exam 1 Flashcards

1
Q

everyone is creative but

A

creativity can be very different from one individual to the next

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2
Q

the Torrance creativity index turned out to be a good indicator of

A

Creative accomplishments as adults

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3
Q

according to Creativity Crisis in America, American creativity scores

A

are decreasing

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4
Q

people who do not understand cognitive preferences tend to

A

personalize and/or avoid conflict

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5
Q

it is important for marketers and product innovators to recognize that on some level,

A

all consumer purchase decisions are emotional

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6
Q

the Weird Rules of Creativity article recommended for increased innovation

A

hire people you don’t like, promote people who oppose your ideas, get people arguing

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7
Q

according to Newsweek’s Creativity in America article, the accepted definition of creativity is

A

the production of something original and useful

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8
Q

the most widely recognized cognitive distinction is

A

between left brain and right brain

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9
Q

according to Putting Your Whole Brain to Work, the biggest barrier to recognizing the contributions of people unlike you is

A

ego

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10
Q

the two factors driving the increased need for innovation are

A

commoditization of products and increasing consumer expectations

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11
Q

creativity requires

A

constant shifting between the left and right halves of your brain

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12
Q

according to Sir Ken Robinson the thing that stifles creativity in children is

A

the education system

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13
Q

According to James Marsh, companies need to

A

exploit existing businesses while exploring new ones

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14
Q

the capabilities of a startup company test to reside in their

A

resources (especially their people)

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15
Q

as companies grow, the factors that determine what a company can and cannot do tend to be

A

processes and values

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16
Q

established companies tend to ignore disruptive technologies because

A

gross margins are too small and the market opportunity is too small

17
Q

one of the basic truths in Christensen’s article on Disruptive Technology is that

A

technology supply greatly exceeds market demand

18
Q

a disruptive technology disrupts

A

existing business models

19
Q

industrial engineers primary responsibility is

A

the user experience, including aesthetic appeal, functional interfaces, and emotional appeal

20
Q

the three areas that come together in any new product development include

A

technology, design, and user needs

21
Q

a design language is

A

a set of signs, symbols, and icons

22
Q

according to the article Designing Breakthrough Products most companies pursue a product development strategy of

A

technology substitution

23
Q

according to the article Designing Breakthrough Products, a product development strategy aimed at transcending existing needs to develop breakthrough products is called a

A

technology epiphany

24
Q

phenomenology is

A

the study of how people experience life

25
Q

ethnography is

A

the systematic study of people and cultures

26
Q

behavioral artifacts are

A

observed behaviors, what you would capture with a video camera

27
Q

it’s important for researchers to look beyond behavioral artifacts and

A

try to understand emotions, values, and culture

28
Q

the reasons experience innovation is difficult for companies includes

A

no single owner has authority over the customer experience (often involves thousands of employees;
it requires mastering competencies companies often lack;
it requires a new mindset - a cultural change

29
Q

the elements of experience design space include

A

the individual consumer in the center, surrounded by events, context, involvement, and personal meaning

30
Q

the three co-creators of value in experience innovation include

A

the company and its network, the consumer, and the consumer community