User's Guide To Voice Messaging

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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 Voice Messaging program. 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, Announcements, and Control points. These three objects allow you to design your entire Voice Messaging system.

Work Area

This portion of the program window displays the existing tree structure for your Voice Messaging system.

The System Tree and What It Means


When we say 'Tree', we're referring to the structure of your Voice Messaging program 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 Voice Messaging program. 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 14 illustrates this comparison of the family tree to the system tree:

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Figure 14 - 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 Voice Messaging system works the same way. Knowing this, let's look at the Voice Messaging tree again:

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Figure 15 - The Voice Messaging system tree

You can see why the structure is called a tree. All ECS Phone programs 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 Voice Messaging 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 (named Main Menu). At this point, the caller has four choices: They can press the "1" key to hear the church news, "2" to listen to the Restaurants' Announcements, "3" to listen to the Social Calendar, and "99" to exit the system. Figure 16 shows the caller's progress in the tree so far:

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Figure 16 - 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 the Church News, so they press 1. This moves them to the "Church News" prompt, as shown in Figure 17:

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Figure 17 - The caller moves to the Community Events Prompt

At this point, the caller listens to the activated auto-menu on the "Church News" Prompt. This auto-menu gives the caller the option to press "1" to hear the news from First Baptist Church, "2" for the news from St. Marks Catholic Church, or "3" to hear the news from Temple Israel.

The caller presses the 3 key on their phone, and the caller moves to the news from Temple Israel. The Announcement plays its speech to the caller. Figure 18 shows the caller's progress thus far:

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Figure 18 - The caller on the "Temple Israel" Announcement

When the Announcement finishes playing, it returns to its parent Prompt (this is the default setting for the Goto control on the Announcement).

While the caller is listening to the auto-menu again, they press the * (star) key on their phone. This special key allows the caller to back up to the parent Prompt of the current Prompt. In this case, the caller jumps from the "Church News" Prompt to the Initial Prompt (menu). Figure 19 illustrates this jump:

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Figure 19 - 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 Restaurants' Announcements, as shown in Figure 20:

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Figure 20 - The caller at the "Restaurants" Prompt

This Prompt gives the caller three options. The first is the El Jarro Mexican Cafe, the second is the Papa Leone's, and the third is the China Wall. The caller presses 2, to hear the "Papa Leone's" Announcement. Figure 21 shows this progression:

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Figure 21 - The caller at the "Papa Leone's" Announcement

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

At the "Restaurants" 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 22 shows these final movements in the tree:

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Figure 22 - 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, 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 Voice Messaging 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 (menu) - 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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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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Announcement - This tree object's basic purpose is to play an announcement speech when the caller reaches the Announcement. The Announcement object appears as a small yellow rectangle with an "A" on it.

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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 program. This means that you can access part of another program through the Voice Messaging 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 23 shows how the System Greeting box appears:

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Figure 23 - 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.

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 24 shows the Initial Prompt box so you can take a closer look:

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Figure 24 - 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 instructional 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.

Currently the No TT Jump field contains a "3100". This is the ID number for the "Social Calendar -- Singer Museum" Announcement. This means that a non-touch tone caller can at least hear the announcement of upcoming events at the Singer Museum. The ID number of an object is the sum of all of the touch tones you would press to get to the object from the Initial prompt.

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

"Church News, 1; Restaurants, 2; Social Calendar, 3; 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 25 shows how the Prompt box appears:

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Figure 25 - The Prompt box

The Details

In the Example Tree

There are three separate Prompts in the example system tree: The "Church News" Prompt, the "Restaurants" Prompt, and the "Social Calendar" Prompt.

"Restaurants" Prompt

The caller reaches this Prompt by pressing the 2 key at the Initial Prompt. The "Restaurants" Prompt box appears as shown in Figure 26:

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Figure 26 - The "Restaurants" Prompt box

You may notice that the Auto-Menu feature is enabled. This is to make updating the Announcements easier for you. Instead of recording a new speech each time Announcements change, the "auto-menu" control makes a menu using the ID speeches of the Announcements. Also, notice the script for the Main speech that plays before the auto-menu. This gives the caller some idea of what they need to do to use the system.

When the caller reaches this Prompt, they hear an introduction to the "Restaurants" auto-menu. Then the menu of Restaurants plays, including the numbers to press to hear a specific Announcement. The caller can go to one of the three Announcements under this Prompt. They are the "El Jarro Mexican Cafe" Announcement, the "Papa Leone's" Announcement, and the "China Wall" Announcement.

Announcements

Let's view the details of an Announcement box:

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Figure 27 - The Announcement box

The main purpose of the Announcement tree object is to play an informative message.

The Details

You can select either the Goto option or the Hang-up Phone option, but never both. If you select one option, the black dot appears in the corresponding circle. At the same time, the black dot in the other circle disappears, thereby unselecting the corresponding option.

    Goto - The Goto option allows you to go to another part of the tree. Normally, the Goto option is selected (as indicated by the small black dot in the circle), and the field beside the Goto contains "*". The star (asterisk) always sends the caller back to this Advertisement's parent Prompt. By activating the Goto option and entering a tree object's ID number (which is like its 'address' in the tree), the caller then goes to that object when this object finishes.

