Exploring Entry Points & Menu

Objective

After completing this lesson, you will be able to describe entry points and their usage.

What is an Entry Point?

Entry points focus on how your end users activate WalkMe content. The WalkMe Menu is the main Entry Point where users can always access guidance for your platform. A one-stop-shop!

Entry points are the different ways end users can activate your WalkMe content.

Working Together

This is where we really begin to see how our WalkMe content works together to create our desired end user experience. Launchers and the Menu are shown activating other content.

There are certain tools and Apps within WalkMe we will use to activate other content (such as Smart Walk-Thrus, Resources, or Shuttles). The three main Entry Points are:

  • WalkMe Menu
  • Launchers
  • ShoutOuts

Watch the video to know more. Note that the video doesn't support audio.

Different Entry Points for Different Users

Users have different learning styles and will be receptive to different content at different times of need.

The figure shows an example of different entry points for different users.

The image shows various activities in a clothing store, including shopping for clothes, trying on shoes, and making purchases at the counter.

Think of a clothing store. There are different methods of guidance and ways of shopping to appeal to multiple shopper preferences:

  • Greeter - ShoutOut

  • Signs - SmartTips

  • Sales Floor Employees - Launchers/Menu

  • Online Shopping - ActionBot & Automation

With WalkMe, we use that same thought process to appeal to different end user learning styles.

Engaging your Different User Types

Entry Points determine how end users will engage with the content we create, so we'll want to think about if we want to use a ShoutOut, a Launcher, place items in the Menu, or use other tools.

If we remember from our planning course, the strategies used to engage our users can be divided into three categories:

  1. Passive Strategy

  2. Moderate Strategy

  3. Aggressive Strategy

Passive Strategy

Content is available at the point of need, but users will have to intentionally choose to interact with the content. This is a good strategy for when we would like to provide contextual guidance to users but not force them to view it.

Launchers

For example, add a Launcher directly at the end user's point of need that activates a Smart Walk-Thru. The Launcher is present, and users can choose whether they need help.

It is recommended to associate a Launcher with our most important Smart Walk-Thrus or with Smart Walk-Thrus for processes that our users struggle with.

Strategically place the Launcher in the user's flow of work to increase engagement.

The figure shows an example of a Launcher on the page.

The image shows the example of a Launcher on the homepage of Eddie's pet store.

Guidance & Validation Smart Tips

Use SmartTips to provide guidance and validate fields for the user. We can also provide links to other content such as images, gifs, external articles, etc. Users will have to hover over the icons themselves in order to view the guidance.

SmartTips should be added to fields that are potentially confusing or to complement guidance found in a Smart Walk-Thru.

The figure shows an example of a guidance & validation SmartTips.

The image shows a contact support form showing an error message indicating an invalid email address.
Moderate Strategy

Content for this strategy will appear to the user at the point of need but does not enforce the user's behavior.

Player Menu

The Menu is the home for the majority of our WalkMe content.

This can be opened by clicking the WalkMe Widget or a Menu Launcher which will exist at the edge of every page.

The figure shows the WalkMe player menu.

The images shows the WalkMe pop-up help menu showing options like editing items from the list, adding items to the cart, checking out items, and FAQs.

Hover SmartTips

This SmartTip guidance cannot be avoided by the user. The guidance will automatically appear when the user hovers or clicks into the field.

The figure shows an example of hover SmartTips. When users hover over the description field, a hover SmartTip appears.

The image shows a preferred contact method support form showing a hover SmartTip when users hover over the description field.
Aggressive Strategy

With this strategy, content appears automatically to the user at the point of need and will not let the user continue if there is incorrect behavior.

Auto Play

Auto Play allows you to set content to automatically start playing, regardless of user input. Smart Walk-Thrus, ShoutOuts, and Surveys can be set to Auto Play.

Use the Condition Builder to define the Auto Play rules, and adjust settings for frequency. An aggressive use of Auto Play with a ShoutOut would be:

  • Setting the Frequency to Always

  • Making it so the user cannot exit the ShoutOut and must click the Action Button.

The figure shows an example of Auto Play rules being set for a ShoutOut.

The image shows a screenshot of the ShoutOut Settings interface showing the Engagement options with the Auto play setting enabled to Play according to a rule .

Blockers

We can use WalkMe content such as "Invisible" Launcher to block elements on a page.

A Launcher placed over a button can prevent interaction with the button until a certain condition is met.

The figure shows how to prevent users from clicking Submit if the Subject and Description fields are empty by blocking the button using an Invisible Launcher.

The image shows a user interface form in which Submit button is blocked by the Invisible Launcher.

Now, let's move on to discussing our main Entry Point: the WalkMe Menu.

Log in to track your progress & complete quizzes