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

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==Affiliations==
==Affiliations==
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*Who are the current or potential stakeholders in this project?
 
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*Who is the intended audience?
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*Who are the interested parties in this project?
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*How will you rank or sort stakeholders?
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*What does each stakeholder get out of the project?
 +
 
 +
*How will you prioritize stakeholders and audience?
==Expectations==
==Expectations==
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*What is the primary purpose of the project?
*What is the primary purpose of 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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*What evidence would indicate success? How will you know it is over?
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*What will each stakeholder group get out of this project?
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*How will interested parties discuss the project as it evolves?
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*To what extent is the project contract to be formalized or kept informal?
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*Is there a project charter agreed among stakeholders that makes clear what is expected of everyone?
==Resources==
==Resources==
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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 resources are required to do the project?
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*Is there a buffer to account for potential changes?
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*How will you get the required resources?
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**How will assets get prioritized for further investment/loss-cutting?
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*Is there a method for tracking progress regularly to ensure meeting deadlines?
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*How will you account to stakeholders for the resources they have provided?
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*Which technology or development tools are suitable to the project?
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*How will you deal with the loss of resources?
 +
 
 +
==Planning==
 +
 
 +
*Is there a project plan? Does it include the level of detail needed?
 +
 
 +
*Is there a method for tracking progress regularly?
 +
 
 +
*How will the plan be adapted if you fall behind or lose resources?
==Execution==
==Execution==
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*How quickly can the targeted audience understand and play the game?
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*Which technologies or development tools are needed?
*Can a demo be created and tried first?
*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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*If the game meet your goals, what are the problems (technical, conceptual, etc.)?
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*How will we conclude this project (what will the end-state look like?)
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*Are there ways to improve the game or the platform based on the results of this attempt?
 +
 
 +
==Delivery==
 +
 
 +
*How will you deliver the product to your audience?
 +
 
 +
*How will they become aware of your project?
 +
 
 +
*How will you train the audience to understand and play the game?
==Feedback==
==Feedback==
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*What feedback are we testing for?
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*What feedback do you and your stakeholders want?
*How will reports from the players or other stakeholders be handled?
*How will reports from the players or other stakeholders be handled?
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*Can we provide feedback to encourage the player engagement with the game?
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*Can we provide feedback to encourage player engagement with the game?
 +
 
 +
==End-state==
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*What will the end-state of the project look like?
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*Have you met your minimal observable evidence for success?
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*How will you know if stakeholders are satisfied?
 +
 
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*Have you communicated to all interested parties that the project is over?

Revision as of 01:25, 28 March 2013

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 interested parties in this project?
  • What does each stakeholder get out of the project?
  • How will you prioritize stakeholders and audience?

Expectations

  • What is the primary purpose of the project?
  • What evidence would indicate success? How will you know it is over?
  • How will interested parties discuss the project as it evolves?
  • Is there a project charter agreed among stakeholders that makes clear what is expected of everyone?

Resources

  • What resources are required to do the project?
  • How will you get the required resources?
  • How will you account to stakeholders for the resources they have provided?
  • How will you deal with the loss of resources?

Planning

  • Is there a project plan? Does it include the level of detail needed?
  • Is there a method for tracking progress regularly?
  • How will the plan be adapted if you fall behind or lose resources?

Execution

  • Which technologies or development tools are needed?
  • Can a demo be created and tried first?
  • If the game meet your goals, what are the problems (technical, conceptual, etc.)?
  • Are there ways to improve the game or the platform based on the results of this attempt?

Delivery

  • How will you deliver the product to your audience?
  • How will they become aware of your project?
  • How will you train the audience to understand and play the game?

Feedback

  • What feedback do you and your stakeholders want?
  • How will reports from the players or other stakeholders be handled?
  • Can we provide feedback to encourage player engagement with the game?

End-state

  • What will the end-state of the project look like?
  • Have you met your minimal observable evidence for success?
  • How will you know if stakeholders are satisfied?
  • Have you communicated to all interested parties that the project is over?
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