Chapter 7 - Terms Flashcards

1
Q

Organizational innovation

A

the successful implementation of creative ideas in organizations

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2
Q

Technology cycle

A

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

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3
Q

S-curve pattern of innovation

A

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

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4
Q

Innovation streams

A

patterns of innovation over time that can create sustainable competitive advantage

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5
Q

Technological discontinuity

A

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

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6
Q

Discontinuous change

A

the phase of a technology cycle characterized by technological substitution and design competition

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7
Q

Technological substitution

A

the purchase of new technologies to replace older ones

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8
Q

Design competition

A

competition between old and new technologies to establish a new technological standard or dominant design

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9
Q

Dominant design

A

a new technological design or process that becomes the accepted market standard

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10
Q

Technological lockout

A

the inability of a company to competitively sell its products because it relies on old technology or a nondominant design

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11
Q

Incremental change

A

the phase of a technology cycle in which companies innovate by lowering costs and improving the functioning and performance of the dominant technological design`

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12
Q

Creative work environments

A

workplace cultures in which workers perceive that new ideas are welcomed, valued, and encouraged

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13
Q

Flow

A

a psychological state of effortlessness, in which you become completely absorbed in what you’re doing, and time seems to pass quickly

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14
Q

Experiential approach to innovation

A

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

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15
Q

Design iteration

A

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

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16
Q

Product prototype

A

a full-scale, working model that is being tested for design, function, and reliability

17
Q

Testing

A

the systematic comparison of different product designs or design iterations

18
Q

Milestones

A

formal project review points used to assess progress and performance

19
Q

Multifunctional teams

A

work teams composed of people from different departments

20
Q

Compression approach to innovation

A

an approach to innovation that assumes that incremental innovation can be planned using a series of steps and that compressing those steps can speed innovation

21
Q

Generational change

A

change based on incremental improvements to a dominant technological design such that the improved technology is fully backward compatible with the older technology

22
Q

Organizational decline

A

a large decrease in organizational performance that occurs when companies don’t anticipate, recognize, neutralize, or adapt to the internal or external pressures that threaten their survival

23
Q

Change forces

A

forces that produce differences in the form, quality, or condition of an organization over time.

24
Q

Resistance forces

A

forces that support the existing conditions in organizations.

25
Resistance to change
opposition to change resulting from self-interest, misunderstanding and distrust, and a general intolerance for change
26
Unfreezing
getting the people affected by change to believe that change is needed
27
Change intervention
the process used to get workers and managers to change their behaviors and work practices
28
Refreezing
supporting and reinforcing new changes so that they stick
29
Coercion
the use of formal power and authority to force others to change
30
Results-driven change
change created quickly by focusing on the measurement and improvement of results
31
General Electric fastworks
quickly experimenting with new ideas to solve customer problems and learn from repeated tests and improvements
32
Organizational development
a philosophy and collection of planned change interventions designed to improve an organization’s long-term health and performance
33
Change agent
the person formally in charge of guiding a change effort