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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