User's Guide To Talking Classifieds

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Chapter 4: The System Editor

Chapter 4: The System Editor


Introduction


Overview

This chapter discusses the concepts of the System Editor that you use to build and maintain your Talking Classifieds application. You will become familiar with the various objects used as the building blocks of your own system. For each type of object, we explain how it works and how you use the editor to create, configure and manipulate that object. Specifically, this chapter explains to you:

Terms

Clipboard

A special storage area in Windows that temporarily stores cut or copied information, such as text or speech files.

Control

A graphic representation on a box that you use to perform a function or feature. A control may be a field, check box, or button.

Default

Any preset or preselected item, control, or field. Most commonly, the default setting of a control is the normal or recommended setting.

Menu Bar

This contains a list of menu headings. Clicking on a menu heading displays the menu corresponding to the selected menu heading. The menu options relate to the menu heading they fall under.

Object ID Number

A number used to identify tree objects in the tree. The ID number of an object is the sum of all touch tones a caller would press to get to that object from the Initial Prompt.

Tool Button Ribbon

This is a vertical display of buttons that allow you to edit and modify the tree. These buttons correspond to menu commands located under the menu headings on the tool bar.

Tree Objects

These are the components you use to make your system. There are three types of tree objects you can use: Prompts, Headings, Advertisements, and Control points. These three objects allow you to design your entire Talking Classifieds system.

Work Area

This portion of the application window displays the existing tree structure for your Talking Classifieds system.

The System Tree and What It Means


When we say 'Tree', we're referring to the structure of your Talking Classifieds application as it appears in the work area. Think of your system tree as a family tree--a family tree has branches, and so does the system tree of your Talking Classifieds application. Keeping with this visualization, you can see that this matriarchal family tree has mothers, grandmothers, great grandmothers, daughters, grand-daughters, nieces, and so on. Figure 24 illustrates this comparison of the family tree to the system tree:

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Figure 24--The Family tree and the System Tree

As with any family tree, all of the children spring from their ancestors. These children have children, and the tree begins to branch and grow.

To carry the family tree analogy a step further, a family tree has a main ancestor from which branches of relatives grow. From those branches, other branches grow, and branches grow from those branches, and so on. The Talking Classifieds system works the same way. Knowing this, let's look at the Talking Classifieds tree again:

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Figure 25--The Talking Classifieds System Tree

You can see why the structure is called a tree. All ECS Phone applications share this structure. This tree structure then is a representation of how a caller would use touch-tones to move around the system.

For Example: Suppose a caller calls into your Talking Classifieds system. The first thing they hear is the welcome speech on the System Greeting object. They then hear the first menu on the Initial Prompt (Menu). At this point, the caller has three choices: They can press the "1" key to hear what people are looking to buy, "2" to listen to what people have for sale, and "99" to exit the system. Figure 26 shows the caller's progress in the tree so far:

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Figure 26--The caller's progress in the tree

The Initial Prompt is a type of Prompt, and a Prompt waits for a touch tone before it does anything.

The caller decides they want to listen to what people want to buy, so they press 1. This moves them to the "Wanted" Prompt, as shown in Figure 27:

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Figure 27--The caller moves to the "Wanted" Prompt

At this point, the caller listens to the activated auto-menu on the "Wanted" Prompt. This auto-menu gives the caller the option to press "0" to hear the menu of "Generally Red Things" or "1" for the menu of "Generally Green Things".

The caller presses the 0 key on their phone, and the caller moves to "Generally Red Things". The "Generally Red Things" Heading plays its menu of Advertisements to the caller. Then the caller presses 11 to listen to the "Fire Engine" Advertisement. Figure 28 shows the caller's progress thus far:

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Figure 28--The caller on the "Fire Engine" Advertisement

When the Advertisement finishes playing, the caller returns to the parent Heading (this is the default action for a completed Advertisement).

