Mid Term Flashcards

1
Q

Gordon Moore

A
  • Co-Founder of Intel

- Established Moore’s Law

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2
Q

Mass Customization

A

The product itself can be changed to what the consumer wants

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3
Q

One to one marketing

A

Each customer gets a personalized experience

ex: product recommendations

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4
Q

Personal Media

A

People collect all their favorite media to inform and entertain themselves

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5
Q

Moore’s Law

A

Each generation of computer memory chips:

  • pack the same technology into half the space
  • doubles performance
  • released about every 18 months
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6
Q

Early History of the Web (3)

A
  • Started in 1969 as ARPANET
  • Governed by the National Science Foundation
  • Commercial transactions were forbidden
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7
Q

ARPANET

A
  • The first version of the internet

- A network for academic and military use

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8
Q

History of the Web: 90s to Now (4)

A
  • Web pages and browsers appeared in 1993
  • 1st generation of e-business was a “gold rush”
  • Dot-com crashed in the late 90s
  • New profitable business models today
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9
Q

Paradigms of the Industrial Age (3)

A
  • Mass Production
  • Mass Marketing
  • Mass Media
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10
Q

Paradigms of the Digital Age (3)

A
  • Mass Customization
  • One to One Marketing
  • Personal Media
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11
Q

Web 2.0 Definition

A
  • The 2nd generation of internet-based services
  • Emphasize online collaboration and sharing among users
  • “Architecture of Participation”
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12
Q

The Semantic Web

A
  • Content expressed in format read by “intelligent” software agents
  • Machines perform basic tasks and transactions without human direction
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13
Q

Web 2.0 Characteristics (6)

A
  • Social Networking
  • User-generated content
  • Remixing of digital content
  • Collaboration
  • Open Source
  • Empowered Individuals
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14
Q

Principles of Wikinomics (4)

A
  • Openness
  • Peering
  • Sharing
  • Acting Globally
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15
Q

Principle of Wikinomics: Openness

A
  • Open and transparent to customers, competitors, suppliers, and public
  • Sharing knowledge
  • Encouraging contributions from outside the organization
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16
Q

Principle of Wikinomics: Peering

A

A horizontal network of peers collaborating without formal hierarchical structure

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17
Q

Principle of Wikinomics: Sharing

A
  • Sharing intellectual property to innovate more quickly and create more value
  • Sharing computer power, bandwidth, and other resources
  • Collaborating with competitors
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18
Q

Principle of Wikinomics: Acting Globally

A
  • Use global alliances and human capital to gain access to new markets, ideas, and technologies
  • Eliminate the redundancies of multi-national operations
  • Build diverse, multi-national workforce
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19
Q

Hyper-connectivity

A
  • The state of being constantly connected
  • Person to Person (social media, Skype, email)
  • Computing device to network (Google Drive, location awareness)
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20
Q

Components of Smart Products

A
  • Physical components
  • Smart components
  • Connectivity components
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21
Q

Physical Components of a Smart Product

A

Mechanical, electrical parts

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22
Q

Smart components of a Smart Product

A

Enhanced interface via sensors, microprocessors, software, embedded operating system

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23
Q

Connectivity components of a Smart Product

A
  • Wired or wireless protocols for communicating
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24
Q

Levels of Capabilities, Lowest to Highest

A
  1. Monitoring
  2. Control
  3. Optimization
  4. Autonomy
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25
Q

Levels of Commitment, Lowest to Highest

A
  1. Activity
  2. Business Process
  3. Enterprise
  4. Pure Play
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26
Q

8 Web Business Models

A
  • Brokerage
  • Advertising
  • Infomediary
  • Merchant
  • Manufacturer
  • Affiliate
  • Community
  • Subscription
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27
Q

Brokerage Model

A
  • Exchange (Orbitz)
  • Demand collection (Priceline)
  • Auction (eBay)
  • Transaction (PayPal)
  • Search Agent (Shopping Bot)
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28
Q

Advertising Model

A
  • Portal (Yahoo)
  • Classifieds (Monster)
  • Search Paid Placement (Google)
  • User Registration (NY Times)
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29
Q

Infomediary Model

A
  • Advertising Networks (DoubleClick)
  • Audience Measurement (Nielsen)
  • Metamediary (Edmunds)
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30
Q

Merchant Model

A
  • Virtual merchant (Amazon)
  • Catalog merchant (Land’s End)
  • Click and Mortar (Barnes & Noble)
  • Bit vendor (iTunes Music Store)
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31
Q

