Название | Games As Service A Complete Guide - 2020 Edition |
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Автор произведения | Gerardus Blokdyk |
Жанр | Зарубежная деловая литература |
Серия | |
Издательство | Зарубежная деловая литература |
Год выпуска | 0 |
isbn | 9781867461296 |
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55. What are the costs and benefits?
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56. Which measures and indicators matter?
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57. What are the costs of reform?
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58. How are measurements made?
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59. What are allowable costs?
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60. How do you verify performance?
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61. Has a cost center been established?
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62. What tests verify requirements?
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63. Do you have any cost Games as service limitation requirements?
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64. Which Games as service impacts are significant?
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65. How are you verifying it?
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66. How much does it cost?
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67. Are actual costs in line with budgeted costs?
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68. How will you measure success?
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69. How will costs be allocated?
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70. When should you bother with diagrams?
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71. What causes innovation to fail or succeed in your organization?
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72. What is the total cost related to deploying Games as service, including any consulting or professional services?
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73. Where is it measured?
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74. What are the types and number of measures to use?
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75. How can you measure Games as service in a systematic way?
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76. Why do the measurements/indicators matter?
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77. What measurements are being captured?
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78. What do you measure and why?
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79. How do you verify your resources?
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80. How can you reduce the costs of obtaining inputs?
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81. When are costs are incurred?
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82. What are the uncertainties surrounding estimates of impact?
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83. What is the cause of any Games as service gaps?
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84. Where can you go to verify the info?
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85. What are the current costs of the Games as service process?
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86. Was a business case (cost/benefit) developed?
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87. Who is involved in verifying compliance?
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88. What happens if cost savings do not materialize?
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89. Does a Games as service quantification method exist?
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90. What causes extra work or rework?
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91. What is the total fixed cost?
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92. What could cause delays in the schedule?
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93. What are hidden Games as service quality costs?
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94. Do you have an issue in getting priority?
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95. What would be a real cause for concern?
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96. How do you measure success?
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97. What is the cost of rework?
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98. Why do you expend time and effort to implement measurement, for whom?
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99. What does verifying compliance entail?
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100. Who pays the cost?
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101. What is measured? Why?
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102. Why a Games as service focus?
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103. What measurements are possible, practicable and meaningful?
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104. What does a Test Case verify?
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105. What is the root cause(s) of the problem?
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106. How do your measurements capture actionable Games as service information for use in exceeding your customers expectations and securing your customers engagement?
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107. Where is the cost?
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108. What drives O&M cost?
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109. Are you taking your company in the direction of better and revenue or cheaper and cost?
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110. Are there measurements based on task performance?
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111. How will effects be measured?
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112. How long to keep data and how to manage retention costs?
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113. How are costs allocated?
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114. Does management have the right priorities among projects?
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115. What does losing customers cost your organization?
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116. Which costs should be taken into account?
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117. How do you quantify and qualify impacts?
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118. How do you verify if Games as service is built right?
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