Graphic Design · GPC-38

Figma for Beginners

Figma for Beginners is a course in UX/UI basics and screen design for websites and mobile apps in Figma, from wireframes, styles, Auto Layout, components and variables through to clickable prototypes. It suits complete beginners, new UX/UI designers, developers and students, and you leave able to design a mobile app with a working prototype in Figma.

Updated
From 6,750 THB / person 7,500 −10% excl. VAT 7% · group rates available
PDFDownload the course outline
  • Duration12 hours · 2 days
  • FormatOnsite / live online
  • Next roundOn request
  • CertificateIncluded

Course overview

Figma has become the main tool for teams that design websites and apps. It runs straight away in a browser or the desktop app, several people can edit the same file at once, and work is handed to developers from a single file. Yet many beginners use Figma like a general drawing program, placing objects one by one without Auto Layout, components or styles, so every change or new screen means editing item by item and the result is inconsistent.

This course lays the foundations of UX/UI and shows how to use Figma Design methodically, from wireframes, frames, shapes and the Pen tool to Thai and English text, colour and images managed with styles, layout grids and constraints, and Auto Layout including wrap and grid. Learners then build components with variants and component properties, use variables for light and dark modes, create prototypes that click through like a real app, and use plug-ins and Figma AI with an understanding of their limits. The course closes with a workshop that designs a mobile app from wireframe to prototype and shares it for others to test. (2 days, 6 hours per day, 12 hours in total, Beginner level.)

What you’ll gain

  • Explain the difference between UX and UI and the steps from wireframe to prototype
  • Work confidently with the Figma Design interface, frames, shapes, the Pen tool, Boolean operations and masks
  • Set Thai and English text, colour and images, and create text and colour styles
  • Use layout grids and constraints, and build flexible screens with Auto Layout
  • Create components, variants and component properties for reuse across a file
  • Use variables for light and dark modes and build prototypes that behave like a real app
  • Use plug-ins and Figma AI with care, and share, comment on and export work

Who this course is for

  • Beginners who want to design website or mobile app screens in Figma
  • New UX/UI designers who want to build solid Figma habits from the start
  • Developers, product owners and marketers who need wireframes or prototypes to communicate with their team
  • Students and anyone interested in getting started with UI design

Prerequisites

  • Comfortable using a computer and a web browser; no design background is needed
  • Able to use Windows or macOS
  • A Figma account (the free Starter plan is fine) that you can sign in to before the course
  • A mouse is helpful for drawing and arranging objects

Curriculum

Course Details

This is the 2026 edition of the Figma for Beginners course. It runs for 2 days, 6 hours per day (12 hours in total, 09:00-16:00), as lectures with a lab in every section, at Beginner level. The content has been rewritten for the current Figma Design interface and adds Auto Layout wrap and grid, component properties, variables with light and dark modes, overlay and Smart Animate prototyping, and Figma AI tools. Learners use their own Figma account; the free Starter plan covers most labs, while Dev Mode, team libraries and some AI features need a paid plan and are demonstrated as an overview. Learners take home the course handbook, sample files, a UI kit and the mobile app file built in the workshop.

Day 1 UX/UI Basics and Figma's Design Tools

Section 1: UX/UI Basics and the Design Process

  • How UX and UI differ and how they work together
  • The design process: understand users, map the user flow, wireframe, test and refine
  • UI principles: hierarchy, spacing, consistency and accessibility
  • Lab: sketch the user flow and paper wireframes for the workshop app

Section 2: Lab: Getting Started with Figma Design

  • An overview of Figma's products and plans, including the limits of the free Starter plan
  • Working in the browser or the desktop app, and managing files, projects and pages
  • The interface: toolbar, Layers panel and Properties panel
  • Create frames from mobile and desktop presets, and use sections to group screens

Section 3: Lab: Shapes, the Pen Tool, Boolean Operations and Masks

  • Draw basic shapes: lines, arrows, rectangles, ellipses, polygons and stars
  • Draw and edit free-form shapes with the Pen tool and vector editing
  • Combine and cut shapes with Boolean operations, and crop images with masks
  • Lab: draw simple icons and a logo for the sample app

Section 4: Lab: Text, Colour, Images and Styles

  • Set Thai and English text with the right font, size, line height and letter spacing
  • Insert, crop and replace images, and add shadows, strokes and blur
  • Create text, colour and effect styles so the whole file updates in one change
  • Lab: define the type scale and core colours of the sample app

Section 5: Lab: Layout Grids and Constraints

  • Column, row and grid layout grids for web and mobile
  • Set margins, gutters and column counts that match real screens
  • Constraints that control how objects stay in place when a frame resizes
  • Lab: lay out a website home page that adapts to different widths

