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
ethnography is
the systematic study of people and cultures
26
behavioral artifacts are
observed behaviors, what you would capture with a video camera
27
it's important for researchers to look beyond behavioral artifacts and
try to understand emotions, values, and culture
28
the reasons experience innovation is difficult for companies includes
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
the elements of experience design space include
the individual consumer in the center, surrounded by events, context, involvement, and personal meaning
30
the three co-creators of value in experience innovation include
the company and its network, the consumer, and the consumer community