    Hang-up Phone - This option, when selected, tells the program to hang up the phone after completing this Announcement's tasks.

Include in TT Directory - The Include in TT Directory check box is an advanced feature, and is more commonly used in the other ECS Phone programs. For more information on this setting, refer to "Chapter 8: Advanced Functions And Features".

Announcement Script - 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. We'll talk more about recording speech later.

Play button - Clicking on this button allows you to play the speech associated with the object, if the object has a speech recorded for it. This is useful if you want to hear a speech recorded for this object.

Record button - This button allows you to begin recording speech for a tree object. We'll talk more about recording speech later.

OK button - This button confirms the settings on the object. If you made any changes, the changes save and you return to the tree view.

Cancel button - This button allows you to avoid saving any changes and return to the tree view. You use this button when you've made some changes that you decide not to keep, and you want the tree object to return to its original format.

Status line - This is the area at the bottom of the box that displays notes pertaining to the parts of the box. For instance, you can move the mouse pointer to a control on the box and receive information pertaining to the function or purpose of that control.

In the Example Tree

There are nine Announcements in the example system tree, and they are divided into three groups. The first three Announcements, are "Church News" Announcements, meaning that they are the children of the "Church News" Prompt. The next three are children of the "Restaurants" Prompt. The last three are the children of the "Social Calendar" Prompt.

"Restaurants" Announcements

Figure 28 shows the Announcements that branch from the "Restaurants" Prompt, and their parent Prompt:

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Figure 28 - The "Restaurants" Announcements

Since each of these Announcements are very similar (only the Descriptions, Scripts, and speeches are different), Figure 29 below shows the first one, the "El Jarro Mexican Cafe" Announcement.

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Figure 29 - The "El Jarro Mexican Cafe" Announcement

This is about as standard as Announcements get. As you can see, this Announcement plays a speech concerning a town meeting, then returns to its parent Prompt (via the Goto *).

All of the other Announcements are configured identically to this one. Only their speeches, names, 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 program. Figure 30 shows the Control Point box:

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Figure 30 - The Control Point box

The Details

You can select either the Goto option or the Hang-up Phone option, but never both.

Goto - The Goto option allows you to go to another part of the tree. Normally, the Goto option is selected (as indicated by the small black dot in the circle), and the field beside the Goto contains "*". The star (asterisk) always sends the caller back to this Advertisement's parent Prompt. By activating the Goto option and entering a tree object's ID number (which is like its 'address' in the tree), the caller then goes to that object when this object finishes.

    Hang-up Phone - This option, when selected, tells the program to hang up the phone after completing this Control Point's tasks.

Transfer Caller To - This option, when selected, transfers the caller to another number. Then the application hangs up, leaving the caller is connected to the new number. The application will then answer the next incoming call.

This option will only work if the phone line that you are running your program on supports conference calling. For more information about using this control, see "Chapter 8: Advanced Functions and Features."

OK button - This button confirms the settings on the object. If you made any changes, the changes save and you return to the tree view.

Cancel button - This button allows you to avoid saving any changes and return to the tree view. You use this button when you've made some changes that you decide not to keep, and you want the tree object to return to its original format.

Status line - This is the area at the bottom of the box that displays notes pertaining to the parts of the box. For instance, you can move the mouse pointer to a control on the box and receive information pertaining to the function or purpose of that control.

In the Example Tree

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

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Figure 31 - 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 Hang-up 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 at 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.

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 the example tree in Figure 32:

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Figure 32 - Announcement ID for "Papa Leone's" Announcement

Looking at the "Papa Leone's" Announcement, we see that its relative number is "101". This means that it has this ID relative to its Announcement group.

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

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As you can see, the Announcement ID is "2101". This is the absolute Reference Number for this tree object. No other tree object may use this number (the program 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 Voice Messaging System Editor.

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

Also, consider that there is no rule that says an object's relative ID can only be a single digit. If this were the case, then you could only have ten objects at any level (1, 2, 3, 4, 5, 6, 7, 8, 9, 0). This would limit an Announcement group to ten announcements. In some cases, this is a good thing; a lengthy menu of items may wear on the caller and most callers can only handle four to five options on a menu.

The Script Editor


The Script Editor is a large field that appears at the bottom of Prompt and Announcement 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 becomes the 'script' for the speech when you record. This eliminates the need for a bunch of hand-written speech notes cluttering your desk. Figure 33 shows an example of the Script Editor:

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Figure 33 - 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.

When you move the mouse pointer into the Script Editor field, the mouse pointer changes from an arrow to a script editing cursor. Figure 34 Shows this change:

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Figure 34 - Mouse pointer change in the Script Editor

When you click anywhere in this field, 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 Arrow

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.

Delete

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

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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 or Announcement 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 35 shows how the Record box appears in the program:

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Figure 35 - 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 or Announcement 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 36 shows how the Play box appears in the program:

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Figure 36 - 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 37 shows how the Insert Tree Object box appears on the screen:

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Figure 37 - The Insert Tree Object box

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


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