Название: Gaming As A Service A Complete Guide - 2020 Edition
Автор: Gerardus Blokdyk
Издательство: Ingram
Жанр: Зарубежная деловая литература
isbn: 9781867458937
isbn:
17. Is there a completed, verified, and validated high-level ‘as is’ (not ‘should be’ or ‘could be’) stakeholder process map?
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18. What is a worst-case scenario for losses?
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19. Is special Gaming as a service user knowledge required?
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20. Are different versions of process maps needed to account for the different types of inputs?
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21. Is there a completed SIPOC representation, describing the Suppliers, Inputs, Process, Outputs, and Customers?
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22. Is the improvement team aware of the different versions of a process: what they think it is vs. what it actually is vs. what it should be vs. what it could be?
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23. Has a Gaming as a service requirement not been met?
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24. When is the estimated completion date?
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25. How often are the team meetings?
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26. How do you gather the stories?
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27. What is out-of-scope initially?
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28. Who approved the Gaming as a service scope?
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29. When are meeting minutes sent out? Who is on the distribution list?
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30. Has anyone else (internal or external to the group) attempted to solve this problem or a similar one before? If so, what knowledge can be leveraged from these previous efforts?
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31. What sort of initial information to gather?
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32. What intelligence can you gather?
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33. Why are you doing Gaming as a service and what is the scope?
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34. Are the Gaming as a service requirements testable?
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35. Has a project plan, Gantt chart, or similar been developed/completed?
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36. What happens if Gaming as a service’s scope changes?
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37. Does the scope remain the same?
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38. Are all requirements met?
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39. How will the Gaming as a service team and the group measure complete success of Gaming as a service?
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40. Do you have a Gaming as a service success story or case study ready to tell and share?
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41. Are approval levels defined for contracts and supplements to contracts?
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42. Is Gaming as a service currently on schedule according to the plan?
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43. Is there any additional Gaming as a service definition of success?
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44. What constraints exist that might impact the team?
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45. What are the rough order estimates on cost savings/opportunities that Gaming as a service brings?
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46. Is the scope of Gaming as a service defined?
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47. What knowledge or experience is required?
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48. What scope do you want your strategy to cover?
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49. Do the problem and goal statements meet the SMART criteria (specific, measurable, attainable, relevant, and time-bound)?
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50. How do you think the partners involved in Gaming as a service would have defined success?
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51. What are (control) requirements for Gaming as a service Information?
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52. Is there a Gaming as a service management charter, including stakeholder case, problem and goal statements, scope, milestones, roles and responsibilities, communication plan?
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53. What are the requirements for audit information?
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54. What are the boundaries of the scope? What is in bounds and what is not? What is the start point? What is the stop point?
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55. What are the record-keeping requirements of Gaming as a service activities?
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56. What is the scope of the Gaming as a service effort?
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57. Are resources adequate for the scope?
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58. What system do you use for gathering Gaming as a service information?
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59. If substitutes have been appointed, have they been briefed on the Gaming as a service goals and received regular communications as to the progress СКАЧАТЬ