Sunday, April 8, 2012

12 Sales Contest Ideas For Your Sales Team

Incentives work. I have been trying monthly sales contests ideas lately and they are working - even if only to light some fires and payment up the team a little. Try some version of them with your sales team if you don't already. Notice some of these sales contest ideas are designed for group rewards for total sales while others are designed for rewarding private achievement. Also, the contests are designed for varied goals that should be kept in mind throughout the year anyway so another function of these contests is to remind salespeople what is important.

The prize does not need to be giant; just something exciting and worthwhile. You might even offer a list of rewards (or a grab bag) they can select from. I also listed some sales contest recompense ideas at the bottom.

Hvac Hand Tools

In case you were wondering, "why twelve?" it's because (A) I resent even-numbered lists where the last two were obviously forced and (B) for my case I am using monthly contests and years happen to be broken down into 12 fairly equal parts.

12 Sales Contest Ideas For Your Sales Team

12 Sales Contests Ideas - recompense Given to...

#1: All if total sales are above $X at a minimum of X% margin.
#2: Salesperson with many month to month sales increase.
#3: Salesperson with top sales volume from New customers.
#4: Salesperson who revives the most Past customers. I love this one.
#5: All if each salesperson on the team meets or exceeds sales goals.
#6: Salesperson with top single sale or shipment (choose and be clear).
#7: Salesperson who sells the top Pre-Paid order.
#8: Salesperson with largest sale in a region.
#9: Salesperson with the top total Gross Margin (regardless of dollar value).
#10: Salesperson with top margin on New customer.
#11: Salesperson with the top mean margin on an Existing customers.
#12: Salesperson with the top sales in a confident product line/category.

These sales contest ideas might not all apply to your enterprise for a collection of reasons from the type of products or services you sell to how your sales force is structured but hopefully they will spur some ideas for you. I love these ideas for what makes a good sales contest from Simplenomics.

Sales Contest Rewards Ideas

Sales recompense #1: Day(s) off.
Sales recompense #2: Gift certificate for two at a Nice restaurant.
Sales recompense #3: 1 month of 1 free lunch per week.
Sales recompense #4: 1/2 day Fridays for a month.
Sales recompense #5: Movie/park/event tickets
Sales recompense #6: Cash!
Sales recompense #7: selection of supplementary training (boondoggle) of their choice.

Give your salespeople some selection in the matter. Let them select the recompense and let them give ideas for the prizes. Listen to them and try to pick up on those little things they say they want and select gift certificates from places that sell those things. Some say cash is the most efficient recompense - here is an exciting narrative from Online Conversion & Beyond about Sales Incentives and Roi.

Have fun selling. Be creative with your sales contest ideas but you don't need to re-invent the wheel.

12 Sales Contest Ideas For Your Sales Team

How to Build a Recording Studio

Studio Considerations

The magic of the recording studio has often mystified even the most seasoned professionals. With all the knobs, switches and buttons on discrete gear and large format consoles, no wonder confusion sets in to most non-techies. Many people, especially artists, composers, producers, and engineers, will end up putting together their own studio for writing and pre-production, with some at last choosing to take the plunge and create a full-fledged recording complex that is capable of recording major albums. This report will try to shed some light on the considerations to take into catalogue when development a studio, be it a small home studio or a professional recording studio.

Hvac Hand Tools

Is size important? Some may say it is so but this is not all the time the case. The dimensions of the studio are very important. A room too large may come to be over-reverberant or full of unwanted echoes. A room too small may sound tight and unnatural. It is prominent that the room size and room sound is relevant to the type of music you are recording. You don't want to go into a very small tight room to report Big rock drums. Although, big room sounds can be achieved by adding external reverb effects to simulate rooms at a later time when necessary.

