Scavenger Hunt 1 Flashcards

1
Q

Disruption

A

To cause (something) to be unable to continue in the normal way : to interrupt the normal progress or activity of (something)

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2
Q

Technology is a disruptor: what does that mean?

A

changed the way something has normally been done; creates treasure and tumult

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3
Q

Video Rentals: What was the normal way of doing business?
What was the tech change?
What was the treasure outcome for some and what was the tumult outcome for others?

A

normal way was going to the store to rent movies
tech change was netflix beginning to sell their dvd movies through a website
the treasure was easier process to watch movies
tumult was blockbuster gets shut down
tech change 2 was netflix becoming a streaming platform

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4
Q

Music Industry: What was the normal way of doing business?
What was the tech change?
What was the treasure outcome for some and what was the tumult outcome for others?

A

normal way was selling vinyl, casset, or cds in stores
tech change was digital music
treasure was customers being able to purchase music immediately w any songs wanted
tumult was piracy of music made the industry decline

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5
Q

Higher Education: What was the normal way of doing business?
What was the tech change?
What was the treasure outcome for some and what was the tumult outcome for others?

A

normal way was leave home to go to professor to learn
tech change was online courses
treasure was easier, cheaper way t get an education
catalyst was covid 19 and the push to either return or avoid previous ways

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6
Q

Define share economy

A

Asset owners use digital clearinghouses to capitalize their unused capacity of things they already have and consumers rent from their peers rather than from companies

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7
Q

Example of share economy

A

RV house; AirBNB; Lyft; Uber

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8
Q

How does IT bring asset owners and consumers together in the share economy?

A

digital clearing houses in which people rent items from each other

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9
Q

How is the share economy disruptive?

A

a company’s assets aren’t the only ones out there, might not be the cheapest option meaning they can receive less business

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10
Q

Moore’s Law

A

Gordon Moore proposed this law
the number of transistors in a chip doubles every 2 years
twice as many transistors in the same space at the same price

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11
Q

Some products only need a small amount of computing power. How does Moore’s Law make these products more affordable over time?

A

Twice as many transistors in the same space at the same price; this can sometimes even reduce the price

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12
Q

Be able to use one of the statistics about business of social media from the lecture to explain why over 140 million businesses regularly use Facebook to communicate with their customers.

A
  • 55% of consumers share their purchases on a social site
  • Social media generates nearly twice the leads as trade shows, telemarketing, or mail
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13
Q

Mobile: What is the tipping point and why is this important?

A

The point where online retailers earn more money from mobile sales than traditional devices like desktops/laptops (mobile commerce)
This drives radical pervasive tech change

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14
Q

Globalization: What is reverse innovation?

A

Create first for emerging markets and then roll that into the development markets

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15
Q

What is the impact of mobile phone use in developing countries?

A

Drives strong economic growth

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16
Q

How does the Hype Cycle help organizations make good decisions about technology?

A

By helping people understand the life cycle: a set of predictable stages that it goes through over time

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17
Q

Be able to briefly describe the elements of the Hype Cycle - Axes: Expectations and Time

A

Expectation: Vertical axis is human expectation (low end: total indifference; the other extreme is “selling everything and buy this because nothing else matters”
Time: horizontal axis, not a fixed scale, time in phases

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18
Q

Be able to briefly describe the elements of the Hype Cycle - The Curve itself

A
  • Innovation trigger: breakthrough
  • Peak of inflated expectations: Buzz builds, more adoption, until expectations exceed reality
  • Trough of disillusionment: Reality happens, impatience, disillusionment
  • Slope of enlightenment: Early adopters have learned and stick with it, more realistic view
  • Plateau of Productivity: Proven benefits, broader adoption, maturity
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19
Q

Be able to briefly describe the elements of the Hype Cycle - Time to mainstream adoption

A

Not every technology matures at the same rate of speed
Some have hurdles and arrive at mainstream adoptions in a couple years

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20
Q

Be able to briefly describe the elements of the Hype Cycle - Range of Impact (Transformational, High, Moderate, Low)

A
  • Transformational: Includes new ways of doing business. Includes major shifts in industry dynamics
  • High: Operational impact includes new ways of performing horizontal and vertical processes. Revenue is very high or costs are very low.
  • Moderate: Operational impact includes existing processes improved incrementally. Revenue is high and costs are low
  • Low: Operational impact includes slight process improvements. The financial impact is minimal at best.
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21
Q

The hype cycle curve order

A

innovation trigger
peak of inflated expectations
trough of disillusionment
slope of enlightenment
plateau of productivity

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22
Q

Where are the 3 danger zones? What mistakes can companies make at those points on the curve?

A

First Danger Zone: adopting too early, wholesale product adoption across company for mission critical work
Second Danger Zone: giving up too soon, tech shouldn’t be abandoned at trough of disillusionment
Third Danger Zone: adopting too late, everyone else already has it and uses it

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23
Q

Be able to explain the 2 actions an organization should take early in the Hype Cycle so that they can “crush the competition” later in the Hype Cycle

A
  1. Investigate early- potentially beneficial , evaluate and learn and make decisions
  2. Pilot project- learn the usefulness and how its going to mature for your business
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24
Q

Define “Digital Workplace”

A

A business strategy to boost employee engagement and agility through a more consumerized work environment

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25
Q

What is meant by a consumerized work environment? What is the alternative?

