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Skill developers use Conversation constructs to build conversations between the user and Luma. Each Construct represents the steps Luma performs to complete a task. The constructs are added in the sequence of expected execution. Using these constructs, you can ask users for information, integrate with a third-party application, show search results, or conditionally branch to a skill to exit the conversation.

The constructs are available on the Visual Designer palette. You can drag and drop the controls on the canvas and link them together to form the skill.

Luma Virtual Agent provides a wide range of Conversation Items that can be used to perform various actions during a conversation. Following are the conversation items available on the Skill Builder:

Let's look at the constructs available in Visual Designer and how these can be used:

Start

The Start block is the entry point of the skill. It indicates the different methods by which the skill can be triggered. Skill developers use this section to define and configure various ways to initiate the skill, providing flexibility in how users interact with Luma.
A user can trigger the skill using the following:

  • User Phrases: User Phrases are a set of phrases used to train Luma’s Natural Language Processing (NLP) engine. The Users Phrases are often referred to as utterances when discussing NLP.

  • Commands: Command is the special phrase to identify and trigger the skill. Commands bypass the NLP component to identify the skill. Based on the command, the associated skill is executed.

On Canvas, the Start step shows the Skill Name and the first user phrase of the skill. You can click on the Skill name to open the Skill Details. For more details, refer to Creating a Skill with Visual Designer | Skill Information

On the Properties panel, you can:

  1. Add User Phrases. By default, two phrases are added by default to the skill based on Skill name and description.

    1. Toggle the switch to Enable User Phrases for the Skill.

    2. Add the user phrases.

    3. You can also tag a word in one of the user phrases and link it to an attribute. To do so, double-click on the word and link to an attribute. If the user phrase is used, the attribute will be automatically filled with the tagged word. For more information, refer to Creating Skill using Classic Designer | Tag Attributes to User Phrases.

  2. Add the command for the skill.

    1. Toggle the switch to enable the command for the Skill.

    2. Add the command.

There can only be one Start in a skill. The construct in not available in the palette and also cannot be deleted from the skill.

Prompts

Prompts are used to fetch and retain information during a conversation between the bot and the user. With Prompt Control, Luma can gather information from users and design the user’s experience. Prompt Control empowers Luma to ask the right questions at the right time.

Following are the prompts available in Visual Designer:

Prompt- Text

Text prompts provide flexibility, allowing users to respond with detailed information. Here you can define the message to be displayed and the attribute to be used to hold and refer to the user’s response.

To add a Text prompt, do the following:

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

  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.

Prompt -Quick Replies

Quick Reply prompts offer a selection to the end user. Using Quick Replies, skill developers can build personalized conversations. Here you can define the message to be displayed, Options to be presented, and attributes to be used to hold and refer to the user’s response.

To add a Quick Reply prompt, do the following:

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

  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.

When Using the 'Quick Replies' and 'Card', the selected button payload is assigned to the attribute. Select 'Show button text as payload' when the value/payload is not human-readable and should not be displayed to the end user. Luma internally maintains the mapping between the button text and the payload. The button text is displayed to the user on the channel. 

Ensure the button text is unique across all buttons when “Show button text as payload” is checked.” If the button text is not unique and is the same for all buttons, the mapping will hold only one entry which is the text mapped to the last button payload value.

Decision Prompt- Quick Reply

Decision Prompts are designed to create dynamic decision paths in a skill. Decision Prompt - Quick reply is a combination of Quick reply prompts and Conditions. The construct guides users through the skill based on their selections. With Decision Prompt, skill developers can design simple paths within your skill, tailoring the conversation flow based on user preferences. From conditional prompts to custom outcomes, the construct can be used to create engaging and intuitive conversations.

To add a Decision Prompt- Quick Reply prompt, do the following:

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

  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'.

Message

In Luma VA, Messages play a vital role in facilitating the flow of information during conversations between the user and the bot. It enables Luma to send messages to the user without waiting for a response. Primarily, Messages are used to provide timely updates or communicate the outcomes of third-party integrations. These messages can be simple text messages, Quick Replies (providing a range of options to drive subsequent actions), or Text with Image. By leveraging Messages, Luma ensures seamless communication and enhances the user experience throughout the conversation.

Following are the Messages available in Visual Designer:

Message- Text

Text Messages allow skill developers to add simple text messages to be displayed to the user. You could add variations of the message to make the conversation more natural. Luma automatically picks one of the messages and displays it to the user.

To add a Text Message, do the following:

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

  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. The Text Message is now ready.

Prompt -Quick Replies

Quick Reply Message offers a selection to the end user. Using Quick Reply Messages, skill developers can build personalized conversations. Here you can define the message to be displayed, and the Options to be presented, providing a range of subsequent actions that can be taken.

To add a Quick Reply Message, do the following:

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

  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. This is optional.

  4. Add as many options as required. You could add buttons that trigger another skill or conversation using ‘+Options' or open a URL using '+URL’

  5. Click on the tag icon to change the value. This is the action taken when the option is selected. For more information, refer to Building Conversation Flow | Show Message.

  6. The Quick Reply Message is now ready.

Image- Message

Image Messages allow skill developers to add simple text messages and images to be displayed to the user.

To add an Image Message, do the following:

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

  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.

  5. The Text Message is now ready.

Utilities

In Bot Builder, Utilities are additional tools that enhance the skill-building process. These tools are used to build the logic behind the skill, allowing you to create conditional flows, assign attribute values, transform attribute values, and branch to other skills. By utilizing these constructs, a skill developer can design dynamic and responsive experiences for users.

The following are the constructs available in Utilities:

If Else

The If Else construct in Luma VA is similar to the "Add Conditions" feature in Classic Designer. It empowers skill developers to construct rule-based conditional flows. It dynamically guides users along specific paths within the skill, tailoring the experience based on their inputs. This feature proves particularly valuable when users make generic requests and you wish to steer them towards more specific requests or skills through the course of the conversation flow. With the If Else construct, you gain the flexibility to create customized and personalized interactions, enhancing the overall user experience.

To add an If-Else construct, follow the below steps:

  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’.

  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.

  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.

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.

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.

  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.

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.

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

  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.

  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.

  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.

  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.

    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.

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.

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

Integration

The 'Integration' feature provides a seamless connection between Luma VA and external systems. Using integrations, Luma VA fulfills user requests by performing specific actions on the integrated system. By incorporating this functionality into the conversation flow, you can trigger integration calls that interact with external applications to execute desired actions or retrieve relevant information. It enhances the capabilities of Luma VA, allowing for dynamic and efficient interactions with external systems to deliver a comprehensive and personalized user experience. For more information on configuring the integration, refer to Integrations.

To add an Integration to your skill, follow the below steps:

  1. Drag and drop the Integration construct from the palette onto the canvas.

  2. On the properties panel, select integration to be added.

    1. Select the Connected App in Integrate with Connected App.

    2. Select Operation to execute

    3. Select the Instance or environment where the operation should be executed.

  3. In order to make specific changes to the operation based on the skill and user experience required for the skill, you may override the operation.

  4. Click on the operation name to open the override screen and make the required changes.

  • You can add a construct on the canvas by drag and drop to the canvas. Alternatively, click on the '+' icon in the control and the next step.

  • To create link between two constructs, drag the cursor on the '+'. A hand icon appears, dragging which creates link between two controls.

  • You could also drop a control on a link to add a construct between two existing controls on the canvas.

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