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| Section | Weight | Objectives |
|---|---|---|
| Visual Design | 11% | - Designing responsive and mobile-friendly interfaces - Applying Salesforce Lightning Design System (SLDS) |
| Interaction Design | 14% | - Defining user flows and interactions - Creating wireframes and prototypes - Designing effective page layouts |
| Testing | 11% | - Planning and conducting usability testing - Analyzing testing results and making recommendations |
| Configuration and Customization | 10% | - Configuring Lightning pages and apps for optimal UX - Understanding declarative customization options for UX |
| Information Architecture | 12% | - Designing site maps and navigation structures - Creating effective labeling and categorization systems |
| Discovery | 13% | - Determining business needs and user needs - Analyzing existing user experiences and identifying gaps - Identifying customer experience objectives and goals |
| Salesforce Lightning Design System | 13% | - Applying SLDS components and patterns - Identifying the purpose and resources of SLDS |
| UX Fundamentals | 16% | - Understanding accessibility standards and guidelines - Identifying user interface design principles - Describing the user-centered design process |
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NEW QUESTION # 162
A UX Designer wants to adopt scalability and consistency by no longer hard-coding values in designs, such as hex values for colors and pixel values for spacing.
What should be used or created to leverage named entities that apply design attributes to components and applications?
Answer: A
Explanation:
Design tokens are the visual design atoms of the design system - specifically, they are named entities that store visual design attributes.We use them in place of hard-coded values (such as hex values for color or pixel values for spacing) in order to maintain a scalable and consistent visual system for UI development1.Design tokens are available for different platforms and frameworks, such as Lightning Web Components, Aura Components, CSS, iOS, and Android2.Design tokens can be customized to apply branding and theming to components and applications3.Utility classes are CSS classes that provide common styling properties, such as margins, padding, borders, and text alignment1. Design patterns are reusable solutions to common design problems, such as navigation, forms, and data visualization.Design Tokens - Lightning Design System,SLDS Design Tokens | Lightning Web Components Developer Guide | Salesforce Developers,Styling with Design Tokens - Salesforce Developers, [Design Patterns - Lightning Design System]
NEW QUESTION # 163
A UX Designer is tasked with ensuring Lightning App Builder apps are mobile-friendly, including interactive elements. What should be the minimum touch screen target size for interactive elements on mobile devices?
Answer: B
Explanation:
The correct answer is B. 44 pixels wide x 44 pixels tall, which is the minimum target size identified by the study guide for interactive mobile elements. Touch interfaces require larger interaction targets than pointer- based desktop interfaces because users interact with them using fingers rather than a precise mouse cursor. A sufficiently large target makes buttons, links, icons, and other controls easier to activate accurately while reducing accidental selection of neighboring elements. The 44 × 44 pixel minimum therefore supports both usability and accessibility. The requirement is particularly important for users with limited dexterity, motor impairments, tremors, or users interacting with a mobile device while moving. Small targets can create repeated selection errors even for users without disabilities. Option A, 24 × 24 pixels, can be visually appropriate for some icons, but an icon's visual dimensions do not necessarily represent an adequate interactive touch area. Option C, 64 × 64 pixels, would certainly provide a large target but exceeds the minimum being tested. A UX Designer should distinguish between the visual size of an icon and its effective clickable or tappable area. A small-looking icon can still be enclosed within a larger interactive target.
Study Guide reference/topics: Mobile UX, touch targets, accessibility, interactive controls, UX Fundamentals.
NEW QUESTION # 164
A Development team is not valuing the results of a usability testing session. How should acceptance of the results be increased?
Answer: A
Explanation:
The correct answer is C. Invite team members to observe usability sessions, as keyed in the uploaded study guide.
The problem is not that usability findings are unavailable; the Development team does not sufficiently value or accept them. Allowing developers to observe users directly provides first-hand evidence of where participants struggle, hesitate, misunderstand the interface, or encounter barriers.
Option A adds external best-practice articles to each finding. Those resources may support a recommendation, but they remain indirect evidence. They do not allow developers to witness actual users interacting with the team's product.
Option B focuses on how much effort the research team has invested. Research effort does not establish that a finding is valid or important. Acceptance should be based on user evidence rather than on the amount of work already spent collecting it.
The study guide therefore favors direct exposure to the research process. When team members observe usability sessions themselves, findings become less abstract and are harder to dismiss as merely the UX Designer's interpretation.
This also strengthens multidisciplinary ownership: usability becomes something the whole product team can observe and understand rather than a report delivered by one specialist group.
Study Guide reference/topics: Usability testing, observation, stakeholder buy-in, research acceptance, Testing.
NEW QUESTION # 165
A UX Designer at Cloud Kicks has been asked to gather insights for a newly released feature at scale from a specific set of users in the flow of their work. Which approach should be used?
Answer: A
Explanation:
The correct answer is B. In-App Feedback, as stated in the uploaded UX Designer study guide.
The scenario contains three important requirements: feedback is needed at scale, from a specific set of users, and while those users are in the flow of their work. The study guide identifies In-App Feedback as the approach that best fits that combination.
Because the feedback mechanism appears within the application context, users can respond while the newly released feature and their interaction with it are still immediately relevant. This reduces the separation between the experience being evaluated and the moment when feedback is collected.
Option A, User Interviews, can provide detailed qualitative insight, but interviews are typically more resource- intensive and do not satisfy the at-scale requirement as directly.
Option C, Survey, can collect responses from many users, but the study-guide answer emphasizes gathering feedback directly within the working context rather than through a separate feedback channel.
The Discovery principle being tested is contextual research. When the objective is to understand a recently released feature from selected users while they are actively using the product, collecting feedback inside the experience preserves useful context and supports broader participation.
Study Guide reference/topics: In-App Feedback, contextual research, feedback at scale, feature evaluation, Discovery.
NEW QUESTION # 166
Cloud Kicks (CK) wants to create an external-facing site where users can: Manage and submit cases via the web; Browse and search Knowledge Base articles; Contact Support via live chat. Which cloud should be used to design an appropriate solution for CK's users?
Answer: C
Explanation:
The uploaded study guide identifies C. Experience Cloud as the correct solution.
The defining requirement is an external-facing digital site through which users can interact with Salesforce- supported service capabilities. The users need a customer-accessible interface for case management, Knowledge discovery, and support interactions.
Experience Cloud fits the scenario because the question is fundamentally about creating the external digital experience through which those capabilities are exposed.
Option B, Service Cloud, is closely connected with case management, Knowledge, and customer-service functionality, but the question is not simply asking which cloud provides internal service operations. It specifically asks which cloud should be used to design the external-facing site.
Option A, Commerce Cloud, is associated primarily with digital commerce experiences and does not match the support-site scenario described.
The examination distinction is therefore between the underlying business capability and the delivery experience. Service functionality may support the processes behind the scenes, while Experience Cloud provides the customer-facing environment through which users interact with those services.
Study Guide reference/topics: Experience Cloud, external sites, Cases, Knowledge, customer support, Declarative Design.
NEW QUESTION # 167
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