How to Build a Recording Studio

It is best to find the room that suits the sound you are trying to perform from the beginning of the recording process. The smaller the room, the smaller and tighter the sound will be; this is not necessarily a bad thing. Small tight rooms can be good for vocals, guitars and percussion if you are going for a tight clean sound. Larger rooms have more air for the sound to voyage in, so it will be in fact a bigger more open sound. The sound has a longer voyage time for the sound wave to move, therefore the reflection from the walls will take longer to bounce back creating a bigger more spacious sound. The decision of size and sound has to be made early on before the recording starts. One benefit that a larger room will have is the ability to be scaled down by end up the room using modular baffles or gobos (go betweens). Gobos are structures that are partitions, that help to block sound by placing them in between the musicians, instruments, and microphones. Placing the gobos colse to the microphone at a close distance will help a large room with too much ambiance sound smaller. This will eliminate the reflections arrival off of the walls that are supplementary away.

Small rooms can yield big heavy tight sounds with the absence of the decay from the reverb that is caused from big rooms. Sometimes a large room can sound like it's washed out, or far away. With a good engineer any room can sound breathtaking with a small adjusting. A poor sounding room can be manipulated to sound good, although it requires much more work and time. choosing on the permissible room size for your needs is indispensable to the sounds that get re-produced. This will very dictate the type of sound the microphones will pick up.

Clapping your hands in a room can give a good representation of what a room will sound like. The reflection arrival off the walls will be picked up by a easy hand clap. The true test is to try out some instruments or vocals and position them in discrete sections of the room until reaching the optimum sound quality. If one side of the room sounds bad try a different spot or move colse to into a angle until the sound is improved.

Experimenting with different sections of the room also keeps the sound fresh when recording many instruments. If the acoustic guitars are recorded in the town of the room, when the time comes to report the electric guitars you may try recording them in a angle of the room for a different room sound. This gives clarity on the final mix creating separation and providing more contrast on discrete sounds.

If you are beginning your own studio, remember that the bigger the studio the higher amount the bills will be. The benefit is that larger studios can charge more for their studio rates.

Getting the Necessities

If you happen to reach that elite 2% and come to be that million dollar, hit selling, famous producer or artist (or if you just win the lotto), then you might at last think about buying serious studio gear and setting up your own producer paradise.

Acquiring the permissible equipment and labor is key to a great studio and successful recordings. Studio gear is expensive and the knowledge of those who use the gear does not come cheap. Hiring the right population can save money and time in the long run. Studio designers also are specialty breeds that can make or break your studio. Your buddy Joe the carpenter may be able to help build it for less, yet if the studio is not properly isolated for sound it is a great waste of time, energy and finances.

The studio engineer is also the focal point of the sound that is created. Having an experienced engineer complex in the process will make your sound have a character of its own. He is the extra set of ears that gives an additional one dimension to your productions. He is also a indispensable consulting partner when construction or choosing to rent a studio. Let the experts help you with advice, it will create less of a sick in the long run. The experienced engineer can fill you in on all the equipment needed for recording the music that is relevant to your world. He can also give some guidelines on how the studio should be setup before having to consult a designer. There is no room for guessing or assumption on these issues.

Check List: Part 1

When purchasing studio gear it is wise to research only what is indeed indispensable for your style of music. If you're not recording live drums in your studio, there is no need to buy a plethora of microphones for them. By being inpatient and shopping colse to for the best prices, a mass amount of money can be saved in the end. When you save to 0 bucks on each piece of gear it indeed adds up in the end, and there is a ton of gear needed to put a permissible studio together.

Below is a basic studio checklist that will be discussed in supplementary detail in later articles. These are the essentials of contemporary day recordings and the tools that are most commonly used in the best studios colse to the world.

The Studio Gear Checklist:

Recording / Mixing Console

The engineer or producer operates the console that controls all of the levels for recording, playback and mixing.

This is the big board that has all the buttons, switches, knobs, faders which control the levels and signal routing for each instrument. This could be referred to as a board, console or mixer. The most base consoles in major studios are Ssl (Solid State Logic) or Neve. The console is the most prominent piece of gear in the studio. It controls the comprehensive operations of signal flow and sound manipulation. The console allows for each instrument to be on its own channel on the board. Each channel may then have effects inserted into its signal path to improve the sound. A signal may also be routed to external gear for supplementary manipulation. Whatever that can be imagined, can be done. There are no rules for experimenting with sound. A signal can be sent to reverbs, delays, compressors, guitar amps, speakers in hallways for re-recording

Each channel strip on a decent console will contain: Faders, Preamps, Panning, Equalization, Filters, a Routing Matrix, Aux Sends and Returns, Dynamics, Muting, & Solo.

