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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