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12. Is there a critical path to deliver Game as a service results?
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13. What constraints exist that might impact the team?
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14. Is there a completed SIPOC representation, describing the Suppliers, Inputs, Process, Outputs, and Customers?
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15. Is special Game as a service user knowledge required?
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16. Will team members perform Game as a service work when assigned and in a timely fashion?
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17. What defines best in class?
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18. Is there a completed, verified, and validated high-level ‘as is’ (not ‘should be’ or ‘could be’) stakeholder process map?
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19. Is the Game as a service scope manageable?
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20. How do you manage unclear Game as a service requirements?
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21. Is scope creep really all bad news?
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22. Are all requirements met?
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23. What is out-of-scope initially?
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24. How did the Game as a service manager receive input to the development of a Game as a service improvement plan and the estimated completion dates/times of each activity?
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25. What Game as a service requirements should be gathered?
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26. What are the core elements of the Game as a service business case?
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27. How do you manage scope?
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28. What key stakeholder process output measure(s) does Game as a service leverage and how?
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29. Does the team have regular meetings?
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30. How and when will the baselines be defined?
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31. Is Game as a service currently on schedule according to the plan?
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32. 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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33. Is data collected and displayed to better understand customer(s) critical needs and requirements.
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34. Are task requirements clearly defined?
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35. How do you manage changes in Game as a service requirements?
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36. Who is gathering information?
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37. What system do you use for gathering Game as a service information?
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38. Are customer(s) identified and segmented according to their different needs and requirements?
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39. 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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40. How was the ‘as is’ process map developed, reviewed, verified and validated?
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41. How would you define the culture at your organization, how susceptible is it to Game as a service changes?
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42. What is out of scope?
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43. Do you all define Game as a service in the same way?
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44. Have specific policy objectives been defined?
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45. Is Game as a service required?
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46. Have all basic functions of Game as a service been defined?
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47. What is the scope?
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48. Do you have organizational privacy requirements?
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49. Scope of sensitive information?
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50. What gets examined?
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51. Are approval levels defined for contracts and supplements to contracts?
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52. Do you have a Game as a service success story or case study ready to tell and share?
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53. Are required metrics defined, what are they?
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54. Has the direction changed at all during the course of Game as a service? If so, when did it change and why?
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55. When is the estimated completion date?
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56. What knowledge or experience is required?
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57. Has a high-level ‘as is’ process map been completed, verified and validated?
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58. What scope to assess?
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59. 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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60. Has a project plan, Gantt chart, or similar been developed/completed?
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61. What are the requirements for audit information?
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62. How do you gather requirements?
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63. Will team members regularly document their Game as a service work?
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64. How do you catch Game as a service definition inconsistencies?
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65. What are the compelling stakeholder reasons for embarking on Game as a service?
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66. What is the definition of success?
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67. Has a Game as a service requirement not been met?
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68. What information should you gather?