Other Features Of The Console: Inserts, Outputs, Monitoring, Automation, Fader Grouping, Bussing, Splitting...

Patchbay

Allows the studio to incorporate interconnectivity with all the equipment by using patch cables. The patchbay can be configured for each studio's exact equipment requirements. All of the outboard gear, console and recording devices inputs and outputs are hard wired to the patchbay. The Patchbays can be be analog or digital. The most base is the bantam Tt cable configurations.

Check List Part 2:

Microphones Microphones pickup the initial sound source. The mic is the first source in the recording process receiving and converting the sound wave into electrical energy to be amplified, transmitted and recorded.

Preamps Amplifies the primary signal arrival from the mic or instrument. Gives initial control of the recording levels. Preamps are settled on the console or as external outboard gear.

Di Boxes The Direct box is used mainly for instruments such as keys and bass to be compatible with mic inputs. The Di box transforms line levels of instruments to mic level for console and preamp inputs.

Compressors Helps to supplementary control levels and dynamics arrival from the preamp or console. Normally comes in rack mounted outboard gear or software plugins for Daws. Compressors keep levels from peaking into distortion levels and help to bring lower levels louder.

Fx Processors For extra effects like adding space, dimension, pitch and time delays on signals and recorded tracks. Normally comes in rack mounted outboard gear or software plugins for Daws. Multi-Fx processors may have reverb, delay, flangers, Eq, compression and more all in one unit.

Fx Pedals Small floor foot pedals originally designed for guitar Fx processing. These pedals are created for distortion and extra effects, which add space, dimension, pitch and time on guitars mainly, but are an cheap alternative used as outboard gear for other instruments.

Daw The Digital Audio Workstation is like an entire studio inside of a computer. Protools, Logic and Nuendo are just a few Daws that provide a digital multi-track recorder, a virtual console, a wide range of effects, editing, and sequencing(musical programming) possibilities. The Daw uses software, hardware and computers in composition to operate.

Check List: Part 3

Control Surface The control face acts as a console that controls a Daw or external machine. The control face Normally has faders, knobs and buttons that are controlled by the computer associated to a Daw. This makes operating the Daw similar to analog operations by being able to put your hands on faders instead of clicking a mouse. Some control surfaces have all the same features as a console. The most base control surfaces are made by Digidesign.

Clocking Digital recorders use different clocking formats to control properly. Digital units sample the sound to be replicated. Clocking refers to the amount of time in between samples taken for reproduction. If the digital clocking is off it will sound jittery or add noise to the sound in the analog to digital conversion. A ability clock will improve the sound. Some base digital clock sources can be found in products made by Prism, Rosendahl, Dcs, and Aardsync to name a few. Some clocks have sync generators built in to lock up with other machines.

Sync Generator Generates tones to allow transportation between machines so that some recording devices can be synchronized together and control at the same speed. Clocking works with synchronization (sync) when analog and digital equipment is combined. Sync uses Smpte, Mtc (midi time code), Midi Clock, Mmc (midi machine control) to allow recording on some Daws and tape machines to be associated up together.

Cd Recorder Records and plays back compact discs. Gives the ability to report stereo mixes and playback these mixes on other Cd players. Cd accepted for consumer playback is a sample rate of 16 bit and a sampling rate of 44.1kHz. Sony, Tascam, Alesis, and Yamaha all make good studio Cd recorders.

Tape Machines Recording machines that use analog or digital tape for recording and playback of music. Some purists in sound recording prefer the sound of analog tape. There are many digital tape machines used for recording both music and video.

