Читать книгу Gaming As A Service A Complete Guide - 2020 Edition - Gerardus Blokdyk - Страница 8
ОглавлениеCRITERION #2: DEFINE:
INTENT: Formulate the stakeholder problem. Define the problem, needs and objectives.
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 the definition of success?
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2. What is the worst case scenario?
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3. Are there different segments of customers?
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4. How does the Gaming as a service manager ensure against scope creep?
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5. Is the team adequately staffed with the desired cross-functionality? If not, what additional resources are available to the team?
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6. Scope of sensitive information?
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7. Has the Gaming as a service work been fairly and/or equitably divided and delegated among team members who are qualified and capable to perform the work? Has everyone contributed?
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8. When is/was the Gaming as a service start date?
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9. What defines best in class?
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10. Is there a clear Gaming as a service case definition?
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11. Are customer(s) identified and segmented according to their different needs and requirements?
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12. How would you define the culture at your organization, how susceptible is it to Gaming as a service changes?
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13. What information should you gather?
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14. What critical content must be communicated – who, what, when, where, and how?
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15. How was the ‘as is’ process map developed, reviewed, verified and validated?
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16. In what way can you redefine the criteria of choice clients have in your category in your favor?
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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 to date?
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60. Has/have the customer(s) been identified?
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61. What is the scope of Gaming as a service?
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62. Do you have organizational privacy requirements?
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63. What is in the scope and what is not in scope?
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64. Will a Gaming as a service production readiness review be required?
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65. What are the tasks and definitions?
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66. Is the current ‘as is’ process being followed? If not, what are the discrepancies?
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67. Is Gaming as a service required?
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68. Has a team charter been developed and communicated?
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69. Is the Gaming as a service scope complete and appropriately sized?
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70. What was the context?
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71. Do you all define Gaming as a service in the same way?
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72. How do you manage scope?
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73. How would you define Gaming as a service leadership?
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74. What specifically is the problem? Where does it occur? When does it occur? What is its extent?
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75. Is scope creep really all bad news?
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76. Is Gaming as a service linked to key stakeholder goals and objectives?
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77. How is the team tracking and documenting its work?
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78. What are the Roles and Responsibilities for each team member and its leadership? Where is this documented?
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79. Are task requirements clearly defined?
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80. How do you manage unclear Gaming as a service requirements?
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81. What scope to assess?
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82. Is the work to date meeting requirements?
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83. What is the scope of the Gaming as a service work?
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84. What are the core elements of the Gaming as a service business case?
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85. Has the improvement team collected the ‘voice of the customer’ (obtained feedback – qualitative and quantitative)?
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86. Has a high-level ‘as is’ process map been completed, verified and validated?
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87. Has your scope been defined?
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88. What key stakeholder process output measure(s) does Gaming as a service leverage and how?
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89. Who are the Gaming as a service improvement team members, including Management Leads and Coaches?
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90. Who is gathering information?
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91. What are the Gaming as a service use cases?
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92. What Gaming as a service services do you require?
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93. Has everyone on the team, including the team leaders, been properly trained?
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94. How do you build the right business case?
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95. Are accountability and ownership for Gaming as a service clearly defined?
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96. Have all of the relationships been defined properly?
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97. What are the compelling stakeholder reasons for embarking on Gaming as a service?
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98. Has the direction changed at all during the course of Gaming as a service? If so, when did it change and why?
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99. How will variation in the actual durations of each activity be dealt with to ensure that the expected Gaming as a service results are met?
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100. What baselines are required to be defined and managed?
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101. What are the Gaming as a service tasks and definitions?
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102. Are roles and responsibilities formally defined?
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103. Does the team have regular meetings?
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104. What customer feedback methods were used to solicit their input?
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105. What information do you gather?
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106. How can the value of Gaming as a service be defined?
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107. How do you gather requirements?
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108. Are the Gaming as a service requirements complete?
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109. How are consistent Gaming as a service definitions important?
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110. The political context: who holds power?
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111. Is there a critical path to deliver Gaming as a service results?
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112. Have all basic functions of Gaming as a service been defined?
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113. What gets examined?
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114. How did the Gaming as a service manager receive input to the development of a Gaming as a service improvement plan and the estimated completion dates/times of each activity?
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115. Are there any constraints known that bear on the ability to perform Gaming as a service work? How is the team addressing them?
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116. How do you keep key subject matter experts in the loop?
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117. How do you manage changes in Gaming as a service requirements?
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118. What is the definition of Gaming as a service excellence?
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119. How do you gather Gaming as a service requirements?
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120. Who defines (or who defined) the rules and roles?
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121. Have specific policy objectives been defined?
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122. Have the customer needs been translated into specific, measurable requirements? How?
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123. What is the context?
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124. Is it clearly defined in and to your organization what you do?
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125. Are audit criteria, scope, frequency and methods defined?
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126. Is the Gaming as a service scope manageable?
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127. What is out of scope?
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128. What Gaming as a service requirements should be gathered?
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129. Is there regularly 100% attendance at the team meetings? If not, have appointed substitutes attended to preserve cross-functionality and full representation?
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130. What would be the goal or target for a Gaming as a service’s improvement team?
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131. What sources do you use to gather information for a Gaming as a service study?
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132. Where can you gather more information?
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133. What are the dynamics of the communication plan?
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134. Is data collected and displayed to better understand customer(s) critical needs and requirements.
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Add up total points for this section: _____ = Total points for this section
Divided by: ______ (number of statements answered) = ______ Average score for this section
Transfer your score to the Gaming as a service Index at the beginning of the Self-Assessment.