82,891
edits
Amwelladmin (talk | contribs) No edit summary |
Amwelladmin (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{a|negotiation|}}''To be merged into [[A faster horse - technology article|a faster horse]]''<br> | {{a|negotiation|}}''To be merged into [[A faster horse - technology article|a faster horse]]''<br> | ||
The [[Toyota Production System]] (TPS) was created by Toyota’s chief engineer Taiichi Ohno to eliminate [[waste]], called “muda.” [[Waste]] — as opposed to ''cost'', is the enemy on any production line: a process that is | The [[Toyota Production System]] (TPS) was created by Toyota’s chief engineer Taiichi Ohno to eliminate [[waste]], called “muda.” [[Waste]] — as opposed to ''cost'', is the enemy on any production line: a process that is ''inherently necessary'' must add value, even if it is expensive<ref>If you can’t configure it so it costs less than the value it adds, consider why you are running the process ''at all'': you have a loser of a business.</ref> so you should be cool about paying a fair value for it. | ||
Processes which do ''not'' add value are inherently wasteful. The job is to eliminate waste, not cost ''[[per se]]''. To get rid of waste, you have to know exactly what waste is and where it exists. | |||
Doctor Ohno categorised [[seven wastes|seven types of waste]] and for each one, suggested reduction strategies. | |||
Even though he was talking about a phyiscal manufacturing line, Doctor Ohno’s categories of waste cross over pretty well to the contract [[negotiation]] process, a fact which seems to have escaped every [[management consultant]] who has ever ruminated on the issue. A lot of them have. | |||
Anyway, here, with feeling, are the seven wastes, as applied to contract [[negotiation]]: | Anyway, here, with feeling, are the seven wastes, as applied to contract [[negotiation]]: | ||
===Overproduction=== | ===1. {{wasteprov|Overproduction}}=== | ||
''Don’t make what you don’t need.'' <br> | |||
* | |||
Don't make things ''before'' they are needed, or if they ''aren’t'' needed. Seems obvious, right? In the contract [[negotiation]] world, “manufacture” is [[sales]]-led and the negotiation process with direct client — you can’t negotiate without one, so there is buyer for every product, right? — so {{wasteprov|overproduction}} seems irrelevant. But is it? | |||
*Many {{tag|contract}}s get negotiated, but never executed: the client may not be serious, it may change its mind, or it may not accept your fundamental terms. Some times this is foreseeable, but it should be [[Sales]]’ job to identify and weed out clients who are highly likely never to executed a contract. Finding out you have a deal-breaker after a nine-month negotiation is a ''huge'' waste of time and resources. | |||
*Even where the contract is executed, the revenue that accrues is not a function of executing the contract, but ''trading'' under it. A {{tag|contract}} that is concluded but rarely or never traded under is an example of [[over-production]]. Again, Sales should be responsible for identifying good quality potential revenue, and should be [[incentive|incentivised]]<ref>This means penalised for costs the same way Sales is rewarded for revenues.</ref> not to introduce poor prospects into the funnel. | |||
'''summary''': {{wasteprov|Overproduction}} is generally a [[sales]] problem. It is not easy to fix as it involves predicting the future, but the costs can at least be allocated to sales (in the same way that revenue is!) | |||
=== | ===2. {{wasteprov|waiting}}=== | ||
Whenever goods are not moving or being processed, the waste of waiting occurs. | Whenever goods are not moving or being processed, the waste of {{wasteprov|waiting}} occurs. | ||
*'''Drafts out to client''': The negotiation process requires client input. | *'''Drafts out to client''': The negotiation process requires client input. {{wasteprov|waiting}} on that is wasteful and is largely outside our control? Largely but not entirely: the ''easier'' and ''less objectionable'' we can make the client’s review, all other things being equal, the faster it will come back. How to make it easier and less objectionable? | ||
