Chapter 7 - Terms Flashcards
Organizational innovation
the successful implementation of creative ideas in organizations
Technology cycle
a cycle that begins with the birth of a new technology and ends when that technology reaches its limits and is replaced by a newer, substantially better technology
S-curve pattern of innovation
a pattern of technological innovation characterized by slow initial progress, then rapid progress, and then slow progress again as a technology matures and reaches its limits
Innovation streams
patterns of innovation over time that can create sustainable competitive advantage
Technological discontinuity
the phase of an innovation stream in which a scientific advance or unique combination of existing technologies creates a significant breakthrough in performance or function
Discontinuous change
the phase of a technology cycle characterized by technological substitution and design competition
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 or process that becomes the accepted market standard
Technological lockout
the inability of a company to competitively sell its products because it relies on old technology or a nondominant design
Incremental change
the phase of a technology cycle in which companies innovate by lowering costs and improving the functioning and performance of the dominant technological design`
Creative work environments
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
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
Design iteration
a cycle of repetition in which a company tests a prototype of a new product or service, improves on that design, and then builds and tests the improved prototype