a blank canvas to a fully interactive, multi-screen prototype using Figma's most powerful tools. This course covers everything from foundational layout and typography to advanced variables, components, and usability testing. Whether you're breaking into UX design or levelling up your workflow, you'll build real skills that translate directly to professional projects.

Dedika for businesses

What you will learn:

  • Build a complete, navigable multi-screen prototype using Figma's prototyping and interaction tools.

  • Design a scalable component library with variants, properties, and reusable shared styles.

  • Apply auto layout and constraints to create responsive UI patterns across screen sizes.

  • Configure Figma variables and conditional logic to simulate realistic application behaviour.

  • Prepare production-ready design files with proper annotations and developer handoff standards.

  • Conduct usability testing sessions and prioritise design iterations based on structured feedback.

How you study in practice Prototyping from Scratch with Figma Course

How you practise Prototyping from Scratch with Figma Course

For businesses looking to train their team

With Dedika for businesses, the course includes exercises and examples tailored to your own business and the way your company needs.

Click here

Course content

8 Chapters • 39 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Getting Started with Figma

  • Lesson 1 • Figma Ecosystem and Account Setup

    Covers Figma's web and desktop apps, plan types, and account configuration. Establishes the technical baseline before any design work begins.

  • Lesson 2 • Essential Keyboard Shortcuts and Settings

    Covers the most impactful shortcuts and preference settings for efficient workflow. Speed and accuracy gained here compound across every subsequent chapter.

  • Lesson 3 • Files, Pages, and Project Organisation

    Teaches how to create, duplicate, and organise files and pages within projects. Proper structure prevents confusion in later multi-screen prototyping work.

  • Lesson 4 • Navigating the Figma Interface

    Introduces the toolbar, layers panel, properties panel, and canvas. Orients students to every persistent UI element they will use throughout the course.

Chapter 2See details

Shapes, Frames, and Layout Fundamentals

  • Lesson 1 • Drawing and Editing Basic Shapes

    Covers rectangles, ellipses, polygons, and the star tool with their properties. These primitives form the building blocks of every UI element created later.

  • Lesson 2 • Vector Pen Tool and Path Editing

    Introduces the pen tool for custom vector paths and anchor point manipulation. Custom icons and illustrations built here appear in later prototype screens.

  • Lesson 3 • Alignment, Distribution, and Spacing

    Covers alignment tools, smart distribute, and tidy spacing controls. Precise spacing is essential before introducing auto layout in the next chapter.

  • Lesson 4 • Understanding Frames vs. Groups

    Explains the structural difference between frames and groups and when to use each. Frames are the foundation of screens, components, and auto layout.

  • Lesson 5 • Layout Grids and Guides

    Teaches column, row, and grid overlays for consistent spatial alignment. Grids enforce design consistency across all screens in a prototype.

Chapter 3See details

Typography and Colour Systems

  • Lesson 1 • Fills, Gradients, and Images

    Covers solid fills, linear and radial gradients, and image fill modes. These techniques produce polished backgrounds and UI surfaces throughout the project.

  • Lesson 2 • Building a Type Scale

    Teaches how to define a modular type scale for headings, body, and captions. A defined scale ensures visual hierarchy across every screen in the prototype.

  • Lesson 3 • Text Styles and Style Management

    Covers creating, naming, and applying shared text styles across the file. Style management reduces inconsistency before components are introduced.

  • Lesson 4 • Creating a Local Colour System

    Teaches how to define primary, secondary, neutral, and semantic colour tokens as local styles. Centralised colours make global updates instant across all frames.

  • Lesson 5 • Text Tool and Type Properties

    Covers font selection, size, weight, line height, and letter spacing controls. Mastering these properties enables readable, professional UI text from the start.

Chapter 4See details

Auto Layout and Responsive Design

  • Lesson 1 • Constraints and Responsive Frames

    Covers constraint settings that control how layers behave when a frame resizes. Constraints combined with auto layout produce truly responsive screen designs.

  • Lesson 2 • Nesting Auto Layout Frames

    Teaches how to nest auto layout frames to build complex, adaptive UI structures. Nested layouts are the backbone of card grids, navbars, and form layouts.

  • Lesson 3 • Introduction to Auto Layout

    Explains auto layout's core concept of direction, spacing, and padding. Understanding this model is required before building any responsive component.

  • Lesson 4 • Building Responsive UI Patterns

    Applies auto layout and constraints to build a navbar, card grid, and form. These patterns are reused directly in prototype screens in later chapters.

  • Lesson 5 • Sizing Modes in Auto Layout

    Covers fixed, hug, and fill sizing for both width and height dimensions. Correct sizing modes determine how components respond to content and parent containers.

