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  1. Drag and drop the Text prompt from the palette onto the canvas.

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  2. On the properties, change the step name from Prompt to a user-friendly name to identify and define what the step does. This improves the readability of the skill.

  3. You could create a new prompt by:

    1. Toggle to ‘New Prompt’.

    2. Add the ‘Message’ Luma should ask the user.

    3. Provide a name for the 'attribute’ to save the user’s response.

    4. Select the ‘datatype' type of information expected.

    5. Confirm if the prompt is mandatory. This means the users must provide the information to go ahead with the skill.

    6. Add the default value.

    7. Click on Create to create the attribute. This is optional. If not clicked, the attribute will be created automatically when Skill is saved.

    8. To add more details to the attribute, such as NLP extraction method and validations, before saving it, click on the Advanced Configuration under the create button.

  4. You could also use an existing attribute.

    1. This enables you to add an existing global attribute to the skill and use the prompt added to the attribute.

    2. Toggle the switch to Choose existing Prompt.

    3. Select the attribute. This loads the Message field with the message configured in the selected attribute.

    4. You change the details by overriding the attribute.

      1. You could click on the pencil icon to update the message. Once done, click on the green tick to save changes.

      2. Alternatively, click on the attribute name and make the required changes on the attribute override pop-up screen.
        For more details on attribute override, refer to Building Conversation Flow | Attribute Override.

  5. The Text prompt is now ready.

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  1. Drag and drop the Quick Reply prompt from the palette onto the canvas.

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  2. On the properties, change the step name from Prompt to a user-friendly name to identify and define what the step does. This improves the readability of the skill.

  3. You could create a new prompt by:

    1. Toggle to ‘New Prompt’.

    2. Add the ‘Message’ Luma should ask the user.

    3. Two options are added by default. These are presented to the users as quick reply buttons.

    4. Add as many options as required. Click on the tag icon to change the payload, which is the value saved in the attribute when the option is selected. For more information, refer to Build User Prompts.

    5. Provide a name for the 'attribute’ to save the user’s response.

    6. Select the ‘datatype' type of information expected.

    7. Confirm if the prompt is mandatory. This means the users must provide the information to go ahead with the skill.

    8. Add the default value.

    9. Click on Create to create the attribute. This is optional. If not clicked, the attribute will be created automatically when Skill is saved.

    10. To add more details to the attribute, such as NLP extraction method and validations, before saving it, click on the Advanced Configuration under the create button.

  4. You could also use an existing attribute.

    1. This enables you to add an existing global attribute to the skill and use the prompt added to the attribute.

    2. Toggle the switch to Choose existing Prompt.

    3. Select the attribute. This loads the Message field with the message configured in the selected attribute.

    4. You change the details by overriding the attribute.

      1. You could click on the pencil icon to update the message and options. Once done, click on the green tick to save changes.

      2. Alternatively, click on the attribute name and make the required changes on the attribute override pop-up screen.
        For more details on attribute override, refer to Building Conversation Flow | Attribute Override.

  5. The Quick Reply prompt is now ready.

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  1. Drag and drop the Decision Prompt- Quick Reply prompt from the palette onto the canvas.

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  2. On the properties, change the step name from Prompt to a user-friendly name to identify and define what the step does. This improves the readability of the skill.

  3. You could create a new prompt by:

    1. Toggle to ‘New Prompt’.

    2. Add the ‘Message’ Luma should ask the user.

    3. Two options are added by default. These are presented to the users as quick reply buttons.

    4. Add as many options as required.

    5. You can rename the options. The option names are saved as values to the attribute when the option is selected.

    6. Provide a name for the 'attribute’ to save the user’s response.

    7. Select the ‘datatype' type of information expected.

    8. Add the Validation error Message.

    9. Click on Create to create the attribute. This is optional. If not clicked, the attribute will be created automatically when Skill is saved.

    10. To add more details to the attribute, such as NLP extraction method and validations, before saving it, click on the Advanced Configuration under the create button.

  4. You could also use an existing attribute.

    1. This enables you to add an existing global attribute to the skill and use the prompt added to the attribute.

    2. Toggle the switch to Choose existing Prompt.

    3. Select the attribute. This loads the Message field with the message configured in the selected attribute.

    4. You change the details by overriding the attribute.

      1. You could click on the pencil icon to update the message and options. Once done, click on the green tick to save changes.

      2. Alternatively, click on the attribute name and make the required changes on the attribute override pop-up screen.
        For more details on attribute override, refer to Building Conversation Flow | Attribute Override.

  5. The Decision Prompt- Quick Reply prompt is now ready.

  6. The options added to the prompt can now be used to build a path in the skill. When the user takes one of the options, the associated path is taken.

  7. You could also add a Default path to the prompt, which is taken when the user does not take any of the provided options and provides any other value. To do so, select the 'Add Default Path'.

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  1. Drag and drop the Text Message from the palette onto the canvas.

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  2. On the properties, change the step name from Message to a user-friendly name to identify and define what the step does. This improves the readability of the skill.

  3. Add the ‘Message’ to be displayed.

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  4. The Text Message is now ready.

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  1. Drag and drop the Image Message from the palette onto the canvas.

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  2. On the properties, change the step name from Message to a user-friendly name to identify and define what the step does. This improves the readability of the skill.

