Getting started

Setting up the duty roster

The guided path for admins – in three stages from "plan and staff shifts" via time accounts to rules and violations, with everything you can leave out

The duty roster is the module with the most settings. This page walks through the setup in the order in which the parts build on each other. Each stage can be used on its own: a house can plan productively after stage 1 and switch on stages 2 and 3 later or never.

StageWhat you can doWhat you need
1 – Plan and staff shiftsCreate shifts, assign people, commit, send out operational plansFunctions, crafts, planning rights, work profiles
2 – Calculate working timeTarget and actual hours per week, time account, overtime, work time overviewWork time patterns, user contracts, assignment per person
3 – Rules and violationsCheck working time law, collective agreements and house rules, manage substitute days offStage 2 (contracts), rules, shift groups where needed

In addition there are features you can switch on at any time, regardless of the stage, such as templates, the release workflow or shift confirmation – see Available at any time.

Where the settings are

Everything on this page is under System → Shift settings (permission View and edit shift settings) and in the person's profile under Users (permission Manage workers). The Shift Settings tab is a long page: the switches are at the top, below them Crafts, Global qualifications, Craft functions and Time presets for shifts.

Stage 1: Plan and staff shifts

After this stage you can create shifts, assign people by drag & drop and commit weeks. The order matters: the craft dialog only offers functions that already exist.

Create functions. In the Shift Settings tab, further down in the Craft functions section, with New qualification: name and icon, for example Master, Specialist, Assistant, Rigging. Functions are the slots a shift offers ("2 × specialist, 1 × master"). artwork ships Mitarbeiter (worker) and Meister (master); Mitarbeiter cannot be deleted because it serves as the fallback function.

  • A function applies to every craft you assign it to. Create it in general terms (Specialist), not per craft (Lighting specialist).
  • Is taken into account for new shifts has only a small effect: it controls the function columns in a project's personnel plan export. The shift dialog always offers all functions of the craft.
  • The drag & drop order sets the order in shifts and in the workforce panel.

Functions and qualifications

Create crafts. At the top in the Crafts section with New Craft. Crafts usually follow the house's departments: stage, lighting, sound, video, props, make-up, costume, front of house.

  • Name, abbreviation (at most four characters) and colour – abbreviation and colour appear on every shift card.
  • Universally applicable for special cases: people of this craft can be assigned to shifts of all crafts. Typical for apprentices, floaters or a general event technology team. The person still needs a matching function in the other craft; the functions they hold in the universal craft count.
  • Days until notification if shift not fully staffed can stay at 0.

The craft dialog with basic data, shift planning permissions, craft manager and functions

Assign functions to the crafts. In the craft dialog under Functions, select the functions used in this craft. Only these can be requested in the craft's shifts.

Decide who may plan. Planning requires two things:

  • the permission Plan shifts on the person (through a permission preset such as Duty roster planning or individually), and for committing also Commit duty rosters;
  • the release in the craft under Shift planning permissions: Can be scheduled by all shift planners (default) or Allocable to a limited extent with a list. The list only offers people who already have Plan shifts. A restricted craft without entries can only be planned by admins.

The craft manager is optional: they are highlighted in the workforce panel and receive notifications when no planner is listed. Add them via Edit after the craft has been saved.

Make people assignable. For every person under Users → person → Work profile:

  1. Switch on May be assigned to shifts.
  2. Assign the crafts under Can be used in the following crafts.
  3. Under Craft functions, switch on the functions the person can take on in each craft.

Freelancers and service providers have the same Work profile tab on their profile page. Crafts are assigned to people only here – the craft dialog has no list of people.

The work profile: switch, crafts and functions per craft Work profile

Trial run. Create a shift in the duty roster (craft, time, demand per function), drag a person from the workforce panel onto it, commit. If this works, stage 1 is done. Creating shifts · Assigning staff

A person does not appear or cannot be assigned

For a person to be dragged onto a shift, all of this must be true: May be assigned to shifts is on; the craft is assigned to the person (or they belong to a universally applicable craft); the function is switched on for the person in this craft; the craft has the function; the shift still has a free slot for this function. Without a craft the person does not appear in the workforce panel at all.

If you stay at stage 1

Without a work time pattern, artwork shows "–" in the calendar week column and the hint Work time pattern missing. If you do not want to keep time accounts, switch off Work time accounting Coming with the next update in the Shift Settings. Then:

  • the calendar week column shows only the planned hours of the week;
  • the time account, target hours, overtime, the nightly booking, the Work Times and Overtime tabs in the profile, the Work Time Pattern tab in the shift settings and the work time overview export are removed;
  • stored patterns, contracts and time accounts are kept. When you switch it back on, artwork continues from the next day; days while the calculation was off are not booked afterwards.

Stage 2: Calculate working time

With this stage every person gets a target per day and week that is compared with the planned and booked hours. It requires stage 1 and Work time accounting switched on.

Create work time patterns. Work Time Pattern tab: per pattern a name and the daily target in hours per weekday (not clock times), for example Full time 39 h with Mon–Fri 7:48 or Part time 20 h. A pattern describes how many hours are owed on which weekday.

Create user contracts. User Contracts tab: templates for the contract terms, for example TV-L full time, NV Bühne, Temporary staff. A contract contains among other things full and half days off per week, vacation days, the special day rule, the compensation period, the three-month average, season key figures and the overtime rule with its deadline.