While the caller is listening to the menu again, they press the * (star) key on their phone twice. This special key allows the caller to back up to the parent Prompt of the current Prompt or Heading. In this case, the caller jumps from the "Generally Red Things" Heading to the "Wanted" Prompt, then to the Initial Prompt. Figure 29 illustrates these jumps:

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Figure 29--The Jump back via the * key

Listening to the Initial Prompt's auto-menu, the caller then presses the 2 key, so they can hear the menu for the items for sale, as shown in Figure 30:

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Figure 30--The caller at the "For Sale" Prompt

This Prompt gives the caller two options. The first is the "Generally Red Things" Heading, the second is the "Generally Green Things" Heading. The caller presses 1, to hear the auto-menu for "Generally Green Things". Then they press 11 to hear the "Four Leaf Clovers" Advertisement. Figure 31 shows this progression:

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Figure 31--The caller at the "Four Leaf Clover" Advertisement

Now the caller isn't quite sure they heard the Advertisement correctly, so they press the # (pound) key. This special key plays the current message again. The caller hears the same Advertisement again, and then returns to the parent Heading (via the default "Goto" setting on the Advertisement). The caller presses * to return to the "For Sale" Prompt.

At the "For Sale" Prompt, the caller presses * to return to the Initial Prompt. When they hear the auto-menu, they press 99, to exit the system. The "Exit System" Control point is configured so that it hangs up when the caller reaches it. The system hangs up, and the call ends. Figure 32 shows these final movements in the tree:

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Figure 32--The caller's last movements in the system

The reason for the Control Point having a two-digit ID is so the caller won't accidentally exit the system. Although the caller could simply hang up to leave the system, this Control point gives them a definite leaving point.

The Tree Objects


There are two permanent tree objects that act as originating ancestors for the system tree, and three objects that you can use to create 'branches' in the Talking Classifieds system tree. We'll discuss the purpose of each of these elements, and how they work in the system tree.

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System Greeting--This object appears in the tree in the upper left corner of the Work area (it's that small blue rectangle with an "S" on it). This is the first object in the tree that callers reach when they call into the system. The System Greeting usually contains a speech that welcomes the caller to the system. This is a permanent object in the tree.

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Initial Prompt--This tree object appears as a small red folder, located directly under the System Greeting. Normally, you record instructions for callers using the system, onto this object, as well as a menu of options. This tree object is also a permanent object in the tree.

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Heading--This tree object appears as a small light blue folder with an "H" on it. Its primary purpose in the system tree is to keep track of the Advertisements under it. The Heading also provides a menu of the Ads that are its children. Headings can only have Advertisements as children.

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Prompt--This object allows you to do a number of things, but its basic purpose is to Prompt the caller for a touch-tone response. A Prompt commonly acts as a menu for its children (i.e. branches coming from this Prompt branch). A Prompt appears as a small green folder.

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Advertisement--This tree object's basic purpose is to play an Advertisement. The Advertisement object appears as a small yellow rectangle with an "A" on it. Advertisements can only be placed under Headings (i.e., they can only be the children of Headings.

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Control Point--A Control Point appears as a small pink rectangle with a "C" on it. Control Points allow you to perform special functions. Its primary function is to 'chain' to another ECS Phone application. This means that you can access part of another application through the Talking Classifieds system tree.

Tree Object Details


Now that you've been introduced to the tree objects, you now know their purpose. This section now builds upon the previous discussions by stating the rules and details of each object and its controls. This section also relates each of these objects to the example system tree we shipped to you.

The System Greeting

As stated previously, the System Greeting is the first thing the caller hears when they call into the system. Think of it as a sort of welcome mat at the front door of your system.

The Details

Figure 33 shows how the System Greeting box appears:

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Figure 33--The System Greeting box

The parts and purpose of the System Greeting box are as follows:

In The Example System Tree

Looking at the "System Greeting" box in the example system tree, we can see that the current setup answers the phone after the second ring, plays the greeting speech, then goes to the "Initial Prompt". You can also see that the maximum number of Advertisements that can be in one category is 20. Also you can see that an Advertisement is deleted from the system after it has been available for 7 days.