Section 6: Lab: Auto Layout from Basics to Grid

  • Add Auto Layout with Shift+A and set direction, spacing, padding and alignment
  • Hug, Fill and Fixed resizing, with minimum and maximum sizes
  • Wrap for items that flow onto new lines, and Grid for two-dimensional layouts
  • Lab: build buttons, product cards and a navigation bar that adapt to their content
Day 2 Components, Prototyping and Workshop

Section 7: Lab: Components and Variants

  • Main components and instances, and overriding values where needed
  • Variants for button states such as Default, Hover and Disabled
  • Boolean, text and instance swap component properties
  • Lab: build reusable buttons, input fields and cards for the whole file

Section 8: Lab: Variables and Light/Dark Modes

  • How variables differ from styles, and the colour, number, string and boolean types
  • Organise variables into collections and name them as basic design tokens
  • Use modes to switch a whole screen between light and dark themes
  • Lab: make the sample app switch between light and dark modes

Section 9: Lab: Prototyping and Interaction

  • Link screens with connections and set triggers and actions
  • Dissolve, Move In and Smart Animate transitions
  • Overlays for menus and confirmation dialogs, and scrolling for long content
  • Test with Present, share a link and view it on a phone in the Figma app

Section 10: Plug-ins, Community and Figma AI

  • Find and use plug-ins and Figma Community files, paying attention to their licences
  • Figma AI in the Actions menu: generate images from text, remove backgrounds, rename layers and rewrite text
  • Copyright, client data and checking AI output before using it
  • An overview of Figma Make and Figma Motion and how they build on design work

Section 11: Lab: Collaboration and Handoff

  • Share files, set view or edit access and work on a file together
  • Export PNG, JPG, SVG and PDF with size settings for different screens
  • An overview of Dev Mode for developer handoff and which parts need a paid plan
  • Lab: prepare a handoff file with exported icons and images

Section 12: Workshop: Designing a Mobile App from Wireframe to Prototype

  • Turn the paper wireframe into a wireframe in Figma
  • Design 4-5 key screens with styles, components and Auto Layout
  • Wire up a prototype that covers the whole flow, with light and dark modes
  • Present the work, gather feedback and refine

Schedule & training options

For individuals — public rounds

No public rounds are open right now. Join the waiting list and we will contact you first when the next round opens, or ask us on LINE. Or call 02-570-8449 or 088-807-9770

For organisations — in-house / private

  • Tailor the content to your team’s tools and projects
  • Your dates, at your office or live online
  • Quotation with tax ID for procurement
Corporate training quote

Instructors

Frequently asked questions

What is the difference between UX and UI?

UX (user experience) is the design of the user's overall experience, from understanding their problems and goals to planning the flow of tasks and testing whether it is genuinely easy to use. UI (user interface) is the design of what users see and interact with, such as layout, colour, type, buttons and icons. The two must work together, so this course starts with user flows and wireframes before designing real screens in Figma.

What is Auto Layout in Figma, and how do you use it?

Auto Layout makes a frame arrange its contents automatically using the direction, spacing and padding you set, so sizes and positions adjust when you edit text or add items. Select the objects and press Shift+A, then set direction, spacing, alignment and Hug, Fill or Fixed resizing. As well as horizontal and vertical, you can choose Wrap so items flow onto new lines, and Grid for two-dimensional layouts.

What are the steps to build a prototype in Figma?

Design each screen as a frame, then open the Prototype tab, select a button or object and drag a connection to the destination frame. Set a trigger such as On click and an action such as Navigate to or Open overlay, and choose a transition such as Smart Animate. Then click Present to try it, share the link for others to test, or view it on a phone in the Figma app.

How do components and variables differ in Figma?

Components are reusable pieces of a screen such as buttons, cards or input fields: edit the main component and every instance updates, and variants keep different states together in one set. Variables are stored values such as colours, spacing or text, and modes let you switch between sets of values, for example light and dark themes. Both keep a file consistent and editable in one place.

Who is Figma for Beginners for, and what background do I need?

It suits beginners who want to design website or mobile app screens, new UX/UI designers, developers, product owners, marketers and students. No design background is needed; you only need to be comfortable with a computer and a web browser and have a Figma account, which can be the free Starter plan.

What can I do after completing Figma for Beginners?

You will be able to map user flows and wireframes, organise files with styles, Auto Layout, components and variables, build screens that adapt to their content and switch between light and dark modes, and create clickable prototypes to share for testing. You also leave with your own mobile app file, designed from wireframe to prototype in the workshop.

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Articles are published in Thai.