Question: How does framework made sure that dialogue will not breach procedures?
Evidence: Wizard interface: the interface shown to participants with the Wizard role provides possible actions on the right-hand side of the browser window. These actions could be verbal, such as sending a message, or non-verbal, such as switching on/off a button to activate a robot. Figure FIGREF11 shows this interface with several actions available to be used in our data collection.
Dialogue structure: we introduced structured dialogues through a Finite State Machine (FSM) that controls the current dialogue state and offers multiple suitable and relevant state transitions (actions) to the Wizard depending on the point in the interaction, the state of the world and the history. A graph of dialogue states, transitions and utterances is loaded when the system is initialised, and each chat room has its own dialogue state, which changes through actions.
System-changing actions: actions trigger transitions between the states in the FSM. We differentiate two types of actions:
Verbal actions, such as the dialogue options available at that moment. The Wizard can select one of several predefined messages to send, or type their own message if needed. Free text messages do not change the dialogue state in the FSM, so it is important to minimise their use by providing enough dialogue options to the Wizard. Predefined messages can also trigger other associated events such as pop-ups or follow-up non-verbal actions.
Non-verbal actions, such as commands to trigger events. These can take any form, but we used buttons to control robots in our data collection.
Submitting an action would change the dialogue state in the FSM, altering the set of actions available in the subsequent turn visible to the Wizard. Some dialogue options are only possible at certain states, in a similar way as to how non-verbal actions are enabled or disabled depending on the state. This is reflected in the Wizard interface.
Wizard interface: the interface shown to participants with the Wizard role provides possible actions on the right-hand side of the browser window. These actions could be verbal, such as sending a message, or non-verbal, such as switching on/off a button to activate a robot. 
Dialogue structure: we introduced structured dialogues through a Finite State Machine (FSM) that controls the current dialogue state and offers multiple suitable and relevant state transitions (actions) to the Wizard depending on the point in the interaction, the state of the world and the history. A graph of dialogue states, transitions and utterances is loaded when the system is initialised, and each chat room has its own dialogue state, which changes through actions.
System-changing actions: actions trigger transitions between the states in the FSM. We differentiate two types of actions:

Verbal actions, such as the dialogue options available at that moment. The Wizard can select one of several predefined messages to send, or type their own message if needed. Free text messages do not change the dialogue state in the FSM, so it is important to minimise their use by providing enough dialogue options to the Wizard. Predefined messages can also trigger other associated events such as pop-ups or follow-up non-verbal actions.

Non-verbal actions, such as commands to trigger events. These can take any form, but we used buttons to control robots in our data collection.

Submitting an action would change the dialogue state in the FSM, altering the set of actions available in the subsequent turn visible to the Wizard. Some dialogue options are only possible at certain states, in a similar way as to how non-verbal actions are enabled or disabled depending on the state. 
Answer: The answers are shown as follows:
* The Wizard can select one of several predefined messages to send, or type their own message if needed. Free text messages do not change the dialogue state in the FSM, so it is important to minimise their use by providing enough dialogue options to the Wizard. Predefined messages can also trigger other associated events such as pop-ups or follow-up non-verbal actions.