S + 7: Design Thinking and Innovation Flashcards

1
Q

innovation definition

A

Therotical concept + Technical invention + Commercial exploitation. Expoitation of new ideas

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2
Q

Where can innovation occur?

A

Anywhere. In the product itself, manufacturing process, materials used, environmental impact etc

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3
Q

Incremental vs Radical Innovation

A

Incremental - small steps at frequent intervals

Radical - Large step changes in the way things are done

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4
Q

4 types of innovations (Henderson-Clark model)

A

1) Architectural Innovation - changes in how componants are linked
2) Radical Innovation - new componants used in new ways
3) Incremental Innovation - small frequent steps
4) Modular Innovation - Innovation in products / componants going into the product

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5
Q

Push or Pull?

A
Push = Pushed through from research to try and find an application in the market
Pull = Market has a need for innovation and oulls it through (identification of demand in the market)
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6
Q

What does the rate of innovation depend on? An example of a market high innovation, and an example of one with low innovation

A

The intensity of competition for customers, and available funding. Low = building materials. High = Mobile phones / technology

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7
Q

2 types of market changes

A

Cyclic - Fashion cycles, seasonal, economic boom / bust

Structural - Things won’t cycle back. Technological advancements (don’t go back o dial up internet)

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8
Q

First mover advantage means price can be set hgh or low?

A

Price can be set at a premium. The reduce as competition increases or maintain price but improve product / add benefits.

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9
Q

Waterfall / linear model (5 stages) and disadvantage

A
Concept
Design
Contruct
Test
Deploy

A delay anywhere means delay launch date.

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10
Q

Parallel Tasks

A

Reduces Time.

BUT needs good communication

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11
Q

How to address a problem with innovation (4 steps/questions)

A

Frist, define the problem
Is the problem accurately described?
Are there problems hidden within the big problem?
Identify the best information for the project

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12
Q

Democratisation of Innovation

A

Innovation is no longer limited to to just the design department. All employees are expected to innovate.

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13
Q

5 skills of an innovator

A

1) Questioning - Ask why and why not questions
2) Observing - Look for better ways of doing things
3) Networking - Meet people with similar ideas / interests
4) Experimenting - Gives data of what might happen in the future
5) Assosiating - Connect fields, problems and ideas (SCAMPER)

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