Cabling indeed miles of discrete cabling could be needed for a particular studio. base cables in sound pregnancy are Xlr balanced mic cables and Unbalanced 1/4 inch instrument cables.

Monitors / Amps Speakers in the studio are referred to as Monitors. Powerful clean amps are needed to run monitors. Many monitors are self powered, which means that they have built in amplifiers. Monitors Normally consist of high frequency tweeters, low frequency woofers and cabinets that consist of the speakers and components.

Headphones / Distribution By using a set of earphones this allows transportation between the control room and the studio, also allows pre-recorded tracks to be heard during the overdubbing process. Headphones are also referred to as cans.

Instruments / Keyboards / Drums / Guitars These are more of the tools of the craft. You may have all the best studio gear in the world, but if the instruments sound bad you are beginning in the wrong place. Whatever could be considered an instrument if it makes noise that could maybe be recorded on a record.

Amplifiers This is often referred to as an amp. Amps increase the amplitude or volume of electrical signals from sound waves. These are used in powering speakers. Guitar and Bass amps can be used for many other applications such as running a vocal or snare drum straight through them.

Microphone Stands A wide range of sizes and styles are needed for a permissible studio. The mic stand helps to get the microphone settled properly for the best sound ability possible.

Studio Furniture There are many types of racks and furniture designed to hold consoles and outboard gear. The interior ornament of the studio completely sets the vibe of the working environment.

Electricity

Nothing will work without electricity unless you're jamming at the local drum circles down on the beach. Electrical installation studio power is often overlooked. Studios will setup a "clean feed" that is a detach breaker from the rest of the general power that is being used for air conditioning, lighting and the basic necessities of the rest of the building. Have you ever plugged something in and heard that horrific buzzing sound arrival from the speakers or guitar amp? This is Normally due to bad electrical wiring, which causes ground noise. This is the first thing to listen for when going in to a studio session. A easy clarification to the problem would be to use a easy ground lifter on the gear or lift the ground from a direct box which can also solve the problems. We will go into details later.

Isolated electrical circuits for each personel room are a must in a recording studio. The permissible amount of amperage is also a must. Not adequate amperage will indeed cause your breakers to blow. Consult with an Electrician who is familiar with studio setups to insure that wiring and voltage is regulated and conforming with local codes.

Unregulated Power Supplies (Ups) should also be in place just in case there is a power failure. This will insure that indispensable equipment will not blow up or cause a fire. If there is a case of a power outage the Ups will provide adequate time to backup prominent computer files and safely turn off your equipment. Some studios will have perfect generator systems in place to keep the studio running for the remainder of the session.

Improper lighting can also cause buzzing ground issues, especially fluorescent bulbs. Avoid using these in any studio. Dimmers can also cause many problems. The median household dimmers will indeed put a damper into a clean sound. Make sure that professional grade dimmers are installed to avoid ground noise. all the time listen considered to signals being recorded before committing to a final take. There are a countless amount of accounts that the engineer discovers electrical noise on takes during the mix process.

If you are serious about your studio, may I advise balance power or a separated panel with neutral power conditioning. The evil problems of ground issues are a direct reflection of sources returning or finding for a different ground. Voltage potential between neutral and ground will indeed convert your way of finding at things... For example, .5 volts between neutral and ground is the maximum allowance by Ul code that electronics will control optimally without potential induction issues. I would advise having a meter installed to rate this. Logging this data and having a good rapport with the local electric firm would not hurt at all.

Air Conditioning/Hvac

This is an additional one very prominent area that is often not considered. Studio gear gets very hot. The lack of adequate cooling could supervene in equipment failure or damage. Blowing up equipment is no fun and it gets very expensive. Some recording studios have a detach machine Room for computers, tape machines and power amps that is very air-conditioned to keep all things cool. This also cuts down on the noise from the fans on such units, which can distract concentration from listening in detail in the control room. Having too much air conditioning could also supervene in moisture or condensation build-up that may also damage the gear. Water in general is bad for electronic gear.

