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
Q

4 types of innovation

A

radical/disruptive
architectural
modular
incremental/sustaining

26
Q

sustaining innovation

A

improves existing products in expected ways
ex. tesla updates

27
Q

disruptive innovation

A

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
Q

modular innovation

A

Changes to one or more components of a product without altering its overall structure or architecture.
ex. digital camera compared to film camera

29
Q

architectural innovation

A

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
Q

tech impact on KSF

A

achieving financial performance
meeting customer needs
building quality products/services
encouraging innovation/creativity
creating comp. advantage
gaining employee commitment

31
Q

tech in 5 forces

A

new entrants
substitutes