Assign the package to the person. Under Users → person → Contract & working hours with Plan change: from a date, choose a contract (template or individual values) and a work time pattern (or individual weekly hours). The previous period ends automatically on the day before. This way artwork also handles contract changes during the season correctly. Contract & working hours

Check. In the duty roster the calendar week column now shows the difference to the target, the person tile shows the time account. Booking runs every night at 23:59; the time account therefore shows the state up to yesterday.

  • Check the Night work period (default 22:00–06:00): hours in this window are booked as night hours.
  • Import public holidays so that special days reduce the target: Public holidays & school holidays.
  • Take over opening balances at go-live via Work Times → Book working hours in the profile.
  • A person without a work time pattern has no target and no booking; a person with a pattern but without a contract has a time account but no overtime rule.

Working time, time account and overtime · Use case: time account

Stage 3: Rules and violations

With this stage artwork checks working time law, collective agreements such as TVöD or NV Bühne and your own house rules while assigning, and manages substitute days off. Rules are attached to contracts: a rule only applies to people whose contract valid today is assigned to the rule. Without stage 2, no rule applies.

Start with the legal default rules. Rules & violations tab → Create legal default rules. artwork creates nine active rules:

RuleValue
Legal daily maximum10 h
Legal weekly maximum48 h
Legal rest period11 h
Legal maximum of consecutive working days6
Sunday work (substitute rest day)1 substitute day off within 14 days
Work on a special day (substitute rest day)1 substitute day off within 56 days
Legal free Sundays per year15
Legal weekly average48 h over 24 weeks
Legal night work maximum8 h

Clicking again creates nothing twice; it only assigns existing rules to the contracts that are still missing.

Add your own rules. Create new rule for collective agreements and house rules: rule type (cannot be changed later), limit, period, default substitute days off and deadline, warning colour.

Assign contracts and set recipients. Under Assign contracts, choose the contracts the rule applies to; under Notify on rule violation, the people who are informed.

Meet the requirements of individual rule types. Rest time between shift groups needs shift groups set on the shifts. Night work rules use the Night work period. The overtime deadline rule needs work time accounting switched on.

  • Violations appear in the duty roster as a coloured marker, under Open violations and in the Compensation days overview.
  • The Rules & violations and Open violations tabs also require the permission Plan shifts.
  • Freelancers and service providers are not checked.

Rules & violations

Available at any time

FeaturePurposeRequirementIf unused
Time presets for shiftsQuick selection of start, end, break–Times are entered by hand
Shift templates and Shift preset groupsRecurring shifts (craft, times, demand) in one click, sequences such as set-up–performance–get-out as a groupCrafts and functionsEach shift is created individually
Global qualificationsRequest cross-craft attributes such as first aider or forklift licence in addition–No effect; qualifications never block an assignment
Day ServicesAll-day markers such as office duty, standby, key service–No effect on hours or rules
Shift groupsCategorise shifts, warn about multiple assignments per day, check rest time between groups–The rule Rest time between shift groups does not apply
Duty roster release workflowCrafts submit weeks for release, a second person releases; request deadlines per craftat least one approverDefault: off. Anyone with Commit duty rosters commits directly
Shift confirmation by employeesPeople accept or decline shiftsPermission Accept or decline shifts per personDefault: off
Project assignmentsAssign people to a project bindingly or as a wish–Default: on; when off, all displays disappear, data is kept
Overbooking of shiftsAssign more people than there are slots–Default: off; full shifts accept nobody else
Shifts in shift plan subscriptionAlso show uncommitted shifts in the calendar subscription (as provisional)–Default: only committed shifts
Uncommitted shifts in own rosterHide provisional shifts in the operational plan–Default: visible

Shift settings in detail · Committing & release

What you can leave out

Stage 1 is enough for a lean start. You can leave out these parts or keep them switched off without side effects:

Leave outEffect
Work time patterns and user contractsNo target, no time account, no rule checks. With work time accounting switched off, no hints about it either
RulesNo warnings, no substitute days off from violations
Shift groupsOnly the rule Rest time between shift groups and the multiple-assignment warning are lost
Craft managerNo highlighting; notifications go to the planners
Global qualifications, day services, time presets and shift templatesNo effect on other areas
Release workflow, shift confirmationCommitting is direct; people see their shifts without responding
Project assignmentsSwitch off if you do not assign people to projects in advance
Notification days in the craftAt 0, the message about understaffed shifts arrives on the day of the shift

Dependencies at a glance

  • A craft needs functions created beforehand.
  • A shift needs a craft with at least one function.
  • Assigning needs a person with a work profile (switch, craft, function) and a planner with Plan shifts who may plan the craft.
  • Committing needs Commit duty rosters; with the release workflow also an approver.
  • Target and time account need a work time pattern on the person and work time accounting switched on.
  • Overtime also needs a contract with an active overtime rule.
  • Rules need a contract that is assigned to the rule and valid today.
  • Rest time between shift groups needs shift groups on the shifts.

Variants

  • Small house: one craft Technology with the functions Specialist and Assistant, all planners may plan, work time accounting off. Set up in an hour.
  • House with apprentices: a craft Apprentices, Universally applicable, with the function Assistant; apprentices can then be assigned to assistant slots in every craft.
  • House bound by collective agreements: stage 2 with one contract per pay group, stage 3 with the legal default rules and additional agreement rules assigned to the same contracts.

Continue with setting up the project view or go back to Setup for administrators.

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