:*'''Make it ''shorter''''': the fewer words to read, the faster you read it. | :*'''Make it ''shorter''''': the fewer words to read, the faster you read it. | ||
:*'''Make it ''nicer''''': Don’t include terms you don’t ''really'' need. Do you really need that [[NAV trigger]]? Before you say yes we do need it, ask yourself, ''“how many times have I ever actually enforced a [[NAV trigger]]?”''<ref>The answer, for the fiendishly interested, is ''never''.</ref> | :*'''Make it ''nicer''''': Don’t include terms you don’t ''really'' need. Do you really need that [[NAV trigger]]? Before you say yes we do need it, ask yourself, ''“how many times have I ever actually enforced a [[NAV trigger]]?”''<ref>The answer, for the fiendishly interested, is ''never''.</ref> | ||
*'''[[Escalation]]''': Eventually the client comes back to you, and they don’t like that NAV trigger. The negotiator needs to escalate this to the [[credit]] team. This involves composing that email, sending it and waiting for [[credit]] to read it and answer. [[Credit]] will, eventually, be fine with dropping the [[NAV trigger]] — that is a 15 sec decision, but it took 24 hours to achieve. Reduce this wait time by: | *'''[[Escalation]]''': Eventually the client comes back to you, and they don’t like that NAV trigger. The negotiator needs to escalate this to the [[credit]] team. This involves composing that email, sending it and {{wasteprov|waiting}} for [[credit]] to read it and answer. [[Credit]] will, eventually, be fine with dropping the [[NAV trigger]] — that is a 15 sec decision, but it took 24 hours to achieve. Reduce this wait time by: | ||
:*Standardising terms to pre-approve obvious giveaways empowering negotiators to approve common points of contention | :*Standardising terms to pre-approve obvious giveaways empowering negotiators to approve common points of contention | ||
:*Recalibrating standards to reducing gap between “starting offer” and “walkaway point” so that escalation not necessary: | :*Recalibrating standards to reducing gap between “starting offer” and “walkaway point” so that escalation not necessary: | ||
Line 30: | Line 37: | ||
:*Legal opinions | :*Legal opinions | ||
===Transporting=== | ===3. {{wasteprov|Transporting}}=== | ||
Transporting product between processes is a cost incursion which adds no value to the product. | {{wasteprov|Transporting}} product between processes is a cost incursion which adds no value to the product. | ||
*Escalation points | *Escalation points | ||
*Execution processes | *Execution processes | ||
*Storage processes | *Storage processes | ||
===Over-processing=== | ===4. {{wasteprov|Over-processing}}=== | ||
Often termed as “using a sledgehammer to crack a nut,” many organizations use expensive high precision equipment where simpler tools would be sufficient. | Often termed as “using a sledgehammer to crack a nut,” many organizations use expensive high precision equipment where simpler tools would be sufficient. | ||
*Credit points never used | *Credit points never used | ||
Line 44: | Line 51: | ||
*Reading/reviewing unnecessary/convoluted text | *Reading/reviewing unnecessary/convoluted text | ||
===Unnecessary Inventory=== | ===5. Unnecessary {{wasteprov|Inventory}}=== | ||
Work in Progress (WIP) is a direct result of overproduction and waiting. | Work in Progress (WIP) is a direct result of overproduction and {{wasteprov|waiting}}. | ||
===Unnecessary Motion=== | ===6. Unnecessary {{wasteprov|Motion}}=== | ||
This waste is related to ergonomics and is seen in all instances of bending, stretching, walking, lifting, and reaching. | This waste is related to ergonomics and is seen in all instances of bending, stretching, walking, lifting, and reaching. | ||
*Hand-offs | *Hand-offs | ||
Line 53: | Line 60: | ||
*Escalations | *Escalations | ||
===Defects=== | ===7. {{wasteprov|Defects}}=== | ||
Having a direct impact to the bottom line, quality | Having a direct impact to the bottom line, quality {{wasteprov|Defects}} resulting in rework or scrap are a tremendous cost to organisations. | ||
*the more complex the product, the more room for error | *the more complex the product, the more room for error | ||
{{ref}} | {{ref}} |