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Walk Time

Walk time is the travel time between one assignment and the next during a shift, counted as a cost in the schedule rather than absorbed by whoever happens to be walking. It runs from ninety seconds between neighbouring positions to fifteen minutes across a large site, and every second of it is paid, staffed time.

Rotation plans are written as interval arithmetic: rotate every 45 minutes, four positions, four people. That arithmetic only holds if people arrive the instant they leave.

A 45 minute rotation is not 45 minutes on station

Charge a 12 minute walk against a 45 minute interval and the person is on station for 33 minutes. A quarter of the interval went to transit, and it repeats. Ten moves over an eight hour shift at 12 minutes each is close to two hours per person, so a team of 40 spends the labour of ten full shifts in motion. Very little of that walking is avoidable. Almost all of it is plannable.

The compounding matters more than the total. Each move in a staggered relief chain waits on the one before it, so a minute lost at the first handoff is still lost at the last. By the fifth position the plan and the floor disagree, and the lead starts improvising.

Proximity aware scheduling

Proximity aware scheduling treats the site as a set of distances instead of a list of names. Once the plan knows position 3 is ninety seconds from position 4 and eleven minutes from position 9, it can order the rotation so consecutive assignments sit near each other and save long crossings for moves with slack around them.

The same data sets a floor under the interval: a 15 minute heat rotation across an area with 10 minute walks spends most of its labour in transit, so the relief pool has to live inside the exposed area. Distances also change through the day, since the crossing that takes six minutes at open takes eleven once the crowd arrives.

Route sequencing for mobile teams

Cleaning, maintenance, and grounds teams do not sit in a fixed position rotation. They travel between jobs all day, so the sequence is the schedule. Two route sheets can hold the same jobs and differ by an hour of productive time purely in the order they are listed.

Sequencing by zone, then by time window inside it, removes the backtracking that eats a mobile team's day. It also makes the plan honest about how many jobs fit, which is fewer than the job durations suggest.

Walk time, commute time, and travel pay

Walk time is not commute time. The journey from home sits outside the shift and is generally unpaid. Walk time happens after the clock-in, between two things the employer asked for, which is why it is normally compensable and the trip in is not.

Keep the pay question apart from the coverage question. Confirming a walk is paid says nothing about who holds the position while it happens, which is the question intrashift scheduling exists to answer.

Why this matters for planners and team leads

A planner who never charges walk time against the interval is publishing a schedule that is late before the shift starts, and the people running it know that within an hour. Once the plan is visibly wrong on the first handoff, leads stop following it and revert to calling moves over the radio, which costs the operation every constraint the plan was carrying: certifications, heat limits, break entitlements, variety across the day.

The fix is cheap. Time a handful of real routes with a stopwatch, at open and again at peak, and put those numbers in the plan. Two or three measured distances per area is usually enough to reorder a rotation into something that runs on time.

It also changes what gets argued about. A lead who can point at eleven minutes of budgeted transit has a concrete case for a closer relief pool or a longer interval, and the rotation schedule generator shows the same subtraction on a printable sheet.

Example in practice

On an event night, a stadium concourse team of 14 covers eight fixed posts across two levels plus two roving positions, rotating every 50 minutes. A same-level move takes about six minutes. Changing levels takes seven at the doors and closer to twelve once the concourse fills at half time.

The first version of the plan alternated levels on almost every move, most of them during the busy stretch, so time on post averaged 38 minutes. Each relief arrived a little later than the last, and the final break of the night slid past the end of the shift.

The lead rebuilt the order so each person makes three moves on one level before crossing, and scheduled the crossings for the quiet period before the gates fill. Time on post averages 44 minutes, level changes per person drop from five to two, and the break chain lands on time. Nobody walked faster. The order of the walking changed.

Put this into practice

See how Soon handles walk time in your shift scheduling workflow.

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