The return air theory is used to pull heat out of needed areas and also provides an air intake for the Ac units. These are settled in key areas where there is a build-up of heat from the gear, for example near the console or in the machine room.

Separate Rooms: control Room

Most studios have some isolated areas for recording, mixing, and production. Soundproofing is the main schedule when creating many rooms in a studio. To perform this, the main objective is to make the rooms airtight. If air cannot leak in or out of a room, there will be less chance of sound leaking in or out as well.

Most pro studios have duplicate doors that create a sound lock to help preclude noise leakage. They also have very thick duplicate walls with interior air gaps to also help trap unwanted sound. The floors in the studio should also be floated which means they are lifted from the ground to help supplementary preclude extra vibrations and leakage.

The first focus would be the control Room where the mixing console and outboard gear are contained. This is where all of the recording and mixing is controlled, hence control room. The acoustics in this room should be designed for hearing the exact sound that is being recorded or mixed. The sound of the room should be as natural as potential for strict representation of the primary sound translated to the speakers in the room.

The first rule for an accepted acoustically treated room is that there should be no parallel walls .If you were to clap your hands in a room with hard parallel walls you would here the sound bouncing back and forth, this is known as a flap echo. This is neither good for recording or mixing. The trapping of unwanted bass is prominent for a room to sound great as well. Twenty five percent of the room should be assigned for bass traps for an adequate mixing room.

Separate Rooms: Live Rooms

The next focus of equal point would be the Live Room where the music is recorded. This is where the musicians and vocalists perform on the microphones. Live rooms should have more versatility to be able to adapt to different recording situations. Wood floors for example are great for reflection of sound, which creates a brighter tone. If a warmer tone is wanted, one could naturally place a rug on the floor. Many live rooms also have a great deal of glass to see between rooms for communication. This is also very reflective. Many studios use curtains to control the amount of reflections arrival off glass or hard walls. Non-parallel walls are again needed to eliminate any flap echoes.

Some studios also consist of a vocal booth within the live room. This would be a smaller room designed for vocals. They may also be used for guitar amps and other instruments. There are no rules for what this can be used for; its main purpose is for supplementary isolation during the recording process. Glass doors or windows are used for visibility of the artists and those working in the control room.

Many elucidate studios may have many control rooms and yield suites. Lounges and permissible bathroom facilities are prominent in retention the creativity flowing. A dining area and kitchen are also a observation if budgets permit. Many hours are spent in the studio when working on projects. It is prominent to have all the comforts of home to keep every person happy.

A few permissible offices are indispensable for the client to be able to have inexpressive internet passage and to cope firm without any distractions. All studios are designed differently. Whatever can be imagined can be created. There are no rules, only guidelines.

Acoustics

Sound is a wave, much like the ripples on a still body of water when a rock is dropped into it. The larger the wave, the lower the tone. Lower tones, known as bass frequencies, voyage in wide long waves while higher tones known as treble frequencies voyage in a tighter, shorter wave. Frequencies heard by the human ear range from 20Hz to 20K. Just as an indication, a piano's range, probably the widest range of any instrument, is from 39Hz on the low note and 3Khz on the high note.

Sound is measured in decibels also represented as dB. An median concert is about 95-100 dB while a heavy rock concert or hip hop concert could reach levels of 130dB. This is above the threshold of pain; so don't forget to wear your earplugs which are designed to protect your hearing when in extreme sound levels. Interestingly enough, whales can indeed yield levels of up to 180dB. It should be remembered that taking care of your ears is the most prominent thing you can do to preclude damage and have a sustained career. So don't hang out with any whales and put some security in your ears when exposed to loud volumes.

Absorption is the act of a sound wave being soaked up by a particular material. This is measured by co-efficient ratings. The higher the sound absorption co-efficient rating, the more sound that is being eliminated from troubled spots in your room. different section of the room may require different co-efficient ratings. Remember that studios start off as an empty shell. Hard surfaces and walls need rehabilitation to provide for a great sounding room. For example, 20 gauge theater curtains are commonly used in studios. They consist of a thick velvet material, which is exquisite for spirited high-end frequencies. The thinner materials soak up higher frequencies.