Chapter 5See details

Components, Variants, and Design Systems

  • Lesson 1 • Building a Core UI Component Library

    Applies components and variants to build buttons, inputs, icons, and cards. This library is the direct source for all screens built in the prototyping chapter.

  • Lesson 2 • Component Properties

    Covers boolean, text, instance swap, and nested instance properties on components. Properties expose controlled customisation without breaking the component structure.

  • Lesson 3 • Component Variants

    Teaches how to group related component states into a variant set with named properties. Variants power interactive state changes in prototypes without duplicating components.

  • Lesson 4 • Creating and Using Components

    Covers converting frames to main components and placing instances across the file. Components ensure that a single edit propagates to every screen instantly.

  • Lesson 5 • Shared Libraries and Team Publishing

    Teaches how to publish a component library and consume it across team files. Shared libraries are the foundation of scalable, multi-designer workflows.

Chapter 6See details

Building Multi-Screen Prototypes

  • Lesson 1 • Prototype Connections and Interactions

    Teaches how to add prototype connections, triggers, and destinations between frames. Connections transform static screens into a clickable, navigable prototype.

  • Lesson 2 • Designing Key Application Screens

    Applies the component library to build onboarding, dashboard, and detail screens. Each screen uses auto layout and shared styles established in prior chapters.

  • Lesson 3 • Planning Screens and User Flows

    Covers user flow mapping, screen inventory, and naming conventions before designing. Planning prevents structural rework when linking screens in later sections.

  • Lesson 4 • Transitions and Animation Settings

    Covers instant, dissolve, slide, push, and smart animate transitions. Appropriate transitions communicate navigation direction and interface behaviour clearly.

  • Lesson 5 • Previewing and Sharing the Prototype

    Teaches how to preview in the Figma viewer and generate shareable prototype links. Sharing enables stakeholder review and usability testing covered in later chapters.

Chapter 7See details

Advanced Prototyping Techniques

  • Lesson 1 • Interactive Components and State Changes

    Covers using component variants with prototype connections to simulate state changes. Interactive components reduce the number of frames needed for complex flows.

  • Lesson 2 • Scroll, Overflow, and Fixed Elements

    Teaches vertical and horizontal scroll, overflow clipping, and sticky fixed layers. These settings replicate native scroll behaviour in mobile and web prototypes.

  • Lesson 3 • Conditional Logic and Actions

    Teaches if-else conditions and multi-step action sequences on prototype interactions. Conditional logic enables branching flows that mirror real app decision points.

  • Lesson 4 • Introduction to Figma Variables

    Covers creating number, string, boolean, and colour variable collections. Variables enable dynamic data and state management unavailable in basic prototyping.

  • Lesson 5 • Prototyping Complex Flows

    Applies all advanced techniques to build a checkout or onboarding flow with real logic. This capstone section integrates variables, conditions, and scroll into one flow.

Chapter 8See details

Testing, Handoff, and Iteration

  • Lesson 1 • Usability Testing with Prototypes

    Covers planning test tasks, recruiting participants, and running moderated sessions. Structured testing generates actionable feedback for the iteration cycle.

  • Lesson 2 • Inspect Mode and Asset Export

    Teaches developers how to use Figma's inspect panel and how designers export assets. Correct export settings ensure pixel-perfect assets across all target resolutions.

  • Lesson 3 • Version History and File Maintenance

    Covers saving named versions, restoring past states, and maintaining a clean file over time. Version control protects work and supports iterative design across sprints.

  • Lesson 4 • Analysing Feedback and Prioritising Changes

    Teaches affinity mapping, severity rating, and change prioritisation from test findings. Prioritisation ensures the highest-impact issues are fixed before handoff.

  • Lesson 5 • Preparing Files for Developer Handoff

    Covers layer naming, annotation, and file cleanup standards for developer-ready files. Clean files reduce developer questions and implementation errors significantly.

Certification

Your valid completion certificate

This course is for you:

  • Aspiring UX designers ready to move beyond theory into hands-on practice.

  • Graphic designers wanting to transition their skills into digital product design.

  • Product managers seeking to prototype ideas without relying on a designer.

  • Career changers entering tech who need a portfolio-ready, industry-standard tool.

  • Developers curious about the design side of the product-building process.

  • Freelancers looking to offer end-to-end design and prototyping to clients.

What our students say

Your lessons are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to change platforms... I'm grateful for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast and simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

Top qualifications

FAQ

Who is Dedika?

Is the certificate valid in the United Kingdom?

Are the courses free?

What is the course workload?

What are the courses like?

How do the courses work?

What is the duration of the courses?

What is the cost or price of the courses?

What is an EAD or online course and how does it work?

PDF Course