Design Assistant

This section explains how to use the Design Assistant feature for inexperienced users.

Design assistant features make designing your process easier.

"Design Assistant" explains the following topics:

Tutorial

There are tutorials on various features of Brity RPA. Users can easily learn the functions through this.

  1. Click Learn More > Recommended Tutorial on the home screen.

Design Assistant 1

2.  Click on the function you want to learn from among the tutorials provided.

Design Assistant 2

3. A description box for the tutorial appears. Follow the instructions; the tutorial will proceed.

Design Assistant 3

Tutorial boxes are placed around controls that require an action (such as a click).

You will need and create Tutorial_Project according to the tutorial.

Project Assistant

You can create projects based on pre-built templates. In addition, users can shorten process design time based on various templates provided.
  1. Click New > New Project on the menu screen.

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2. Enter a project name and description in the New Project pop-up window, select Start from Template Project, and click Next.

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3. Select the template you want to use and click the Next button.

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If you select each template, you can check the description of the template and the library being used.

4. After checking Automatically start the Activity Helper in the assist option. Click the Create button.

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5. A project is created based on the selected template, and only the selected library group is displayed in the library view.

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Each template offers two processes: Complete and Unfinished. By viewing the finished process, you can understand the template while completing the unfinished process.

The same template is provided when creating a process or task.

Activity Assistant

You can use the activity assistant to create a project, process, or task based on a template. Then, users can design the process by following the guidelines for the unfinished activity created by the template.
  1. Click the Start button in the Activity Assistant pop-up window.

Activity Asssitant

2. The first activity card is highlighted, and a guide begins to complete the activity.

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3.  Click > in the activity assistant pop-up to receive a guide on what needs to be completed in the activity properties. Then, enter the details.

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4. > Click to receive a guide to the following information, and enter the details as suggested.

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5. > Click to receive a guide to the following information, and enter the details as suggested.

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6. The last step has been entered, the red border of the activity disappears, and you can see that it is complete. You can click Next to receive the guide sequentially from the second to the last activity.

Activity Asssitant

7. You can run the completed process by clicking the Run button.

Acitvity Asssitant run

You can close the Activity Assistant pop-up in progress and resume it. Alternatively, you can re-launch the activity assistant pop-up from a specific activity card, even if you have completed the entire process. After selecting the desired card, right-click the mouse and select Run Activity Assistant to re-execute it.

Attribute Assistant

The property detail pop-up allows you to create variables and use the functions built into the designer. In addition, you can design more worldly property values ​​through various built-in functions.

Creating Variables in Property Details Pop-up

  1. Place any activity card on the canvas, select it, and click the Show detailed popup button for any property.

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2.  Select Use variable (value created by user) in the property detail pop-up window and select + Create new variable from the list of variables created .

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3.  Creating a new variable You can create a new variable in the pop-up window.

Create new variable

Using Built-In Functions in Property Detail Pop-Up

  1. You can select an available built-in function by selecting the list of Available Variables in the Property Details pop-up window.

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2. By selecting an available built-in function, you can preview the script syntax that calls the function based on the currently selected variable.

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3. Click the OK button; you will see the script containing the built-in function is automatically populated as the property value.

Message Box

Some built-in functions require parameter input.

Using Built-in Variables in Property Details Pop-up

  1. In the Property Details pop-up window, you can select Use built-in variables (default values ​​provided by the bot) and select a built-in variable from the bot built-in variables list .

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2. When you select a built-in variable, the built-in variable is selected and you can see the function description of the built-in variable.

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Just like variables, built-in variables can be used with a choice of built-in functions.

Object Recognition Assistant

Among the various activities in the App Library, if you need UI targeting, you can leverage the object-aware assistant. When the user clicks on an activity's target on the screen, the object recognition assistant displays the attributes and suitability for this target.  By checking this information, the user can proceed with additional search, such as setting a pin object, to designate an object with a higher degree of suitability.

To use the Object Recognition Assistant feature, select Menu > Settings > Specify Objects > Use Object Recognition Assistant setting.

Viewing Object Recognition Assistant Window

  1. Double-click the activity card to start specifying the object.

  2. An orange border appears when you place the mouse over the object you want to specify.

  3. Click the mouse, and the Object Recognition Assistant window will be displayed later.

Global Project DIR

Component

카드 속성

No.

Name

Description

1

Degree of suitability

The degree of suitability of the currently selected UI object.

The value of one of the four levels: high, normal, low, and impossible.

If it is not possible, the object properties are not reflected in the activity.

If it is low, it is recommended to specify a pin object or to override the object.

2

Conformity Description

A detailed description of the suitability of the currently selected UI object.

3

About Object Properties

Shows the properties of the UI object currently selected for navigation. If a pin object is specified, the properties of the pin object are displayed.

4

Specifying a pin object

Specifies the pin object on which to base determining the final execution position.

You can select a pin object from among the objects around the location where you first clicked.

5

Reassign objects

Redo the object assignment from the beginning.

Double-click the activity card to return to the state in which you first entered object assignment mode.

6

Object Determination

Finalizes the currently selected object as the target of the activity card. If a pin object is selected, the pin object becomes the navigation target for the activity card. However, the final launch position is automatically calculated when it is run to the first clicked position.

Changing whether or not to use attributes can affect the final object search results. It is recommended to perform an object inspection to check beforehand. If you change the use of the Index attribute, the value of the attribute itself is automatically re-parsed. If the automatic analysis does not find a suitable Index value, the value of the Index property is initialized and disabled to be used.

The screen with the Object Recognition Assistant window displayed is not the current actual screen but when the object was first clicked. Therefore, when you inspect an object, if the object has already disappeared from the actual screen, the object may not be found correctly. This can happen if they are temporary UI objects, such as pop-up menus or menus temporarily displayed on hover. For temporality UI objects, use object inspection as a reference.

Specify the Pin Object

What is a pin object?

The UI object is to navigate to run the activity at the first click location after the user starts specifying the object. If the object discovered at the first clicked location is not suitable or navigable, the pin object is searched instead.

At launch, the position relative to the first click on this pin object is calculated, and the final execution position is determined.

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  1. Click the Specify Pin Object button. A group of candidates, which can be pin objects, is automatically discovered.

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  1. Click one of the pin object candidates. Select a logo object that is close to you. The Object Recognition Assistant displays the clicked pin object as an optional object.

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  1. On the screen, you can see the pin object and the final execution position through the animated dotted line.

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Reassigning an Object

  1. If a suitable pin object does not exist, or if you want to reassign another object from the beginning, click the Reassign Object button.

  2. The Object Assignment Assistant window disappears, and you enter the state where you started specifying objects for the first time.

Confirming an Object

  1. Click the Confirm Object button to apply the selected object information as an activity attribute. If you select a pin object, the pin object is reflected in the activity properties as the object to be explored.

  2. Even if a pin object is applied, the final execution position is automatically calculated as the position where the user first clicked when entering the object designation.

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If the selected object is in a low suitability state, a user confirmation window recommends specifying a pin object before the object is finalized. You can specify a pin object, ignore it, confirm the selected object, or cancel the finalization.