Chapter 7 Flashcards
Organizational innovation
The successful implementation of creative ideas or organizations
Technological cycle
Cycle that begins with the birth of a new technology and ends when the tech reaches its limits and is replaced by a newer substantially better tech
S Curve pattern of Innovation
A pattern of technological innovation characterized by slow initial progress then rapid progress and then slow progress again as tech matures and reaches its limits
-slope of cure
Steep slope indicates that small amounts of effort will result in significant increases in performance
Flat slope indicates that increased effort will bring
Innovation streams
Patterns of innovation over time that can create sustainable competitive advantage
Technological discontinuity
Performance or functional breakthrough created by scientific advance or a unique combination of existing technologies
Discontinuous change
Phase of technology cycle characterized by tech substitution and design competition’s
Technological substitution
The purchase of new technologies to replace older ones
Design competition
Competition between old and new technologies to establish a new technological standard or dominant design
Dominant design
A new technological design /process that becomes the accepted market standard
Indicates which companies will prosper and which will face technological lockout
Technological lockout : the inability of a company to competitively sell its products because it relies on old technology or a non dominant design
- Signals shift from experimentation and competition to incremental change
- Incremental change
Companies innovate by lowering cost and improving the functioning and performance of the dominant technological design
Creative work environment
Workplace cultures in which workers perceive that new ideas are welcomed valued and encouraged
Flow
A psychological state of effortlessness in which you become completely absorbed in what you’re doing and time seems to pass quickly
Freedom
Autonomy over your own work and ability to make decisions
Lack of organizational impediments
Removal of process procedures and priorities that get in the way of creative work. More creative time less time spent on daily duties
Challenging work
Work that requires effort and is important to others in the organization. Promotes creativity and encourages flow
Experiential approach to innovation
An approach to innovation that assumes a highly uncertain environment and uses intuition, flexible options, and hands on experience to reduce uncertainty and accelerate learning and understanding
5 aspects of an experiential approach include
Design iteration Testing Milestones Multifunctional teams Powerful leaders
Design iteration
A cycle of repetition in which a company test prototype of a new product or service improves on that design and then builds and test the improved prototype
Product prototype
A full scale working model being tested for design function and reliability
Testing
A systematic comparison of different product designs or design iteration
Milestones
Formal project review points used to access progress and performance