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CRITERION #3: MEASURE:

INTENT: Gather the correct data. Measure the current performance and evolution of the situation.

In my belief, the answer to this question is clearly defined:

5 Strongly Agree

4 Agree

3 Neutral

2 Disagree

1 Strongly Disagree

1. What is an unallowable cost?

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2. Who should receive measurement reports?

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3. How will measures be used to manage and adapt?

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4. Was a business case (cost/benefit) developed?

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5. What are your operating costs?

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6. How do you verify the Game as a service requirements quality?

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7. How do you stay flexible and focused to recognize larger Game as a service results?

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8. How do you focus on what is right -not who is right?

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9. What causes mismanagement?

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10. What does your operating model cost?

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11. How will your organization measure success?

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12. How is progress measured?

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13. Who pays the cost?

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14. Do you have any cost Game as a service limitation requirements?

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15. Do the benefits outweigh the costs?

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16. What are the costs of delaying Game as a service action?

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17. What details are required of the Game as a service cost structure?

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18. Will Game as a service have an impact on current business continuity, disaster recovery processes and/or infrastructure?

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19. How will effects be measured?

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20. Are the Game as a service benefits worth its costs?

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21. How will costs be allocated?

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22. What are the strategic priorities for this year?

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23. What is your decision requirements diagram?

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24. Are you taking your company in the direction of better and revenue or cheaper and cost?

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25. Where can you go to verify the info?

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26. What evidence is there and what is measured?

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27. How do you verify performance?

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28. What drives O&M cost?

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29. What is the total cost related to deploying Game as a service, including any consulting or professional services?

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30. What users will be impacted?

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31. What relevant entities could be measured?

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32. Are there measurements based on task performance?

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33. Are there any easy-to-implement alternatives to Game as a service? Sometimes other solutions are available that do not require the cost implications of a full-blown project?

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34. What would it cost to replace your technology?

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35. What are the current costs of the Game as a service process?

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36. How is performance measured?

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37. How long to keep data and how to manage retention costs?

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38. What are your primary costs, revenues, assets?

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39. How do you verify and validate the Game as a service data?

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40. What do people want to verify?

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41. Do you effectively measure and reward individual and team performance?

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42. Does management have the right priorities among projects?

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43. Why do you expend time and effort to implement measurement, for whom?

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44. Are there competing Game as a service priorities?

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45. What are hidden Game as a service quality costs?

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46. What causes innovation to fail or succeed in your organization?

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47. How sensitive must the Game as a service strategy be to cost?

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48. How are costs allocated?

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49. The approach of traditional Game as a service works for detail complexity but is focused on a systematic approach rather than an understanding of the nature of systems themselves, what approach will permit your organization to deal with the kind of unpredictable emergent behaviors that dynamic complexity can introduce?

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50. How will you measure success?

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51. What are you verifying?

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52. What causes investor action?

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53. Are the units of measure consistent?

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54. Did you tackle the cause or the symptom?

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55. How can you measure Game as a service in a systematic way?

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56. How frequently do you track Game as a service measures?

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57. How do you measure success?

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58. What are the Game as a service investment costs?

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59. How can you reduce costs?

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60. When are costs are incurred?

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61. What does verifying compliance entail?

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62. Who is involved in verifying compliance?

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63. What happens if cost savings do not materialize?

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64. Have design-to-cost goals been established?

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65. What are allowable costs?

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66. How to cause the change?

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67. How do you verify the authenticity of the data and information used?

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68. How much does it cost?

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69. What tests verify requirements?

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70. What are the Game as a service key cost drivers?

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71. Are supply costs steady or fluctuating?

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72. How can you reduce the costs of obtaining inputs?

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73. What do you measure and why?

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74. What are the estimated costs of proposed changes?

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75. Has a cost center been established?

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76. How do you aggregate measures across priorities?

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77. What harm might be caused?

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78. Are you aware of what could cause a problem?

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79. Which measures and indicators matter?

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80. Among the Game as a service product and service cost to be estimated, which is considered hardest to estimate?

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81. Do you verify that corrective actions were taken?

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82. What is your Game as a service quality cost segregation study?

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83. Are Game as a service vulnerabilities categorized and prioritized?

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84. What is the total fixed cost?

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85. How can you manage cost down?

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86. How do you verify if Game as a service is built right?

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87. How do you measure efficient delivery of Game as a service services?

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88. What is the cause of any Game as a service gaps?

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89. What does a Test Case verify?

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90. What are the types and number of measures to use?

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91. Where is the cost?

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92. How do you prevent mis-estimating cost?

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93. Where is it measured?

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94. How do you measure lifecycle phases?

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95. Do you aggressively reward and promote the people who have the biggest impact on creating excellent Game as a service services/products?

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96. Which Game as a service impacts are significant?

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97. At what cost?

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98. What is the cost of rework?

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99. Are the measurements objective?

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100. What are the operational costs after Game as a service deployment?

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101. Have you made assumptions about the shape of the future, particularly its impact on your customers and competitors?

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102. What does losing customers cost your organization?

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103. What methods are feasible and acceptable to estimate the impact of reforms?

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104. What are your customers expectations and measures?

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105. What potential environmental factors impact the Game as a service effort?

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106. What disadvantage does this cause for the user?

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107. What are the costs of reform?

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108. When a disaster occurs, who gets priority?

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109. Is a follow-up focused external Game as a service review required?

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110. What is the root cause(s) of the problem?

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111. Is the cost worth the Game as a service effort ?

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112. What can be used to verify compliance?

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113. Is the solution cost-effective?

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114. What measurements are being captured?

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115. Are indirect costs charged to the Game as a service program?

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116. What are your key Game as a service organizational performance measures, including key short and longer-term financial measures?

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117. How frequently do you verify your Game as a service strategy?

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118. What could cause delays in the schedule?

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119. What causes extra work or rework?

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120. When should you bother with diagrams?

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121. Do you have a flow diagram of what happens?

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Game As A Service A Complete Guide - 2020 Edition

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