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
Q

Resistance to change

A

opposition to change resulting from self-interest, misunderstanding and distrust, and a general intolerance for change

26
Q

Unfreezing

A

getting the people affected by change to believe that change is needed

27
Q

Change intervention

A

the process used to get workers and managers to change their behaviors and work practices

28
Q

Refreezing

A

supporting and reinforcing new changes so that they stick

29
Q

Coercion

A

the use of formal power and authority to force others to change

30
Q

Results-driven change

A

change created quickly by focusing on the measurement and improvement of results

31
Q

General Electric fastworks

A

quickly experimenting with new ideas to solve customer problems and learn from repeated tests and improvements

32
Q

Organizational development

A

a philosophy and collection of planned change interventions designed to improve an organization’s long-term health and performance

33
Q

Change agent

A

the person formally in charge of guiding a change effort