Manufacturer Model

A
  • Direct (Dell)
  • Purchase, lease, or licence
  • Disintermediation: cut out the distribution partners
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32
Q

Affiliate Model

A
  • Banner exchange
  • Pay per click
  • Revenue Sharing
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33
Q

Community Model

A
  • Open source (Linux)
  • Open content (Wikipedia)
  • Public broadcasting (NPR)
  • Social networking (Facebook)
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34
Q

Subscription Model

A
  • Content Services (Netflix)
  • Networking Services (Classmates)
  • Internet services providers (AOL)
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35
Q

The Purpose of Pricing

A

To capture the percieved customer value

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36
Q

Fixed Pricing Strategies (4)

A
  • Markup
  • Volume-based
  • Bundling
  • Promotional
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37
Q

Markup Pricing

A

The cost of buying the product from the producer plus amounts for profit and expenses

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38
Q

Volume-Based Pricing

A

Establish separate price levels based on quantity purchased

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39
Q

Bundling Pricing

A

Establish price for a combination of more than one product/service

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40
Q

Promotional Pricing

A

Short term discount or incentive to purchase

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41
Q

Dynamic Pricing Strategies (4)

A
  • Yield Management
  • Negotiated
  • Segmented
  • Personalized
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42
Q

Yield Management

A

Adjust prices to fill unused capacity for perishable services

43
Q

Negotiated

A

Price established through back and forth negotiation between buyer and seller

44
Q

Segmented Pricing

A

Adjust prices for customer groups based on predetermined factors

45
Q

Personalized Pricing

A

Customize pricing options for an individual customer

46
Q

Cross-Subsidies (3)

A
  • Get something free in return for buying another product or service
  • Shifting cost from one product to another
  • Fundamental pricing strategy
47
Q

The Evolution of Pricing

A

Fixed -> Dynamic -> Free

48
Q

Anderson’s Taxonomy of free pricing strategies (6)

A
  • Freemium
  • Advertising
  • Zero marginal cost
  • Cross-subsidies
  • Labor exchange
  • Gift Economy
49
Q

Freemium (4)

A
  • Web and software services
  • Varying tiers of content
  • Ratio of paid vs. free often as low as 1%
  • Cost to serve other 99% is negligible
50
Q

Advertising

A

Free content sponsored by advertisers such as: paid search, social ads, video sites

51
Q

Zero Marginal Cost

A

Digital content distributed at virtually no cost to large audiences

52
Q

Labor Exchange

A

Free web services in return for users who create content

53
Q

Gift Economy

A

Altruistic sharing of talent and content

54
Q

Copyright Myths (4)

A
  • If it doesn’t have a ©, it’s not copyrighted
  • If I don’t charge for it, it’s not a violation
  • If it’s on the internet, it’s in the public domain
  • If the copyright is not defended, it can be lost
55
Q

Fair Use of Copyright Material Categories (6)

A
  • Criticism
  • Comment
  • News reporting
  • Teaching
  • Scholarship
  • Research
56
Q

Fair use factors (4)

A
  • Purpose of use
  • Nature of copyrighted work
  • Substantiality of use
  • Effects on the potential market
57
Q

Digital Millennium Copyright Act (5)

A
  • Prohibits illegal software copying
  • Limits liability of ISP’s
  • Limits liability of nonprofit colleges
  • Requires webcasters to pay licensing fees
  • Does not limit traditional copyrights or change the doctrine of fair use
58
Q

Software Infringement (3)

A
  • Copyright infringement
  • Counterfeiting
  • Globally, over 1/3 of the software sold is illegal
59
Q

Copyright Infringement

A

Loan software to others without licenses

60
Q

Counterfeiting

A

Illegally copied software is duplicated and distributed

61
Q

Licenses (2)

A
  • A popular method of intellectual property protection

- Allow to buyer to use the product but restrict duplication or distribution

62
Q

Two types of licenses

A
  • Shrinkwrap/break-the-seal

- Clickwrap: user is required to click a button to accept terms

63
Q

Creative Commons

A

Non-profit organization providing alternative copyright licensing

64
Q

Attribution (3)

A
  • Part of the creative commons
  • Others may copy and use work and derivatives must give credit
  • Symbol is a man in a circle
65
Q

Noncommercial (3)

A
  • Part of the creative commons
  • Others may copy and use work only for noncommercial applications
  • Symbol is $ with a slash through it
66
Q