The thicker materials soak up lower frequencies. This is why thick bass traps are very large and consist of ports or holes to trap low-end frequencies. The larger the port, the lower the frequency absorption.

There are endless amounts of products and designs that are used in the industry. Wall panels are also commonly used to suck in sound. These are made from a fiberglass product wrapped in a cloth material. discrete sizes and thickness are used for problem frequencies. Again the thin materials eliminate high end and thicker materials suck in low end.

Reflection is the opposite of absorption. Think of the sound as a wave hitting a mirror and bouncing back. This can be used as an benefit for a brighter tone. If a room has too much absorption causing the room to sound too dead, hard surfaces such as wood panels can be settled in strategic locations to add a more live sound to the room.

Some studios have reversible hanging panels that can be flipped between reflective and absorptive to convert the room sound at will. For vocals the room may need a more dead sounding absorptive room. Drums may require a more live sounding room. John Bonham, from Led Zeppelin had an amazingly huge live reflective drum sound. This became the goal for the big Rock drum sound.

Prince is underestimated as a drummer. He has a great tight drum sound on his first report where he played all of the instruments as well as the drums. The drums have just the opposite supervene using absorption in a small tight room creating a very in your face heavy Pop drum sound.

These are not rules, only guidelines. Using your ears is all the time the key to getting the best sound.

Designing a studio is quite an undertaking to do professionally. Each room is completely separated and isolated from one another. The most base recipe is to indeed build a room inside of a room. The inner walls do not touch the outer walls, which creates an air gap that traps sound. Each wall can be many feet thick and many layers of thick glass and doors divide the rooms.

The floors in each room are floated from the ground with spacers that also create an air space to lower vibrations and help to trap unwanted sound leakage. All floors have different characteristics in the way sound waves bounce off from their surfaces. While wood floors have a warm tone, concrete and tile have a brighter tone. This also holds true for walls.

A solid plan is needed to run cabling between rooms so that each room can be interconnected with each other for microphone signal lines and headphone transportation systems. Custom made cable troughs or Pvc tubing is used to send groups of microphone cables from a panel to the control room. From the control room the Headphone lines would be run straight through the walls for transportation between all of the rooms.

Materials and Tools

Drywall is needed for walls. The more layers of drywall added will increase the thickness of the studio walls. By using varying thicknesses of drywall stacked and shifted, alternating at the seams will help minimize sound transmission between rooms. Many drywall screws and a good electric drill will by all means; of course come in handy if you are construction a studio.

Fabric is used for development wall panels and ceiling clouds that control the absorption in the studio. There are exact fabrics that are designed for different frequency absorption. Each thickness and texture has varying co-efficient ratings at many frequency bands.

Ac Duct Board and other fiberglass products are wrapped in fabric with spray glue to create spirited panels called Wall Boxes and Bass Traps. Thermal Fiber or Fiberglass Insulation is inserted in between two sets of walls and ceiling to create an supplementary thickness providing an alternate texture, containing fiberglass, which is superb for capturing sound.

Sand is also an exquisite alternative option for filling walls to preclude sound wave transmission. Wood provides the skeleton for frames that hold the panels and boxes. Larger Bass Traps with large ports could be made from wood or fiberglass. Rpg panels are a series of wooden slats mathematically designed to suck in and refract, or soak up and scatter sound inside a room. Wood can also be used to create Custom racks to hold the outboard gear, console and patchbay. Custom studios can be designed for any situation and style.

Doors, Walls and Windows

Doors and walls are the particular most prominent item where recording studio sound bleed is concerned. A small 1/4inch air gap at the bottom threshold of a door will release 30% of the sound. Creating airtight rooms are the first step in sealing all the gaps for optimum sound proofing. The transitions between where the rooms are associated have more possibilities for sound leakage. All corners, gaps and frames for door and window cutaways must be sealed with a silicon or caulking material. Keep in mind that if air can fly straight through any duct then sound will indeed go straight through as well.

How to Build a Recording Studio