CIRCA:Initial questions to ask when starting group research projects with a practical game design component -

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This is the tidy and bare-bones version of the initial questions framework from the [[CIRCA:Assessment Framework|2012-13 GRAND Assessment Framework ]]. The framework starts with the assumption that the group research project involves practical game design, and continues by attempting to ask the most significant over-arching questions.
This is the tidy and bare-bones version of the initial questions framework from the [[CIRCA:Assessment Framework|2012-13 GRAND Assessment Framework ]]. The framework starts with the assumption that the group research project involves practical game design, and continues by attempting to ask the most significant over-arching questions.
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==Stakeholders==
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''This is a tentative bare bones framework. There are suggestions or things people wish to edit out or add, feel free to do so. The aim is to have each section down to around 2-4 questions. The current abbreviation for the main part of the framework is AEREF but it may be broken down into other sections-DG''
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==Affiliations==
*Who are the current or potential stakeholders in this project?
*Who are the current or potential stakeholders in this project?
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**ethical
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**financial
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*Who is the intended audience?
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**institutional
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**personal
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*How will you rank or sort stakeholders?
==Expectations==
==Expectations==
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===What are the ''minimum'' commitments to be met for this project to be considered practical, ethical, and academic research from the perspective of external sponsoring stakeholders?===
 
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*What needs to be documented?
 
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*What needs to be practically implemented?
 
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*What deadlines need to be met?
 
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*What ethical standard does the sponsoring stakeholder expect the project to adhere to?
 
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===What are the expectations of the project group's formal or informal contracts?===
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*What is the primary purpose of the project?
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*how are contractual obligations decided? (via informal honor system?)
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*who can be involved in the project?
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*What milestones or checkpoints should be reached for this project to be a minimal success?  
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*how can work contributed to the project be used?
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*what kinds of agreements can be made on behalf of the group?
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*What will each stakeholder group get out of this project?
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*how are decisions about using resources made?
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*what resources are group members expected to pay for themselves?
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*To what extent is the project contract to be formalized or kept informal?
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*how are research goals set or methods decided on?
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*how are conflicts about decisions resolved?
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*how are timelines decided/updated?
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*what are some shared values/goals of the group?
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==Resources==
==Resources==
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===known resources===
 
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*What is the amount of time allotted for completion?
 
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*What is the total budget?
 
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*How many team members are there?
 
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*How many hours can team members contribute within the allotted time?
 
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*What skills do group members already have?
 
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*What methods are known and available (is there other work in this area)?
 
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*What technology does the group already own?
 
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*How often can the group meet?
 
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*What amenities does the group have access to (e.g. a campus for testing)
 
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*What digital communication tools will the group be able to use?
 
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*What partnerships are available?
 
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===potential changes===
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*Is there a detailed project plan including time, tasks, capital, and staff available to the project?
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*What time might be gained/lost?
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*What team member hours might be gained/lost?
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*Is there a buffer to account for potential changes?
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*What skills might be gained/not used?
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**How will assets get prioritized for further investment/loss-cutting?
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*What tools might be purchased/need replacing?
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*what partnerships might be gained/lost?
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*Is there a method for tracking progress regularly to ensure meeting deadlines?
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*What social capital could be called in/lost?
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*what new demands might sponsoring stakeholders make?
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*Which technology or development tools are suitable to the project?
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*what changes to ethical conditions might effect access to resources?
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==Execution==
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*How quickly can the targeted audience understand and play the game?
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*Can a demo be created and tried first?
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*What does and doesn't work for the game?
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*How will we conclude this project (what will the end-state look like?)
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==Feedback==
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*What feedback are we testing for?
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*How will reports from the players or other stakeholders be handled?
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===contingencies===
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*Can we provide feedback to encourage the player engagement with the game?
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*What alternate resources can be identified?
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*how will assets get prioritized for further investment/loss-cutting?
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*How often do re-assessments get made?
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Revision as of 05:50, 29 November 2012

Contents

Intro -hi, notice that this list deals only with things you can know/anticipate at the beginning of a project, I've been finding it challenging not to mix questions from later phases of the project together with the ones a team needs to deal with right away. Maybe an equivalent list can be made for mid and post-project assessments(simeon)

This is the tidy and bare-bones version of the initial questions framework from the 2012-13 GRAND Assessment Framework . The framework starts with the assumption that the group research project involves practical game design, and continues by attempting to ask the most significant over-arching questions.

This is a tentative bare bones framework. There are suggestions or things people wish to edit out or add, feel free to do so. The aim is to have each section down to around 2-4 questions. The current abbreviation for the main part of the framework is AEREF but it may be broken down into other sections-DG

Affiliations

  • Who are the current or potential stakeholders in this project?
  • Who is the intended audience?
  • How will you rank or sort stakeholders?

Expectations

  • What is the primary purpose of the project?
  • What milestones or checkpoints should be reached for this project to be a minimal success?
  • What will each stakeholder group get out of this project?
  • To what extent is the project contract to be formalized or kept informal?

Resources

  • Is there a detailed project plan including time, tasks, capital, and staff available to the project?
  • Is there a buffer to account for potential changes?
    • How will assets get prioritized for further investment/loss-cutting?
  • Is there a method for tracking progress regularly to ensure meeting deadlines?
  • Which technology or development tools are suitable to the project?

Execution

  • How quickly can the targeted audience understand and play the game?
  • Can a demo be created and tried first?
  • What does and doesn't work for the game?
  • How will we conclude this project (what will the end-state look like?)

Feedback

  • What feedback are we testing for?
  • How will reports from the players or other stakeholders be handled?
  • Can we provide feedback to encourage the player engagement with the game?
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