No Derivative (3)

A
  • Part of the creative commons
  • May use verbatim copies of original work but no derivatives
  • Symbol is = in a circle
67
Q

Cookies (3)

A
  • Packets of data created and stored on the user’s hard drive in response to instructions received from a Web page
  • Normally executed without any user action
  • Allow marketers to track an individual’s online behavior
68
Q

3 Purposes Cookies May Serve

A
  • Create shopping baskets to hold purchases
  • Recall stored sales information
  • Collect user data
69
Q

Remix Culture Manifestations (5)

A
  • Sampling
  • Dub
  • Open source
  • Peer to peer
  • Mash-ups
70
Q

Culture Jamming

A

Remix media to subvert message

71
Q

3 Key Issues of Remix Culture

A
  • Utilize traditional copyright or creative commons license
  • Establish and publish privacy policy
  • Balance personalized data against privacy accommodations
72
Q

Common Domains (9)

A
  • .com
  • .net
  • .biz
  • .co
  • .info
  • .org
  • .edu
  • .ca, .jp, etc.
  • .mobi
73
Q

.com

A

Commercial and personal

74
Q

.net

A

Internet providers

75
Q

.biz

A

Commercial and business

76
Q

.co

A

Commercial and business

77
Q

.info

A

Commercial and personal

78
Q

.org

A

Non-profits

79
Q

.edu

A

Schools, colleges, universities

80
Q

.ca, .jp, etc

A

Country specific

81
Q

.mobi

A

Websites designed for mobile usage

82
Q

ICANN (2)

A
  • The Internet Corporation for Assigned Names and Numbers

- Regulates protocol and domain name assignment

83
Q

Domain Challenges (3)

A
  • More than 97% of the words in the dictionary have already been registered
  • Every combination of 3 letters is already registered
  • Cybersquatting and domain speculators
84
Q

Average length of time spent on most sites

A

3 page views

85
Q

Look ahead model

A

Decision to continue based on value of current page and expected value of any page yet to come

86
Q

What do dynamic personalization systems do?

A

Adjust information to user goals

87
Q

Dynamics of a web visit (4)

A
  • Length of time
  • Look ahead model
  • Dynamic personalization systems
  • Entry and exit points
88
Q

Usability for Task-Oriented Sites (5)

A
  • Users looking to solve problems want efficiency and effectiveness
  • Fast response time
  • Effective navigation
  • Responsiveness to user goals
  • Higher interactivity and quality content
89
Q

Usability for Experiential Sites (3)

A
  • Gaming and entertainment sites among the ‘stickiest’ and most profitable
  • Different priorities than for task-oriented
  • Emphasis on beauty, flow, engagement
90
Q

Jesse James Garrett

A

Created the “Elements of User Experience” and the User Design Model

91
Q

User Design Model, from Abstract to Concrete

A
  1. Strategy
  2. Scope
  3. Structure
  4. Skeleton
  5. Surface
92
Q

Strategy Plane (2)

A
  • What site owners want to accomplish

- What users want to get out of the site

93
Q

Scope Plane (2)

A
  • Identify features and functions of the site

- Defines how features and functions fit together

94
Q

Structure Plane (2)

A
  • Flow diagram of the site

- Defines the navigational routes and options of the site

95
Q

Skeleton Plane (2)

A
  • Physical placement of objects - buttons, tabs, navigation bars
  • Page layouts optimized to provide impact and user efficiency
96
Q

Surface Plane (2)

A
  • Visual display of the site

- Combines text, images, navigation clues

97
Q

How search engines work

A

Look for tags in the Index (NOT the whole internet)

98
Q

Search Engine Optimization Strategies (6)

A
  • Title Tags
  • Site Content
  • Headlines
  • Descriptive URLs
  • Meta Tags
  • Popularity
99
Q

Title Tags (3)

A
  • Appear at the top of the browser
  • 40-60 characters
  • Unique to each page
100
Q

Site Content (2)

A
  • First 200 characters are most important

- Media/graphics can help build traffic

101
Q

Headlines (3)

A
  • Larger text
  • html tags
  • Sometimes bolding
102
Q

Descriptive URLs

A

Path and file names

103
Q

Meta Tags (3)

A
  • Embedding additional information into HTML source code
  • Description (what the page is about & its target)
  • Keywords and phrases that anticipate search terms
104
Q

Popularity (3)

A
  • Who’s Linking to you
  • Larger sites carry a larger weight
  • Value of affiliates