PM 591 Week 6 Measuring Value Delivery Example

Reviewed by Davina Cresswell, MBA · University of Phoenix · Updated

This PM 591 Week 6 example designs a measurement system that shows whether agile teams, programs and portfolios are delivering value rather than just activity. University of Phoenix PM 591 closes with measuring value delivery, and PM/591 asks MBA students to separate output measures from outcome measures and to guard against metrics that teams learn to game. The case is the course's game studio, now a year into its new way of working. The paper explains why velocity and story points mislead as value measures, sets outcome measures for players and the business, adds flow and quality measures that predict outcomes, organizes them by team, program and portfolio level, reports the first year's results honestly and sets rules for how the measures will be used and changed.

CoursePM 591 Agile Project Management (PM/591)
Week6
Paper typeGraduate value measurement paper
Lengthabout 1,157 words, 4 double-spaced pages plus title page and references
FormatAPA 7 student paper
SchoolUniversity of Phoenix
ProgramMBA
UpdatedOctober 2026

Free sample paper for PM 591 Week 6

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Velocity Is Not Value: Measuring What an Agile Game Studio Actually Delivers to Players and to the Business

[Student Name]

University of Phoenix

PM/591: Agile Project Management

Week 6 Assignment

[Instructor Name]

[Date]

Bluebonnet Forge Games, its measures, results and figures are composites written for a model paper.

What this part is doingThe title states the paper's main claim in four words.
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A year ago, Bluebonnet Forge Games, the composite independent game studio in Austin followed through PM 591, began moving from milestone-driven production to agile teams. It now has sixteen teams, a light program layer and a portfolio funded by value stream. At the studio's annual review, the chief executive asked a simple question: is it working? This paper designs the measures that answer that question and reports what they show.

A Measure the Studio Rejected

Several executives asked for velocity charts to compare teams. The studio declined. Velocity, the number of story points a team completes per sprint, is useful to the team for planning, but points are estimates each team calibrates differently, so comparing them across teams is meaningless. Under pressure, teams inflate estimates and velocity rises without any change in what players receive. Hauser and Katz (1998) warned that organizations become what they measure and that metrics which are easy to influence but only loosely linked to long-term goals can push people toward the wrong behavior. Velocity is such a metric when used for comparison.

What this part is doingExplaining a rejected measure first makes the logic of the chosen ones clearer.
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Outputs, Outcomes and What Lies Between

Outputs are what teams produce: features, content, releases. Outcomes are the changes those outputs cause: players staying longer, spending more or rating the game higher. Between them sit flow and quality, the conditions that let teams deliver outputs quickly and reliably. A useful system measures all three, with outcomes at the top. Kupiainen et al. (2015) reviewed industrial studies of metrics in agile and lean software development and found that teams used metrics mainly for sprint and project planning, progress tracking, quality measurement and identifying process problems, and that the metrics teams found most useful were those tied to their own decisions, with velocity and effort estimates featuring prominently despite their known limits.

Outcome Measures

For the live games: 30-day player retention, average player rating in app stores and platforms, revenue per active player and the share of seasonal content released on schedule. For the new title: player test scores at each playable checkpoint, the share of features passing the fun review on first attempt and publisher acceptance of checkpoints. For the business: revenue against plan, the share of spending on new products and voluntary staff turnover.

Flow Measures

Lead time from an approved idea to players' hands, for live game changes; throughput of completed backlog items per team; work in progress per team and per value stream; and the share of time items spend waiting rather than being worked on. Forsgren et al. (2018) drew on several years of surveys of software organizations and reported that four delivery measures, how long a change takes to reach users, how often teams release, how quickly they recover from failures and how often releases fail, tracked with wider organizational performance. The studio adapts these to games, where deployment means a patch or content release.

A team that moves faster without moving players is busy, not productive.

Quality Measures

Crashes per thousand play hours on each platform; defects reported by players after release; nightly build success rate for the new title; and the number of live game builds broken by engine changes, which Week 4's integration rules targeted.

Measures by Level

Team: sprint goals met, throughput, work in progress, escaped defects and the quarterly team health survey. Used by teams for their own improvement.

Program: cross-team dependencies resolved before sprints start, build stability, lead time for live game changes and playable checkpoint progress. Used by the production director and program board.

Portfolio: player outcomes for each game, revenue against plan, spending split between new and existing products and prototype gate results. Used by the portfolio board for funding decisions.

What this part is doingAssigning measures to the level that acts on them keeps the system from becoming a wall of charts.
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First-Year Results

Flow improved: lead time for live game changes fell from about 31 days to about 12, and the share of seasonal content released on schedule rose from 60 to 92 percent. Quality improved: crashes per thousand play hours on the live games fell by about 40 percent, and no live game build has been broken by an engine change since the integration rules took effect. The new title passed its vertical slice checkpoint on time, with player test scores above the publisher's threshold. Average overtime fell from about 9 hours a week per person to about 3, and voluntary turnover fell from 26 to 14 percent.

Not everything improved. Live Game B's 30-day retention did not change, despite faster and more reliable releases. The team concluded that its content, not its delivery, was the problem, and the portfolio board funded a redesign of its progression system. One feature team's work in progress stayed high all year, traced to a product owner who could not say no to requests; coaching followed.