Initial Prompt (menu)

Our discussion of the "System Greeting" now takes us to the "Initial Prompt" object. This object, like the "System Greeting", is a permanent tree object. Figure 34 shows the Initial Prompt box so you can take a closer look:

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Figure 34--The "Initial Prompt" box

The Details

In the Example System Tree

Looking at the "Initial Prompt" information, you may deduce the purpose of this tree object: When the caller reaches this tree object, they hear the system instruction speech recorded for this object (the script for this speech appears in the "Prompt Script field"). They then hear the auto-menu, which plays a menu of the messages they may listen to. The auto-menu also tells the caller which numbers to press on their phones to access these messages.

At this point, the touch-tone caller could branch to one of three places. The auto-menu on the Initial Prompt gives the caller the following choices:

"Wanted, 1; For Sale, 2; Hang up and leave the system, 99."

Prompts

A Prompt's primary job is to wait for a touch-tone, then go to the object that corresponds to that touch-tone. Figure 35 shows how the Prompt box appears:

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Figure 35--The Prompt box

The Details

In the Example Tree

There are two Prompts in the example system tree: The "Wanted" Prompt and the "For Sale" Prompt. Since both of these Prompts perform similar functions, let's take a look at the "For Sale" Prompt.

The caller reaches this Prompt by pressing the 2 key at the Initial Prompt. The "For Sale" Prompt box appears as shown in Figure 36:

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Figure 36--The "For Sale" Prompt box

You may notice that the Auto-Menu feature is enabled. This is to make updating the objects under this Prompt easier for you. Instead of recording a new speech each time a Prompt or Heading is added, the "auto-menu" control makes a menu using the ID speeches of the Prompts and Headings. Also, notice the script for the Main speech that plays before the auto-menu. This gives the caller some idea of how the system works so they know what to do.

When the caller reaches this Prompt, they hear an introduction to the "For Sale" auto-menu. Then the menu of the Headings plays, including the numbers callers press to hear a specific Heading. The caller can go to one of the two Headings: "Generally Red Things" and "Generally Green Things". There are three Advertisements under each of these Headings. Under the "Generally Red Things" Heading are the "Red Wagon" Advertisement, the "Fire Engine" Advertisement, and the "Apples, Delicious" Advertisement. Under the "Generally Green Things" Heading are the "Mint Juleps" Advertisement, the "Four Leaf Clovers" Advertisement, and the "Apples, Granny Smith" Advertisement.

Headings

Headings are the tree objects that act as the parent of the Advertisements in the system tree. Figure 37 shows the controls on the Heading box:

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Figure 37--The Heading box

The Details

The Details of the controls on the Heading box are as follows:

In the Example Tree

There are four Headings in the example system tree: The "Generally Red Things" Heading and the "Generally Green Things" Heading under the "Wanted" Prompt, and the "Generally Red Things" Heading and the "Generally Green Things" Heading under the "For Sale" Prompt. Since all of these Headings perform similar functions, let's take a look at the "Generally Red Things" Headings under the "Wanted" Prompt. Figure 38 above shows the details for this Heading.

The caller reaches this Heading by pressing the 0 key at the "Wanted" Prompt.

Looking back at Figure 38, you may notice that the Auto-Menu feature is enabled. This is to make updating the Advertisements under this Heading easier for you. Instead of recording a new speech each time an Advertisement is added under this Heading, the "auto-menu" control makes a menu using the ID speeches of the child Advertisements. Also, notice the script for the Main speech that plays before the auto-menu. This gives the caller some idea of where they are in the system and what to expect.

When the caller reaches this Heading, they hear an introduction to the "Generally Red Things" auto-menu. Then the menu of Advertisements under this Heading plays, including the numbers callers press to hear a specific Advertisement. The caller can go to one of the three Advertisements under this Heading: The "Red Wagon" Advertisement, the "Fire Engine" Advertisement, or the "Apples, Delicious" Advertisement.

Advertisements

Let's view the details of an Advertisement box:

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Figure 39--The Advertisement box

The main purpose of the Advertisement tree object is to play an informative message, which will usually describe an item and include instructions for contacting someone.

