Читать книгу Gaming As A Service A Complete Guide - 2020 Edition - Gerardus Blokdyk - Страница 9
ОглавлениеCRITERION #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 the cause of any Gaming as a service gaps?
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2. Do you have a flow diagram of what happens?
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3. What does a Test Case verify?
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4. What are your key Gaming as a service organizational performance measures, including key short and longer-term financial measures?
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5. What is the total fixed cost?
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6. How will you measure your Gaming as a service effectiveness?
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7. Is it possible to estimate the impact of unanticipated complexity such as wrong or failed assumptions, feedback, etcetera on proposed reforms?
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8. How much does it cost?
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9. Who should receive measurement reports?
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10. What would it cost to replace your technology?
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11. Is the cost worth the Gaming as a service effort ?
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12. Are you taking your company in the direction of better and revenue or cheaper and cost?
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13. What is an unallowable cost?
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14. How do you measure lifecycle phases?
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15. How will you measure success?
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16. What users will be impacted?
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17. What tests verify requirements?
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18. How is performance measured?
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19. What potential environmental factors impact the Gaming as a service effort?
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20. Was a business case (cost/benefit) developed?
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21. Why do the measurements/indicators matter?
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22. Which costs should be taken into account?
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23. How do you verify if Gaming as a service is built right?
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24. What do you measure and why?
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25. What measurements are possible, practicable and meaningful?
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26. What causes innovation to fail or succeed in your organization?
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27. Are you able to realize any cost savings?
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28. What is the cost of rework?
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29. Have you included everything in your Gaming as a service cost models?
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30. Has a cost center been established?
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31. How is progress measured?
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32. Are Gaming as a service vulnerabilities categorized and prioritized?
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33. Do you effectively measure and reward individual and team performance?
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34. What could cause you to change course?
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35. How will your organization measure success?
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36. What are the uncertainties surrounding estimates of impact?
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37. Are actual costs in line with budgeted costs?
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38. What are the current costs of the Gaming as a service process?
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39. Why do you expend time and effort to implement measurement, for whom?
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40. Will Gaming as a service have an impact on current business continuity, disaster recovery processes and/or infrastructure?
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41. Who pays the cost?
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42. How sensitive must the Gaming as a service strategy be to cost?
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43. What do people want to verify?
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44. Are supply costs steady or fluctuating?
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45. Have design-to-cost goals been established?
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46. Do you have any cost Gaming as a service limitation requirements?
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47. How do you prevent mis-estimating cost?
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48. How do you measure variability?
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49. What causes extra work or rework?
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50. How is the value delivered by Gaming as a service being measured?
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51. What is the root cause(s) of the problem?
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52. Are there competing Gaming as a service priorities?
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53. Is the solution cost-effective?
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54. What are the types and number of measures to use?
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55. How can a Gaming as a service test verify your ideas or assumptions?
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56. When are costs are incurred?
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57. How do you control the overall costs of your work processes?
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58. Where is the cost?
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59. What are your operating costs?
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60. Did you tackle the cause or the symptom?
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61. What are you verifying?
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62. What drives O&M cost?
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63. What are the costs of delaying Gaming as a service action?
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64. How to cause the change?
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65. What are your primary costs, revenues, assets?
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66. How can you measure Gaming as a service in a systematic way?
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67. How do you verify performance?
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68. How do you verify your resources?
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69. What are the operational costs after Gaming as a service deployment?
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70. At what cost?
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71. What details are required of the Gaming as a service cost structure?
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72. What is the Gaming as a service business impact?
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73. How are measurements made?
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74. Do the benefits outweigh the costs?
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75. What are the estimated costs of proposed changes?
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76. Are missed Gaming as a service opportunities costing your organization money?
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77. What evidence is there and what is measured?
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78. How long to keep data and how to manage retention costs?
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79. Are there measurements based on task performance?
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80. How do your measurements capture actionable Gaming as a service information for use in exceeding your customers expectations and securing your customers engagement?
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81. Do you verify that corrective actions were taken?
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82. What are the Gaming as a service investment costs?
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83. What causes investor action?
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84. Does a Gaming as a service quantification method exist?
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85. Which measures and indicators matter?
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86. How will measures be used to manage and adapt?
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87. How can you measure the performance?
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88. How do you verify the authenticity of the data and information used?
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89. How do you measure efficient delivery of Gaming as a service services?
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90. How will effects be measured?
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91. When a disaster occurs, who gets priority?
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92. Are indirect costs charged to the Gaming as a service program?
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93. What are your customers expectations and measures?
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94. How do you verify and develop ideas and innovations?
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95. Where can you go to verify the info?
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96. Are there any easy-to-implement alternatives to Gaming as a service? Sometimes other solutions are available that do not require the cost implications of a full-blown project?
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97. What are the costs?
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98. What does your operating model cost?
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99. What is the total cost related to deploying Gaming as a service, including any consulting or professional services?
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100. Does management have the right priorities among projects?
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101. What harm might be caused?
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102. What is your Gaming as a service quality cost segregation study?
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103. What are hidden Gaming as a service quality costs?
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104. Do you aggressively reward and promote the people who have the biggest impact on creating excellent Gaming as a service services/products?
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105. What can be used to verify compliance?
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106. Are the units of measure consistent?
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107. What is your decision requirements diagram?
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108. Which Gaming as a service impacts are significant?
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109. How can you reduce the costs of obtaining inputs?
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110. How will costs be allocated?
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111. What relevant entities could be measured?
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112. Have you made assumptions about the shape of the future, particularly its impact on your customers and competitors?
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113. How do you aggregate measures across priorities?
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114. What is measured? Why?
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115. What happens if cost savings do not materialize?
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116. What are the Gaming as a service key cost drivers?
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117. What measurements are being captured?
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118. How frequently do you track Gaming as a service measures?
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119. What would be a real cause for concern?
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120. Is there an opportunity to verify requirements?
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121. What are the costs and benefits?
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122. When should you bother with diagrams?
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123. How will success or failure be measured?
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124. What are the strategic priorities for this year?
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125. How can you manage cost down?
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126. What methods are feasible and acceptable to estimate the impact of reforms?
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127. Among the Gaming as a service product and service cost to be estimated, which is considered hardest to estimate?
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128. How do you verify and validate the Gaming as a service data?
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129. Who is involved in verifying compliance?
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130. Does the Gaming as a service task fit the client’s priorities?
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131. What are the costs of reform?
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132. How do you quantify and qualify impacts?
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133. Where is it measured?
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134. How can you reduce costs?
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135. What does verifying compliance entail?
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136. Do you have an issue in getting priority?
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137. What disadvantage does this cause for the user?
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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.