How the Measures Are Collected

Most measures come from systems the studio already runs. Retention, ratings and revenue come from the platforms' analytics and the studio's own telemetry; lead time, throughput and work in progress come from the teams' boards, which timestamp every item's movement; crash rates come from automatic crash reporting built into the games; and build stability comes from the nightly build system. Only the team health survey and playtest scores need new effort. Collecting measures automatically matters: when people must type numbers into a spreadsheet, the numbers drift toward what people hope they will be.

Rules for Using Measures

Measures are used for learning and decisions, never for ranking teams or individuals. Team-level measures stay with teams unless they ask for help. Speed measures are always shown with quality measures. Each measure names the person who answers for it and when it will next be questioned, and the whole set is reviewed yearly, retiring measures that no longer drive decisions. The current standard emphasizes that measures should be chosen for their value in decision-making and that teams should beware of measures that encourage the wrong behavior (Project Management Institute [PMI], 2021).

Reflection on the Studio's Agile Change

Looking back across the course, the biggest gains came not from any single framework but from fitting practices to the work: short cycles to find fun, flow for content and live operations, a light program layer for the shared engine and funding that follows evidence. The measures confirm that delivery became faster, more reliable and more humane. They also show that agile improves the ability to deliver, not the quality of ideas: Live Game B's retention problem needed a better design, which only players' behavior could reveal.

Conclusion

Measuring value at Bluebonnet Forge means rejecting velocity as a comparison, putting player and business outcomes first and supporting them with flow and quality measures assigned to the level that acts on them. The first year shows faster, steadier delivery, better quality and less overtime, with one live game's outcomes still lagging. Clear rules for using measures keep them a tool for learning rather than a target to be gamed.

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References

Forsgren, N., Humble, J., & Kim, G. (2018). Accelerate: The science of lean software and DevOps: Building and scaling high performing technology organizations. IT Revolution Press.

Hauser, J., & Katz, G. (1998). Metrics: You are what you measure! European Management Journal, 16(5), 517-528. https://doi.org/10.1016/S0263-2373(98)00029-2

Kupiainen, E., Mäntylä, M. V., & Itkonen, J. (2015). Using metrics in agile and lean software development: A systematic literature review of industrial studies. Information and Software Technology, 62, 143-163. https://doi.org/10.1016/j.infsof.2015.02.005

Project Management Institute. (2021). A guide to the project management body of knowledge (PMBOK guide) (7th ed.). Project Management Institute.

What the PM 591 Week 6 instructions ask

For the final PM 591 assignment, graduate students generally evaluate how agile organizations measure value delivery and recommend a measurement approach. Prompts may ask students to distinguish outputs from outcomes, critique common agile metrics such as velocity, propose outcome, flow and quality measures, align measures across team, program and portfolio levels, address risks of gaming and misuse and reflect on the organization's agile change. Use the organization from earlier weeks, report at least some results, make each measure specific with a source and owner and draw on journal research on agile metrics and performance measurement, cited in APA.

How this PM 591 Week 6 example is built

The model opens with a temptation the studio faced: executives asked for velocity charts to compare teams. The paper explains why that would mislead, since story points are team-specific estimates that inflate under pressure. It then sets measures in three groups. Outcome measures capture value to players and the business: player retention, ratings, revenue per player and playtest scores for the new title. Flow measures show how work moves: lead time from idea to player, throughput and work in progress. Quality measures track crashes, escaped defects and build stability. Each level, team, program and portfolio, gets a short set. First-year results show gains in flow and quality, mixed outcomes on one live game and lower overtime. Rules for use close the paper.

PM 591 Week 6 grading rubric: where the points go

Final-week graders reward a measurement system that is focused, balanced and resistant to misuse. Strong papers distinguish outputs from outcomes, explain the limits of common agile metrics and propose measures that connect team work to player or customer value and business results. Credit goes to linking measures across levels, to including leading flow and quality indicators alongside lagging outcomes and to explicit rules against misuse. Reporting actual or realistic results with honest interpretation, including what did not improve, shows maturity. Research on agile metrics supports the design, especially studies that show how measures shape behavior, and a usable summary of measures by level with tidy APA references completes the paper.

PM 591 Week 6 help: mistakes to avoid

Velocity-centered measurement is the most common mistake. Velocity helps a team plan; it does not measure value and should never compare teams. Explain why and replace it. Another frequent problem is a dashboard of thirty numbers arranged in no order of importance, which no one can act on. Give each level a few measures. Students also forget that measures change behavior: whatever is rewarded will rise, whether or not value does. Add rules and pair measures that balance each other, such as speed with quality. Some papers present only good results. Include what did not improve and why. If your measures do not connect to player or customer outcomes, a tutor can help you trace that line.

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PM 591 Week 6 questions, answered

What does PM 591 Week 6 usually cover?

The final week is about measuring value delivery in agile organizations: outputs versus outcomes, limits of velocity, outcome, flow and quality measures, alignment across levels and preventing misuse of metrics.

Where can I find a free PM 591 Week 6 sample paper?

The Week 6 paper above builds a value measurement system for an agile game studio and reports its first-year results; it is free to read.

Why is velocity a poor measure of value?

Velocity counts estimated effort completed, in units each team defines differently. It says nothing about whether the work helped customers, and it inflates when teams are pressured to show more.

What are flow metrics?

Numbers that describe the passage of work from request to release, such as lead time, throughput, work in progress and the share of time items spend waiting, which often predict delivery speed and reliability.

How can organizations prevent metrics from being gamed?

By measuring outcomes as well as outputs, pairing measures that balance each other, using measures for learning rather than ranking teams and reviewing them regularly.

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