Concepts - 2022 Flashcards

1
Q

Circular Economy

A
  • Economic system : - Circular - Continual use of resources (circulate); eliminate waste

Not just product & sell (take-make-dispose), but also promote Re-use/Re-purpose/Repair/Share/Recycle to drive environmental & social sustainability in a profitable manner

Increased asset utilization / productivity

E.g. Clothing Rental Startups, Take Back programs; Furniture Industry

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2
Q

NFT (Non-fungible Tokens)

A

Unique identifiers for digital items

Digital files are reproducible but not ownership - ownership is tracked by NFTs representing the digital files on underlying blockchain platforms (Ethereum platform is popular for NFTs)

Beeple - Everydays — The First 5000 Days - USD 69M

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3
Q

Citizen Developer

A

Use existing tech to solve their problems - something efficient for themselves (Low-code/No-code tools)

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4
Q

Innovation Diffusion Lifecycle

A

True innovation - people laugh

Innovators (2.5%), Early Adopters (aligned to beliefs) - (12.5%), Early Majority (35%), Late Majority (35%), Laggards (15%)

Need 15-18% penetration, that is the tipping point

Crossing the chasm - focus on penetrating the early adopters

Create demand / pull - (special club first, then others…make it little difficult to join e.g. Saturday)

Applicable on How to Make a Cultural Transformation

  • Idea is ridiculous / outlandish
  • Everything will change versus nothing changes
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5
Q

Revenue assurance

A

(plug revenue leakages e.g. invoice price different from contract price, when being looked at manually; for service industries - standard pricing not being used; out of scope work not being billed, etc.) - typically need a cross-functional effort to plug it

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6
Q

BCG DV - Improve the odds

A

1 in 3 success rate versus industry success rate of 1 in 10

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7
Q

Aristotle’s Four Causes

A

Aristotle’s four causes explain the Why?

Material cause (matter) - that out of which it is made

Efficient cause (agent) - source of the objects principle of change or stability

Formal cause (form) - essence of the object

Final cause (purpose) - end / goal of the object; or what the object is good for

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8
Q

Productization

A

Needs to be done persistently, cannot be a one time activity

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9
Q

Disruptive Business

A

New products / solutions / marketplaces

New types of transactions - new users who were not participating in the market (non-producers & non-consumers)
“Create money out of nowhere”

Hurdles:
- Asymmetric information

Solutions:
- Smaller supply units (lower cost)
- Bundles
- New suppliers
- Trust wrappers

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10
Q

Computer Vision

A

Image classification / object recognition&raquo_space; Cat

E.g. Face recognition

(a) Register

(b) Recognize

Object Detection

E.g. self-driving car

(a) Detect

(b) Position

Image Segmentation

Precise boundaries instead of drawing just rectangles (in x-rays very useful)

Tracking (for Video)

E.g. Objects (Wildlife tracking)

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11
Q

NLP

A

Text Classification

E.g. Email&raquo_space; Spam / Non-spam

E.g. Product description&raquo_space; Product Category

Sentiment recognition&raquo_space; Read Restaurant review – to assign ratings

Information retrieval

E.g. Web search

Name entity recognition (in a sentence)

E.g. People Names, Venue names

Others: Parsing, part-of-speech tagging (e.g. Determiners – then, an, Noun, etc.)

E.g. Parsers to construct a sentence

Speech to text

Speech – variations in air pressure versus time

E.g. Speech recognition (speech-to-text)

E.g. Trigger word / wake word detection…

E.g. Speaker ID (voiceprint)

E.g. Speech synthesis (text-to-speech, TTS)

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12
Q

Culture eats strategy for breakfast

A

Successful execution of strategy is a function of organization culture

Org. Culture - Operationalization of a company’s values….good culture creates a coherence in how actions are taken by a diverse group of employees

Org. culture -
- How do people respond to hard situations,
- make decisions,
- what behaviors are incentivized, rewarded etc.
It has an out-sized impact on strategy. So make sure people buy the vision, have a sense of purpose

Lou Grestner IBM - I came to see in my time at IBM that culture isn’t just one aspect of the game – it is the game. In the end an organization is nothing more than the collective capacity of its people to create value.

Culture eats strategy for breakfast, technology for lunch, and products for dinner, and soon thereafter everything else too

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13
Q

Multi stakeholder Capitalism

A

Look beyond the interests of Shareholders&raquo_space; Employees, Society, Government….Need tangible, system-level frameworks to transition to sustainable markets

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14
Q

OKRs - Objectives & Key Results

A

Practice borrowed from Intel; Pioneered by Google

Objectives - what you want to accomplish
Key results - quantitative metrics for measurement (secret sauce)

OKRs can serve multiple purposes:
- Lay down the strategic path to achieve a goal e.g. Increase usage can be via supporting new devices, platforms, reducing existing friction, improving content, etc.
- As a communication device to explain the strategy to everyone
Company level - should have 3-5 OKRs
OKRs should be ambitious - typical achievement rate of 0.7
Typically done on a quarterly basis

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15
Q

Platform Engineering

A

Why? Provide an enhanced experience to developers, make reusable, standard services available, reduce development time
What? Material - DevOps toolset, Application Monitoring,
What? Form -
How?

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16
Q

Clickbait journalism

A

gives the impression that way more is happening than is actually happening

17
Q

Bio hacking

A

injecting intravenous fluids e.g. vitamins to improve performance…in vogue in Silicon valley

18
Q

Research Design

A

Research Study: Methodologies & methods depend upon
§ Nature of knowledge
§ Reality

Research design is an arrangement of conditions or collection

Elements of study design:
§ Design type
○ Descriptive - Case Study, Survey, Naturalistic Observation
○ Correlational - Case Control Study, Correlational Study
○ Experimental - field experiment, controlled experiment, quasi-experiment, semi-experimental
○ Review - literature review, systematic review
○ Meta-analytic - meta analysis
§ Study sub-type
○ Descriptive longitudinal case study
§ Research Problem
§ Hypotheses
§ Independent & Dependent Variables
§ Experimental Design
§ Data Collection Design
Statistical Analysis Plan

19
Q

Process Performance Baseline

A

Key measures of a process:
1. Speed
○ Cycle Time
○ Downtime / Wait time
○ Throughput (can be measured in volume or time)
▪ Throughput Volume eg. 50 accounts opened per day
▪ Throughput Time or Flow Rate eg.
2. Efficiency
○ Processing Time / Handling Time
○ Number of steps or activities - Straight through processing
3. Quality
a. First pass yield
b. Errors/Defects
4. Effectiveness
○ Approvals
○ Hand-offs
Complexity

20
Q

Credit Risk Management

A

Source of Payments - Primary (operating cash flow); Secondary (Sales of assets, equity)
Portfolio Risk - Concentration, Correlation Risk

21
Q

Parlour Game

A
  1. Games played in living room / parlour (indoor) for fun, entertainment
  2. Popular during Victorian period, when upper class got more leisure time (in UK and US)
  3. E.g. Where are you Moriarty, Scrabble, GoFish (card game)