Opening a Module

When you first open a Module by double clicking on its icon, you will notice that there are several panes.

The numbers in the image above correspond with the information below.

  1. The upper left panel, called Objects, has icons divided into five tabbed groups.  They are Modules, Action Lists An Action An Action is a specific command that you can add to an Action List. There are five types of Actions: Vox, Listen, Goto, Transfer, and Hangup. List is a general term used to describe any place where you can string together a list of Actions. There are several types of Action Lists, each with a unique function and symbol: Mains, No Inputs, No Matches, Errors, Confirmations, and Responses., Actions An Action is a specific command that you can add to an Action List. There are five types of Actions: Vox A Vox is an Action that plays a sound file. You can record a Vox in your own voice You can fill out the Voice field when recording a Quick Vox or Library Vox. Filling out the Description is optional, but it allows you to keep track of your Voxes more easily. directly from the Speech Driven Information System. You can also use the Audio Manager The Audio Manager contains all of the audio files in the program. You can use the Audio Manager to create Library Voxes and to import other sounds into the Speech Driven Information System. You can also rerecord or change Voice, Description and Transcript information about all Library and Quick Voxes in the Audio Manager. to import recordings or sound effects that you have obtained from other sources., Listen A Listen tells the program to listen to the caller. It will then try to match what they say to the information you enter in the Grammar. A Listen is a Terminal Action. This means it will be the last Action in an Actions List., Goto A Goto is an Action that sends callers to another Module. A Goto is a Terminal Action. This means it will be the last Action in an Actions List., Transfer A Transfer is an Action that will hang up on callers. A Transfer is a Terminal Action. This means it will be the last Action in an Actions List., and Hangup A Hangup is an Action that will hang up on callers. A Hangup is a Terminal Action. This means it will be the last Action in an Actions List.., Annotations and Grammars The Grammar The Grammar contains the words and phrases for which the program will listen in a given Module. Concepts, Phrases, Confirmations, Responses, and the Phrase Library are all part of the Grammar List. contains the words and phrases Phrases are all the individual ways that a Concept A Concept is a general idea used to describe a group of Phrases. Phrases are the words for which the program will listen. For example, "Locations," "Your location," "Where you're located," and "Your address" are all Phrases that could be used within the Concept of "Locations." could be described and are the words and phrases for which the program will listen. Phrases are marked with a double quote. Each individual Phrase that makes up the Phrases is marked by a single quote. for which the program will listen in a given Module Modules are the individual elements you use to create your Information System. When you create an Information System, you are crafting a conversation between a computer and a live person. Each Module represents a single, distinct portion of that conversation. The different types of Modules are: Start, List, Multilevel, Overview, Yes/No, Goto, Hangup, Transfer, Global, Global Yes/No and Goto Project. Each Module has its own unique function and symbol.. Concepts, Phrases, Confirmations, Responses, and the Phrase Library The Phrase Library is used in the Natural Language module. It is composed of two types of Phrases. The first type of Phrases in the Phrase Library are words that are needed for Secondary Concepts. The second type of Phrases are words that should be ignored by the system. The system will recognize these phrases but will ignore them when it is trying to determine what was said. The more words and phrases recognized, the better the system will run. are all part of the Grammar List.. These tabs will help you remember how each icon is used.

  2. The lower left panel, Properties Properties allow you to control specific details of the program and how it runs. For example, the "Allow Barge-in Barge-in allows the caller to interrupt the system and jump ahead. If Barge-in is disabled, the caller will have to listen to every single Vox before they are allowed to reply." property detirmines whether the caller will be allowed to interrupt the system and jump ahead without listening to every single Vox. All the Properties are automatically set to their default value when you create a new Project. You can change the Properties for a specific item from the Properties Table, or you can change Properties for the entire Project from the Project Properties box., has six tabs: Project Each Project you create represents a single Speech Driven Information System. So, if you want to create three separate Information Systems, you will need to create three different Projects., Modules, Audio Library, Quick Audio, To Do, and Notes.  Project lets you know which project you are working on if there is more than one person using the program.  Modules is a list of modules you have created so far.  Audio Library is a list of Library records.  Quick Audio is a list of Quick Vox recordings.  To Do reminds you that there are objects that have not been finished within the whole project. Leaving unfinished objects can cause an error An Error is anything within the system itself that creates a glitch in the Speech Driven Information System, such as a missing Vox or a Goto that doesn't go anywhere., which will make the system hang up on the caller.  Errors will be covered later in this tutorial.  Notes allows you to put notations in the Call Flow View The screen where you can see all the Modules in your project and how they relate. This is where you design and view how a customer’s call will flow through your Speech Driven Information System from beginning to end..

  3. The lower right pane, Help, will remind you what you need in each part of each module to make the program run smoothly.  When you no longer need this help you can cover it by dragging down on the line that separates it from the upper section.  You can also change the shape of the table you are working on by doing the same.  Sometimes it is easier to work on a particular part when you can see more of the section.  In all of the examples in this tutorial, we have covered the Help section.  Your Help section will be showing, unless you cover it as well, so your screen might vary a little from ours.


Complete Help Topic List | Speech Platform Product Information