Coordinated Multi-Party Sequencing
Run the right sequence on every contact, in sync.
Coordinated sequencing runs ordered, timed multi-touch plays across a target list — and keeps your whole team from stepping on each other. Every contact gets the right touch at the right interval; no duplicate outreach, no missed steps. Built for sales cadences, customer success plays, and structured outreach programmes where the sequence is the product.
Shape
Operational dimensions
Person and system work side-by-side.
Fires on a clock.
Holds working state that compounds over runs.
Reads from and writes to external systems.
Inputs
- sequence definition (ordered steps, intervals, exit conditions)
- target list with segmentation metadata
- actor pool (who executes which touch types)
- per-target response events (replied, booked, opted-out)
Outputs
- scheduled next touch per actor per target
- de-conflicted assignment list (no duplicate outreach)
- per-target sequence position and status
- exit/pause verdicts triggered by response events
Mechanism
Executes an ordered, cadenced series of multi-party touches against a population of targets — managing per-target progress through the sequence and de-conflicting across actors.
Why this is a primitive
Cannot be decomposed: the cadence engine (ordered steps × time intervals × per-target progress × cross-actor de-conflict) is a single operation — orchestrate-cadence-against-population. It is not a state machine over one object (that's stateful-lifecycle) and not a gating decision (that's workflow-routing); it is the rhythmic execution of a pre-defined sequence across many targets simultaneously.
Where it shows up
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