Gaming As A Service A Complete Guide - 2020 Edition. Gerardus Blokdyk
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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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