PEST: Technology factors Flashcards

1
Q

PEST: technologic factors elements

A

internet
information tech
material and equipment

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2
Q

5 industries radically changed by tech.

A

music
travel
transportation
publishing
retail

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3
Q

complementary goods

A

needed for value
additional products required for main products value

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4
Q

technology standard

A

enables compatibility of complementary goods

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5
Q

installed base

A

number of users for a product

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6
Q

lock in

A

extent to which a customer is committed to a product/service

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7
Q

larger lock in

A

greater resistence to switch

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8
Q

causes of lock in

A

habit or system
learning
investment
switching costs

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9
Q

solution of lock in

A

lower switching costs
offer leap in performance

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10
Q

network effect

A

value increases as user base grows

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11
Q

solutions of network effect

A

compatibility
partnerships
incentives
build base

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12
Q

what’s the vicious/virtuous cycle

A

positive or negative feedback loop in which network effects either enhance or diminish products appeal

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13
Q

virtuous

A

positive
A virtuous cycle is a positive feedback loop where one favorable action or condition leads to another, reinforcing overall success and growth.
ex. network effect

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14
Q

vicious

A

negative
A vicious cycle is a negative feedback loop where one unfavorable action or condition leads to another, reinforcing decline or failure.

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15
Q

what are the elements in the virtuous/vicious cycle

A

availability of complementary goods -> attractiveness to users -> number of users (installed base) -> attractiveness to producers of complementary goods ->

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16
Q

current business tools

A

ecommerce and omni channel
virtual and augmented
artificial intelligence

17
Q

ecommerce and omni channel

A

online research/shopping
seamless experience between platforms, online/physical experience

18
Q

benefit of ecommerce and omni channel

A

enhanced marketing
improved efficiency
enhanced data
higher margins

19
Q

virtual and augmented

A

replicates an environment or maps over reality

20
Q

benefit of virtual and augmented

A

experience without purchase
reduced cost
enhanced experience

21
Q

artificial intelligence

A

machines that are programmed to think like humans
fast gathering of data

22
Q

AI benefits

A

task automation
less bias
better/faster decisions
predictive capabilities

23
Q

opportunities of technology

A

products-innovation, uniqueness, value
improved info use - access and sharing
competitive advantage; barriers to entry
customization

24
Q

technology threats

A

imitation - info costly to develop but cheap to share
new tech. and new entrants in unfamiliar areas - need new capabilities, resources and learning
info overload and security
disconnected employees/customers

25
4 types of innovation
radical/disruptive architectural modular incremental/sustaining
26
sustaining innovation
improves existing products in expected ways ex. tesla updates
27
disruptive innovation
create new markets or disrupt existing ones by introducing products or services that start as lower-quality, lower-cost, or more convenient alternatives. ex. Netflix disrupting Blockbuster
28
modular innovation
Changes to one or more components of a product without altering its overall structure or architecture. ex. digital camera compared to film camera
29
architectural innovation
Reconfiguring existing components of a product or system in new ways to create new value. ex. Sony’s Walkman, which combined existing technologies in a portable format.
30
tech impact on KSF
achieving financial performance meeting customer needs building quality products/services encouraging innovation/creativity creating comp. advantage gaining employee commitment
31
tech in 5 forces
new entrants substitutes