  3. Add the ‘Message’ to be displayed.

  4. Add the Image URL and a Tooltip. Note: This is not a clickable image. The image used to provide additional information along with the text message.

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  5. The Text Message is now ready.

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  1. Drag and drop the If-Else construct from the palette onto the canvas.

  2. On the properties, change the step name from If Else to a user-friendly name to identify and define what the step does. This improves the readability of the skill.

  3. Each Rule added on the properties panel appears as a new path in the canvas. The Default path is the fallback path that is taken when none of the Rules are fulfilled or evaluated as ‘true’.

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  4. The next step is to define the rules.

  5. On the properties panel, click on the Rule to configure the conditions that form the rule.

    1. Add/Change the Rule Name. Use a user-friendly name.

    2. Now add one or more conditions that should be fulfilled for the skill to take the corresponding path.

    3. You could configure the rule to fulfill ALL, ANY one or CUSTOME (some) of the conditions.

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  6. Repeat step 5 to add as many Rules or as many conditional paths as required on the Canvas.

  7. Once the rules are ready, you can add steps to each rule. The defined path is taken when the rule is evaluated as true.

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The count 1,2,3… on the links of each Rule indicates the sequence in which the rules are evaluated. Else determines the fallback path that is taken when none of the rule is true.

Trigger Skill

Trigger Skill construct is used for dynamic branching in user conversation. With this construct, you can redirect users to another skill based on specific conditions or user actions. The Trigger Skill construct empowers the skill developer to create intricate decision paths, providing personalized pathways for users based on their unique needs. This construct indicates the end of the current skill and branches the conversation to another skill.

Info

Once the conversation flow is routed to the next skill, the control does not come back to the current skill

To add Trigger Skill, follow the below steps:

  1. Drag and drop the Trigger Skill construct from the palette onto the canvas.

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  2. On the properties panel, select the skill to branch to.

  3. Select from the skill list.

  4. Click on the view button to view the details of the branching skill in a new tab.

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Set/Transformation Attributes

Set/Transform Attribute enables the skill developers to manipulate and store information obtained from users or integration calls. These constructs enable developers to convert values and use them in various contexts, such as executing tasks through integrations, branching to other skills using Rulesets, or providing users with informative messages. With Set/Transform Attributes, developers can enhance the functionality and customization of their skills by effectively utilizing and transforming data.

Here you can:

  • Set Attribute - Set the existing global or custom attributes with the values received from Integration calls. You could also create local attributes and use those tp retain information that can be used later in the skill.

  • Transform Attribute - Transform Attribute is used to transform the values and assign the transformed/formatted/customized value to a Global, Local, or Custom User Attribute. Luma Virtual Agent provides a range of Transformation functions to allow skill developers to convert the data as required, such as Split, Trim, Substring, Replace, Custom Date-Time, and more.

To add a Set/Transformation attribute, follow the below steps:

  1. Drag and drop the Set/Transformation attribute construct from the palette onto the canvas.

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  2. On the properties panel, you can now Set Attributes or Transform Attributes.

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  3. To Set Attribute:

    1. Click on ‘+Set attribute’.

    2. Now, on the Set Attribute control, configure the details.

    3. Select the attribute to be set.

      1. Select the scope of the attribute, i.e., Global, Local, or User Custom.

      2. Select the Attribute from the dropdown.

      3. Now add the Expression to indicate what type of value is to be assigned to the attribute.

      4. Add expression that holds to assign value.

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  4. To Transform value:

    1. Click on ‘+Transform’.

    2. Now, on the Transform Attribute control, configure the details.

    3. Select the attribute to be set after transforming a value.

      1. Select the scope of the attribute, i.e., Global, Local, or User Custom.

      2. Select the Attribute from the dropdown.

      3. Now select the Transformation function.

      4. Select the Function Mode.

      5. Based on the Function mode, provide information to the input parameters. For more details on how to use the Transformation function, refer to Using Transformation Function.

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  5. You can add as many ‘Set and transform’ attributes as required. The functions are executed in the sequence in which these are added.

Clear Attribute

The clear attribute construct is used to clear the value available in an attribute. Skill developers can either clear specific attributes or clear all attributes. This flexibility ensures a clean slate for tailored user interactions and streamlined skill behavior.

To Clear an attribute, follow the below steps:

  1. Drag and drop the Clear attribute construct from the palette onto the canvas.

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  2. On the properties panel, you may:

    1. Select the ‘Clear Specific Global Attributes’ option.

      1. In the Attribute dropdown, select the attributes to be cleared.

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    2. Select the ‘Clear All Global Attributes’ option.

      1. In the Attribute dropdown, select the attributes that should NOT be cleared and data should be retained.

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End

The 'End' block signifies the conclusion of a flow within the skill. When the skill execution reaches the End block, it signals the end of the skill's execution, triggering the Global Survey based on the specified configuration. While the End block is not mandatory, reaching a control without a subsequent node also marks the end of the skill execution and automatically accounts for the Survey, following the global configuration. To disable the survey for a specific path in the skill, you can incorporate the End Block accordingly.

To add an End, follow the below steps:

  1. Drag and drop the End block from the palette onto the canvas.

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  2. On the properties panel, select ‘Do not trigger Global Survey’ to ignore triggering the Survey to the skill.

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