4. The Process: Managing a Promising Idea Flashcards

1
Q

Model to structure innovation process

A

-Activities: Information gathering (problem solving / knowledge generation) → input for gate decision
-Gate: go/kill decision point. Assessment of results and decision to invest more

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2
Q

Important factors:

A

-Continuous need to evaluate
-Clear gate criteria → comparison between projects possible, overview for top management

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3
Q

Critique of Stage Gate process:

A

Too determined, too slow for minor improvements, not suited for radical innovation, sequential
thinking, but innovation happens in trial and error-iterations

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4
Q

Principles of design thinking:

A
  1. Focus on users’ experiences, especially their emotional ones.
  2. Create models to examine complex problems.
  3. Use prototypes to explore potential solutions.
  4. Tolerate failure (an open culture).
  5. Exhibit thoughtful restraint.
  6. Experimentation and iterative problem-solving
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5
Q

Challenges of design thinking:

A

-Accepting more ambiguity: determine delivered value / ROI of creativity is impossible
-Embracing risk: There is no guarantee of the outcome of something new
-Resetting expectations: Design thinking helps to cut through complexity, but it’s not suitable for optimizing or operating a stable business

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6
Q

Perspectives of managing the innovation process:

A

-Stage-Gate process (deterministic, predictive, plan- oriented, linear, sequential)
-Agile development (experimental, adaptive, decentrally organized, autonomous, experience- oriented, function-oriented development)

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7
Q

Core principles of agile development:

A

-Integrate the customer or user, think in products, not projects. Team includes customer representative
-Agile work practices: Small teams, self-organization, new roles
-Commitment to common goal
-Work in small iterations and timeboxes, testing is a core activity of development
-Daily scrum everyones’ tasks from yesterday, today and roadblocks on the way

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8
Q

Objectives of agile development:

A

Ability to respond in an uncertain and turbulent environment. Flexibility, motivated teams, improved communication and knowledge transfer. Faster time to market and higher customer-centricity.

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9
Q

Lean Startup

A

-Minimum viable product (MVP): Maximal validated learning with minimal effort
-Split or A/B testing: Experiment by offering two versions
-Pivot: Structured course adjustment to test fundamental hypothesis on product or business model
-Build-Measure-Learn loop: Ideas → Build → Product → Measure → Data → Learn

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10
Q

Impact of agile development

A

Siege Zusammenfassung (PIEM Summary) Seite 6

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11
Q

Definition of Creativity (Amabile):

A

Creativity is the production of a novel and appropriate response, product, or solution to an open-ended task.

-task must be open-ended (heuristic), instead of having a single, analytical solution
-Response must be new, but not too different
-Response must be appropriate to the task (valuable, correct, feasible, fitting)
-Response is seen as creative by people familiar with the domain

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12
Q

Componential theory of creativity: everybody is creative to some extent, can be influenced by:

A

-Domain-relevant skills
-Creativity-relevant processes (cognitive and personality processes → novel thinking)
-Task motivation (intrinsic)
-Social environment
—-Block creativity: harshly criticizing new ideas, political problems in organization, emphasis on status quo
—-Stimulate creativity: collaborative, diverse, idea-focused work teams, encouragement of new ideas by
supervisors, appropriate recognition, sharing ideas across organization

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13
Q

Managers influence on creativity:

A

Resource, management practices, organizational motivation

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