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MGMT 5

The document discusses various aspects of contracts for IT projects including sales processes, proposal preparation, negotiations, contract chapters, scope, ownership vs licensing, and standard licenses. Key points covered include the AIDA model for sales, negotiation strategies, common contract sections, defining project scope, and intellectual property considerations.

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Said Gunay
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0% found this document useful (0 votes)
192 views24 pages

MGMT 5

The document discusses various aspects of contracts for IT projects including sales processes, proposal preparation, negotiations, contract chapters, scope, ownership vs licensing, and standard licenses. Key points covered include the AIDA model for sales, negotiation strategies, common contract sections, defining project scope, and intellectual property considerations.

Uploaded by

Said Gunay
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction to

Management in IT
Lecture 5

Contracts

Tomasz Bogucki
Sales process
B2C Passive sales

• AIDA Model

• T&C – terms and conditions

• Adhesion Contract
(prepared by seller only from the position of power – “take it or leave it”)

• Standard licenses
eg. Google Play Licensing
Prospects
Sales process
B2B Active sales Follow up Collect info

7 stages
Close the
Find
deal, sign
approach
contract

Analyze
Handle
needs and
objections,
make
negotiate
proposal
Preparing proposals
• Develop an attractive template
• Main content: addressee, scope, price (& tax), time
• Obligatory: expiration date
• Good to include: company profile, reference list (or letters), additional options
• If asked for an offer, agree on when will it be prepared and do not be late
• After passing the offer contact the client, asking if everything is clear, are all
requirements covered and about his impression. Send corrections if needed.
• An accepted offer is legally binding!
• Decision making on the customer side may take time
Negotiations

• Prepare – predict questions and possible scenarios, have ready answers


• Customers are likely to demand price and time cuts, while increasing scope
• Justify price by detailing offer elements, listing difficulties, pointing out risks
• “Cheap – fast – good: you may choose only two”
• Customers will try to use your competition as a threat, it is essential to know your
advantages and chances of your competitors. They will most likely have a BAFTA ready
– “best alternative to a negotiated agreement”

• Don’t get upset, it’s a game


• Don’t be afraid to ask questions, identify people who support your offer
• “What is your budget?”
• “What do you like in the offer of our competitors?”
• “Which element is the most important for you?”
Negotiations - continued
• Under price pressure, find win-win solutions
• Instead of cutting the price, consider adding features (especially those, that do not
add cost), expertise, know-how
• Balance price elements: cheaper license but more expensive ongoing maintenance
and customizations
• Break the offer into parts (half now, second half in the future), pay-as-you-grow
• Transfer risk to customer (lower price, but if … happens, then customer covers costs)

• Always take notes and send current arrangements to all participants after
the meeting
• Negotiate the final price in only one attempt, after settling other price
influencing matters, and only with the person authorized to make decisions
• Negotiations may take time, especially with large companies. Be patient
but don’t lose contact
• Don’t give up
Sales process of a product vs. cash flow
$
Marketing
Developing the
(reaching Selling Negotiations Contract Delivery
product
clients)

Early selling based only on a concept / prototype/ vaporware:

Marketing Developing
Selling Negotiations Contract Delivery
(reaching clients) the product

Always be honest with the


customer about the current
state of the product
$ Payment in
installments $ $
Contracts
• Have a contract template ready
• The contract should reflect the offer (including negotiated items)
• Although signing a contract is cheerful for both parties, it is wise to
have this perspective of the future:
• Agreements are written for cases of conflicts
• People change, the one accepting delivery at the end may not be
the same one who signed the order
• Priorities change, so do budgets
• Where money is engaged there are no friends
• The one who holds the money (customer) has a better position
than the one who bears the costs (developer)
• No deal is worth risking the company’s existence

• The rules of the civil law prevail


Subject of contracts
Most common in IT:
• License (for products)
• Subscription (for services / SaaS)
For custom software development per customer’s requirements:
• Fixed-term contract (scope/time/price)
• T&M (“time & material”) / agile
Mixed
• Licensed product + customization
Service and maintenance
Usual contract chapters X – yes, O – possible

Contract for Product Service Fixed-term custom Time and material


Chapters development development
Scope X X X -
Ownership/IP - - X
X
License X X -
Time schedule O O X O
Fee schedule X X X X
Change mgmt - - X -
Responsibilities X X X X
Acceptance procedure X X X -
Penalties X X X X
SLA X X X X
Non-disclosure O O X X
Communication X X X X
Termination X X X X
Scope
• This will be based on the requirements gathered before
• Refer to ‘attributes of good requirements’ in the presentation on Project Management

• Be sure to have 100% of the scope listed, that the items are unambiguous and
measurable
• Remember about non-functional requirements too
• Add what will NOT be done if there might be any doubt about it
• It’s not only about the product or service but ALSO OTHER DELIVERABLES / activities like:
• Documentation • Installation
• Training • Configuration
• Source codes? • Data migration
Ownership vs. license and IP rights
These two possibilities are available when building custom software per customer requirements

