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Home/Maker Workshops/App Development (Figma)
Workshop 08Grades 7–12UI/UX & Interactive Prototyping4.5 Hours Duration

App Development: Designing Interactive App Prototypes with Figma

Designing Interactive App Prototypes with Figma

Craft modern user interfaces, clickable wireframes, and interactive mobile prototypes using industry-standard Figma tools.

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App Development (Figma)
Workshop 08Hands-On Student Workshop
Curriculum Overview

About this Workshop

This workshop is part of Creya Learning's Makers Day Out 101 Series, a collection of immersive, hands-on experiences that enables students to learn as creators, designers and problem-solvers. Each workshop combines technology, creativity, collaboration and reflection to help students transform ideas into meaningful solutions.

The App Development (Figma) workshop introduces the fundamentals of User Interface and User Experience design using Figma, a leading tool for designing interfaces and building interactive prototypes for websites and applications. Participants learn how digital products are planned, structured and made easy to use, not by writing code, but by designing screens and connecting them into an interactive prototype.

Students begin with a guided e-commerce application project, then apply their skills to a real-world challenge: identifying a user and need, planning an app experience and developing a clickable prototype. Testing it with others shows that a successful digital product must do more than look attractive.

Workshop at a Glance

Target Audience

Grades 7–12

Duration

4.5 hours without a scheduled break

Format

Figma exploration, guided e-commerce project, real-world design challenge, testing and presentation

Experience Required

No prior Figma, UI/UX, coding or app-development experience is required

Technology & Kits

Figma for interface design and interactive prototyping

Key Outcome
One guided e-commerce prototype and one interactive app prototype addressing a real-world user need
Outcomes & Growth

Expected Impact & Student Takeaways

Students become thoughtful creators of digital experiences rather than passive users of applications.
They leave with a guided e-commerce prototype, an original app prototype and a stronger understanding of how purposeful UI/UX design can turn an idea into a meaningful digital solution.
Structured Hands-On Flow

Workshop Schedule

4.5 Hours Total7 Phases
Phase 0130 min

Introduction to App Design, UI/UX and Figma

Explore how applications solve problems and support users. Understand the difference between UI, UX, a clickable prototype and a coded application. Become familiar with the Figma workspace and essential tools.

Phase 0235 min

Figma Foundations

Create frames and use text, shapes, images, alignment, layers and basic components. Examine how layout, spacing, colour and visual hierarchy influence clarity and usability.

Phase 0370 min

Guided Project: E-Commerce Application

Follow the facilitator to design an e-commerce prototype with screens such as Home, Product Listing, Product Details, Cart and Confirmation. Build reusable components and connect the screens into an interactive shopping journey.

Phase 0420 min

Real-World Challenge: Understand and Plan

Receive a problem statement, identify the intended user and need, generate possible app solutions and select one direction. Create a user-flow diagram and plan the screens, features and information required.

Phase 0565 min

Team Challenge: Design the App Prototype

Develop the application screens in Figma, create consistent interface elements and connect interactions into a working prototype. Focus on the essential features that show how the app addresses the user's need.

Phase 0620 min

User Testing and Improvement

Ask another team to complete a task using the prototype. Observe where users hesitate, become confused or take an unexpected path, then improve the layout, instructions, navigation or interactions.

Phase 07 • Final Showcase30 min

Prototype Showcase and Reflection

Demonstrate the prototype and explain the intended user, problem, proposed solution, user flow, design choices, testing observations and improvements.
Foundations & Skills

Core Learning Pillars

9 Pillars
01

Problem and User Understanding

Identify users, their goals and the difficulties to address.

02

User Interface Design

Use layout, type, colour, spacing and hierarchy for clear screens.

03

User Experience Design

Organise information so users navigate the app easily.

04

Figma Fundamentals

Use frames, shapes, text, images, alignment and layers.

05

Interactive Prototyping

Connect screens to simulate navigation, actions and feedback.

06

Testing and Iteration

Observe users, find difficulties and improve with evidence.

07

Visual Communication

Use design choices to signal purpose and expected action.

08

Collaboration and Presentation

Make shared decisions and explain the design choices.

09

Student as Digital Designer

Turn a real-world need into a testable digital experience.

Participant Benefits

Why Participate?

9 Benefits
Learn How Apps Are Designed

Understand the thinking and planning that take place before an application is coded.

Develop Practical Figma Skills

Use a professional collaborative design tool to create screens and interactive prototypes.

Understand UI and UX

Learn why an application must be both visually clear and easy to use.

Solve a Real-World Challenge

Design an original application for a defined user and need.

Design Without Coding

Create a realistic, testable app experience without programming knowledge.

Build Interactive Prototypes

Connect screens and elements to simulate how the final application would work.

Strengthen Digital Creativity

Combine visual design, logical organisation and problem-solving in one project.

Build Presentation Skills

Explain the app's purpose, intended user, design decisions and testing process.

Grow Through Makers Day Out 101

Develop digital-design and innovation skills for future technology and entrepreneurship challenges.

More in this Series

Explore Other Workshops

View Full Series (9 Workshops)
Workshop 01

Early Robotics

Grades 1–3

Build moving robots with coding blocks and sensors, then tackle playful challenge courses through hands-on tinkering.

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Workshop 02

App Development (MIT App Inventor)

Grades 1–3 & Grades 4–6

Design interactive mobile apps using visual blocks, buttons, and sounds to solve everyday problems as creators.

View Details
Workshop 03

Design Thinking

Grades 4–6 & Grades 7–12

Frame real-world community problems through user empathy, brainstorming, rapid prototyping, and iterative team testing.

View Details
Workshop 04

Generative AI

Grades 4–6 & Grades 7–12

Master prompt crafting and creative AI tools to generate rich stories, visual concepts, and interactive media responsibly.

View Details

Ready to Start Creating?

Join our Maker Workshops and turn your ideas into reality with hands-on projects and expert guidance.

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