Chapter 7 - Decision Making & Creativity Flashcards

1
Q

Rational Choice Paradigm (definition and 6 steps)

A

Use of logic in decision making process.

  1. Identify problem/opportunity
  2. Choose decision strategy
  3. Develop alternatives
  4. Choose “best” solution
  5. Implement solution
  6. Evaluate
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2
Q

Subjective Expected Utility

A

Probability (expectancy) of event X importance of criteria (utility)

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3
Q

Programmed vs Non-programmed decision

A

Decision follows a standard operating procedure

Vs

Decision which does not have a defined procedure (generally new, complex or poorly defined problems)

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4
Q

Stakeholder framing

A

Stakeholders highlight or hide information to influence how the decision maker interprets the situation/problem (constructed realities)

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5
Q

Solution-focused problems

A

Describing a problem with use of a solution
Eg: the problem is that we need more communication from management

Vs

The problem is a lack of understanding

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6
Q

Decisive leadership

A

Jumping to conclusions without appropriate assessment of the problem and its solutions

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7
Q

Perceptual defence

A

Coping mechanism which screens out bad news/info that threatens ones self-concept

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8
Q

Mental models

A

Models of the external world based on past experience that promulgate “filling in the blanks” and shape how we visualise a problem

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9
Q

Problem vs Opportunity

A

A gap between current and desired future state

Vs

A gap between current and a future state not previously considered

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10
Q

Bounded rationality

A

Recognising the limitations in a persons ability to make rational decisions - limited info, limited processing ability, satisfying vs maximising

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11
Q

Implicit favourite

A

A preferred alternative that all others are assessed against, an initial anchor

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12
Q

3 types of decision heuristics

A
  1. Anchoring and adjustment heuristic
  2. Availability heuristic
  3. Representative heuristic
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13
Q

Availability heuristic

A

Over/under weighing probabilities based on availability of information. Influenced by emotional reactions and recent events

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14
Q

Representative heuristic

A

Extrapolating irrelevant trends and information such as stereotypes and clustering.

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15
Q

3 areas that emotion can impact during decision making process

A
  1. Forming initial preferences through initial emotional makers
  2. Decision making is influenced by mood. Negative mood = detail orientated vs positive mood = better use of programmed decision routes.
  3. Evaluating alternatives are influenced by emotional reactions and emotional events (intuition)
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16
Q

Intuition

A

A subconscious assessment of the situation. An emotional event that implies a problem/opportunity not yet recognised by the conscious mind.
Formed through observation, past experience and mental models.

17
Q

Action script

A

An intuitive programmed decision to an event

18
Q

Escalation of commitment and 4 input theories

A

Repeat or continued investment in a bad decision.

  1. Self justification
  2. Self enhancement
  3. Prospect theory
  4. Sunk cost effect
19
Q

Self justification

A

Desire for a positive public image. Over emphasis of good / positive / competent

20
Q

Self enhancement

A

Over confidence in ability and luck to being more successful than average. Core component of self-concept.

21
Q

Prospect theory

A

Negative emotions associated with a loss
>
Positive emotions associated with a gain

22
Q

Sunk cost effect

A

Over emphasis of resources already invested or resources yet to be invested as part of an exit from a bad decision

23
Q

4 strategies to strengthen decision making

A
  1. Separate decision choosers and makers
  2. Predetermined abandonment triggers
  3. Predetermined evaluation points/criteria
  4. Using multiple people in decision process
24
Q

Divergent thinking

A

Reframing a problem and using different approaches

25
Q

4 stages of the Creative Process

A
  1. Preparation
  2. Incubate
  3. Insight
  4. Verification
26
Q

4 characteristics of creative people

A
  1. Knowledge and Experience
  2. Persistent
  3. Intellectual
  4. Independent imagination
27
Q

Workplace environments which support creativity

A
  1. Autonomy
  2. Acceptance of risk/errors as part of “learning culture”
  3. Task significance/Purpose
  4. Open communication of ideas
  5. Resource availability
28
Q

Stakeholders highlight or hide information to influence how the decision maker interprets the situation/problem (constructed realities)

A

Stakeholder Framing

29
Q

Three books and how they support bounded rationality

A
  1. Satisficing described in Gladwell’s Blink
  2. System 1 and System 2 thinking described in Kahneman’s Thinking Fast and Thinking Slow
  3. Availability Heuristic in Taleb’s Black Swan
30
Q

Difference between Innovation and Creativity

A

Innovation uses conversant thinking to bring ideas together and improve upon them

Creativity uses divergent thinking to form new ideas