Selling Ownership Selling a License


• Customer has full control of using the • Limited usage (eg. customer cannot resell, reverse
software, modifying, improving engineer, modify, use against the seller’s intention)
• Customer has all copyrights and owns • Copyright and intellectual property stays with
intellectual property (IP) developer (if not otherwise regulated by contract)
• Requires transfer of source codes and • Usually source codes are disclosed only in exceptional
technical documentation conditions
• Means exclusivity to all the results of • Allows the developer to resell the solution, in part or
the project full
• Exclusivity should cost more • Developer can lower price anticipating future sales
• Secures customer from competition • Customer can loose unique know-how to competition
• Cannot be terminated • Can be terminated
• Developer limits his future sales • Opportunity for developer to create a product offer
Licensing products
• Range of license - how the customer may/may not use the product, eg.
• Number of concurrent users
• Number of installations
• Sub-contracting to other companies

• Source codes – are they included and how they may be used, eg.
• Only in case of developer’s bankruptcy to secure bug fixing - ok
• Giving away development to a different software developer – bad

• The license for commercial use should be granted only upon payment
• This will save you from being left without payment, while the customer uses the product
Standard licenses
• Mention all open-source and 3rd party commercial licenses included in your solution
• Same goes to graphics, music, fonts, etc.
• Read these licenses before it is to late (before you include them in your product, before
you resell them to a client)
• Some open-sources or images are free only for non-commercial use
• Some licenses after binding codes require your solution to be free as well (copyleft)

• Publishing using a license system, eg.


• GNU GPL (General Public License)
• Google Play Licensing
• EUPL - European Union Public License
• Creative Commons License
Time schedule
• Schedule of project phases within time
• Covers the whole project, not only the period of programming
• Divided into milestones and versions
• Time reserves and deadlines
• Delays being the customer’s fault:
• should extend the schedule
• may be reimbursed
Fee schedule
• Payment
• All prices (and taxes)
• May be divided into installments

• Triggers – conditions that need to be met to release the payment, eg.


• Delivery of a version
• Passing tests
• Every 1000 subscribed end-users

• Payment deadlines (eg. within 1 week after payment condition met)


• Warrants – eg. 10% of contract value withheld until non-critical bugs fixed
• Maintenance fees
• Bugfixing / helpdesk / improvements
Change management
Within the life of a project often there comes a need to change requirements (scope)
It is easier to process such changes if the contract anticipates such situations
• Change management procedure
• Impact on time and budget – authorization to modify without signing a contract amendment
• Cost per man-day
• Good idea to provide (sell) a pool of man-days for unplanned work or changes
Responsibilities
It is important to list all responsibilities of the customer related to the project, such as:
• Providing know-how, documentation, expert advice
• Arranging test data
• Having an installation site complying with product requirements
• Answering developer’s questions and making decisions on given design options
• Executing tests according to schedule
Consequences of not delivering on time:
• Delaying schedule
• Covering costs
Acceptance procedure and quality factors
• Delivery checklist
• UAT – user acceptance tests
• What kind
• Test scenarios
• How long

• If the customer starts to commercially use the product, this should mean
unconditional acceptance
• Quality threshold – allowing the acceptance pass despite some defects, eg.:
Defect category Quantity admissible Fix deadline Payment withhold
Critical none - -
Standard 5 2 weeks 10% contract value
Minor 20 4 weeks 5% contract value
Penalties and liability
• Penalties - rather to motivate than to punish
• Usually for delay
• Should relate to both sides
• Good to have a grace period – eg. delays up to 2 weeks are not penalized
• Should be capped (max total fees) – eg. up to contract value
• Liability – covering customer’s losses resulting from product’s use
• Try to avoid all - difficult
• For sure avoid covering lost benefits (profits that have not been made)
• Always should be capped – eg. up to yearly revenue from maintenance
• Some cases cannot be excluded – based on the rules of civil law

• Never risk the companies existence by not capping fees and liability
SLA – Service Level Agreement
Conditions for maintenance (fixing and improving the product after delivery)
• Incidents (interruption of service) vs. problems (cause of incidents, eg. a bug)
• Incident management (restating operations) vs. problem management (bugfixing)
• Types of failures (eg. critical / standard / minor) with description
• Response times and guaranteed fix times
• Penalties for not complying with SLA, penalty caps (maximum values)
• Example:
Defect category Respose time Fix time Penalty for delay Max penalty/year
Critical 1 hour (24/7/365) 4 hours $100.000/case $500.000
Standard Same business day 2 weeks 1/12 of mntc fee Mntc fee value
Minor 1 week Next version 1% of mntc fee Mntc fee value
Non-disclosure and data privacy
Both parties commit not to release to the public any information acquired within the project, eg.:

Customer will not disclose information on: Developer will not disclose information on:
• The design of the software • Customer’s business model
• Algorithms • Know-how
• Weak points, bugs and incidents • Trade secrets: costs, prices, clients
• Contract prices and received discount • Internal infrastructure
• … • …

Enforced by penalties for each case of disclosure


Communication, persons responsible and their authority

• Who is responsible for executing the contract on both sides (developer


and customer) – project managers
• Binding decisions - rules for communication:
• E-mails or project tracking software (always written form)
• List of authorized people and their backups
• Authorization levels (eg. up to $100.000 / above)

• Escalation rules (in cases of dispute)


Contract termination - if things go wrong
• Last chance recovery program (eg. 4 weeks from formal
notification)
• How to resolve the contract in case of project failure
• Customer gives back everything that was delivered
• Developer gives back any payments received
• Avoid additional penalties. The uncovered costs are painful enough

• If the blame is exclusively on the customer


• Customer covers all costs, developer may withhold all received
payments
• Possible contract penalty

• Contracts can be changed by mutually agreed amendments

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