The Details

In the Example Tree

There are twelve Advertisements in the example system tree, and they are divided into four groups. The first three Advertisements are "Wanted--Generally Red Things" Advertisements, meaning that they are the children of the "Generally Red Things" Heading. The next three are children of the "Generally Green Things" Heading, under the "Wanted" Prompt. Next are the children of the "Generally Red Things" Heading, under the "For Sale" Prompt. Then the children of the "Generally Green Things" Heading under the "For Sale" Prompt. Obviously, this is not a serious tree (although its structure is valid). We have created it in this manner to show you the concepts of classifications under Heading and Prompts.

As an example, look at the Advertisements for the "Generally Red Things" Heading, under the "Wanted" Prompt.

These are the Advertisements that branch from the "Generally Red Things" Heading, which is their parent Heading. Since each of these Advertisements are very similar (only the Descriptions, Scripts, and speeches are different), Figure 40 below shows the first one, the "Red Wagon" Advertisement.

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Figure 40--The "Red Wagon" Advertisement

This is about as standard as Advertisements get. As you can see, this Advertisement plays a speech concerning a red wagon that someone wants to buy. After the speech plays, the caller returns to its parent Heading (via the "Goto *"). Also, you will notice that the "Date:" field shows 1/11/94. Therefore, since the "Delete old Ad in __ Days" field of the System Greeting is set to "7", this Advertisement will be deleted on 1/18/94.

All of the other Advertisements are configured identically to this one. Only their speeches, names, dates, and locations are different.

Control Points

The purpose of the Control Point is to control the flow of events in the system tree. Not only does a Control Point allow you to go to another part of the tree, it also allows you to go to another ECS Phone application. Figure 41 shows the Control Point box:

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Figure 41--The Control Point box

The Details

In the Example Tree

The caller accesses the "Exit System" Control Point by pressing 99 on their phone. Take a closer look at the "Exit System" Control Point:

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Figure 42--The "Exit System" Control Point

The first thing you should notice is that this Control Point has "99" as its ID number. The reason for this is so the caller won't accidentally exit the system by pressing a single touch tone.

The only activated control on this object it the "Hangup Phone" control. When the caller reaches this tree object, the system hangs up the phone.

The purpose of the "Exit System" Control Point is to give the caller a place to hang up (knowing it's safe to do so at an option called "Exit System"). You could make a system without a hang up point, but the caller might feel funny about just hanging up. The "Exit System" Control Point just makes hanging up a more comfortable procedure for the caller. If you decide not to provide your callers with a place to hang up, make sure to least tell them something like "You can hang up at any time during this call to exit this service". A message like this would best be placed with the system instructions (like those found on the Initial Prompt).

Another reason for including a hang up Control Point is for using the "Chain To" function in the Combination Application. This hang up point allows the system to 'unchain' from the current application, and return to the Combination Application. The Combination Application is discussed in more detail in the User's Guide to Business Manager manual.

You will also notice another type of Control Point in the system tree. There are two Touch Tone Directory Control Points. The purpose of these Touch Tone Directory Control Points is to help callers get to the Advertisement that they wish to listen to. Look at the "Directory, Wanted" Control Point, shown in Figure 43:

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Figure 43--The "Directory, Wanted" Control Point

As you can see, the "List Touch Tone Directory" Control Function is enabled. The fact that this Control Function is enabled is designated by the option button, the white circle to the right side of the option, has a black circle within it.

What the "List Touch Tone Directory" function does is allows the caller to enter the first few letters of the Advertisement that they wish to hear, using the corresponding keys on their phone. The system then plays a listing of all the Advertisements that have those first few letters in their Description. For more information about Touch Tone Directories, refer to "Chapter 8: Advanced Functions and Features".

Object ID's: What They Do And What They Mean


A tree object's ID number allows you to locate that object when you remotely access your system. Also, ID's allow you to know where an object is in the system tree.

If you look at your system tree, you'll notice that each object in the tree has a picture, number, and description associated with it. The number is the relative location of the object.

If you double click a tree object to view the detailed information box, you'll notice that in some cases the ID number for that tree object is different. This is because the ID Number is an absolute reference number for that object.

To illustrate this idea of relative and absolute ID's, let's look at a section of the example tree:

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Looking at the "Fire Engine" Advertisement, we see that its relative number is "11". This means that it has this ID relative to its Advertisement group. Also, this is the number that the caller would need to touch tone from the Parent Heading to get to this Advertisement.

Looking at the Detail box for this Advertisement, you see:

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As you can see, the Advertisement ID is "1011". This is the absolute Reference Number for this tree object. No other tree object may use this number (the application simply won't allow it). Due to the ID's uniqueness, it is this number that you use as a Reference Number when using the remote access part of the Talking Classifieds System Editor.

The maximum length of any object's ID (other than Advertisements) is ten digits. If you feel the need for more, then your tree structure is too complex.

Advertisements are limited to numbers from 10 to 99, which are all of the two-digit numbers.

The Script Editor


The Script Editor is a large field that appears at the bottom of Prompt, Heading, and Advertisement boxes, as well as the Initial Prompt box. You use this field as part of the speech recording procedure. This field allows you to enter as much text as you wish. This text acts as a 'script' for the speech when you record. This eliminates the need for a bunch of hand-written speech notes cluttering your desk. Figure 44 shows an example of the Script Editor:

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Figure 44--The Script Editor

The white area of the box accepts text, as long as the "Enable Speech" option is active (i.e., the check box contains an "X"). The scroll bar along the right side of the text field allows you to move up and down through the text.

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When you move the mouse pointer into the Script Editor field, the mouse pointer changes from an arrow to a script editing cursor. The illustration in the margin shows this change. When you click anywhere in the Script Editor, a cursor appears. You can use the mouse to place the cursor where you want in a body of text.

The following is a list of keys you can use to perform certain movement and editing functions in the Script Editor:

Key or Key Combination

Effect or Function

Up Arrow

Moves the cursor up through the text, one line at a time.

Down Arrow

Moves the cursor down through the text, one line at a time.

Right Arrowx

Moves the cursor to the right, one character at a time.

Left Arrow

Moves the cursor to the left, one character at a time.

PgUp

Moves the cursor up one page (screen section).

PgDn

Moves the cursor down one page (screen section).

Home

Moves the cursor to the beginning of the current line.

End

Moves the cursor to the end of the line.

Deletes

Deletes the characters to the right of the cursor, one character at a time.

Backspace

Deletes the characters to the left of the cursor, one character at a time.

Ctrl+Home

Moves the cursor to the absolute beginning of the text.

Ctrl+End

Moves the cursor to the absolute end of the text.

Ctrl+ C

Copies the selected (highlighted) text to the Clipboard.

Ctrl+ X

Cuts the selected (highlighted) text from the Script Editor to the Clipboard.

Ctrl+ V

Pastes the text in the Clipboard to the cursor's current location in the text.

You use the Script Editor any time that you can record a speech (other than the ID speech).

The Record Box


The Record box is the box that appears when you click the "Record" button or the "Record ID" button on a Prompt box, Heading box, or Advertisement box. You also see the Record box if you click the "Record" button on the Initial Prompt box, or the "Record ID" button on a Control Point box. You use this box to record the descriptions and speeches for your tree objects. Figure 45 shows how the Record box appears in the application:

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Figure 45--The Record box

The fields and controls on the Record box are as follows:

The Play Box


The Play box is the box that appears when you click the "Play" button or the "Play ID" button on a Prompt box, Heading box, or Advertisement box. You also see the Play box if you click the "Play" button on the Initial Prompt box, or the "Play ID" button on a Control Point box. You use this box to play back the descriptions and speeches you recorded for your tree objects. Unlike the Record box, you can not record any speech in the Play box. Figure 46 shows how the Play box appears in the application:

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Figure 46--The Play box

The fields and controls on the Play box are as follows:

The Insert Tree Object Box


The Insert Tree Object box appears whenever you add or paste a tree object to your system tree, or move an object to another part of the tree. Figure 47 shows how the Insert Tree Object box appears on the screen:

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Figure 47--The Insert Tree Object box

The parts of the Insert Tree Object box are as follows:


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