A

the user is making more of the shots, choosing the tech they use for work
the alternative is organization-centric

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26
Q

What is a Digital Workplace’s goal? How is it accomplished?

A

Boosting employee engagement and agility
Accomplished by employing a more consumerized work environment

27
Q

Define Engagement

A

The emotional commitment an employee has to the organization and its goals

28
Q

Three levels of engagement

A

Engaged, Not Engaged, Actively Disengaged

29
Q

Define Engaged

A

involved and enthusiastic about their work and workplace, real emotional connections, commit their time, talent, and energy, advance the organizations objectives

30
Q

Define Not Engaged

A

might be “satisfied” or even “happy” at work, do the bare minimum required, have not bought into the organizations mission, vision, values, or goals

31
Q

Define Actively Disengaged

A

consistently negative, vocal, create toxic work environment

32
Q

Engagement is not the same as ____ or ____. Why?

A

Happy; Satisfied
Because being happy or satisfied is not enough

33
Q

Why is engagement important to organizations? To employees?

A

units with engagement are 17% more productive and 21% more profitable
it is more than money, misery at work follows you home

34
Q

How common is engagement among US workers? Worldwide?

A

engagement is rare in the US- only 33% but worldwide it’s only 15%

35
Q

Define Digital Dexterity

A

the ability and desire of the workforce to use existing and emerging technology for better business outcomes

36
Q

Ability

A

Excel, programming, etc.

37
Q

Desire

A

Employee engagement

38
Q

Legos metaphor

A

Not who has the better Legos, but who is better at building with those Legos

39
Q

Why is digital dexterity important for an individual employee? …for an organization?

A

The greatest source of competitive advantage for many organizations will come from the workforce’s ability to creatively exploit digital technologies

40
Q

The workplace is changing! What is it, and what is its impact?

A

According to the Gartner Research, by 2020, digital dexterity will be the greatest source of competitive advantage for 30% of organizations.

41
Q

Consumerization

A

A major cause for rapid technological change. Personally developed apps for the consumer market.

42
Q

Gig Economy

A

New way to organize the work we do, using both internal employees and external freelancers

43
Q

Why might employees like the Gig Economy?

A

Benefits employees by allowing them to work on projects they only care about.

44
Q

How can the Gig Economy benefit employers?

A

By allowing managers to quickly assemble project teams.

45
Q

RPA

A

Robotic Process Automation
Use artificial intelligence to do routine tasks

46
Q

What kind of tasks can an RPA system perform?

A

Machine learning, natural language interface, process routine tasks, work within existing application

47
Q

How do organizations benefit from RPA? How is it claimed that employees benefit?

A

Do routine jobs, work in customer service, while employees focus on creativity and focus on interesting complicated things that need profound analysis.

48
Q

Greater Instrumentation

A

indicating, measuring, and recording employee activity

49
Q

Robo-Boss

A

Automated supervisor job which does routine repetitive work; however, it is not neutral, algorithms are representations of our opinions.

50
Q

Robo-Boss: Why can the supervisor job be automated?

A

Because they’re routine

51
Q

Robo-Boss: Are they unbiased? Why or why not?

A

They are NOT unbiased - algorithms are our opinions imbedded in code

52
Q

How does Digital Dexterity enable an employee to participate in organizational transformation?

A

Recognize opportunity, design, deliver, and execute the solution. It lets you participate.
You get an increased role, can build a prototype, create solutions

53
Q

Bimodal IT. What is it?

A

The practice of managing two separate, coherent modes of IT delivery, one focused on stability and the other on agility

54
Q

Bimodal IT: What are the two modes?

A

Mode 1: traditional IT, reliable, keeps the lights on, changes at a glacial pace
Mode 2: exploratory IT, experimental

55
Q

Cloud First Strategy

A

A set of business practices that aims to utilize cloud services as much as possible. Businesses prefer to run on cloud solutions than relying on their own server

56
Q

New Roles on Digital Dexterity

A

New Media Mogul
Process Hacker
App Savant
Data Maven
Citizen Data Scientist
Citizen Developer

57
Q

New Media Mogul

A

Somebody who is able to use different kinds of media to persuade and educate other people

58
Q

Process Hacker

A

Able to find novel ways to improve work situations

59
Q

App Savant

A

Able to find and use new apps, combine them with existing apps in innovative ways

60
Q

Data Maven

A

Able to find employee data to inform any business situation

61
Q

Citizen Data Scientist

A

Combining your innate curiosity, your math abilities, and sophisticated tools to dig deep into data, finding hidden goals

62
Q

Citizen Developer

A

Writing the apps that IT will never get around to creating, but that you and your coworkers need right now

63
Q

Everybody needs tech skills! Gartner analyzed 38 million job postings over the last 4 years and found that there was a ____ growth in the tech skills required for non-IT jobs. Also, ____ of the CEOs that Gartner surveyed think that digital dexterity should be a key requirement when hiring new employees.

A

There was a 60% growth in tech skills needed for non IT jobs over the last 4 years
80% of CEOs want digital dexterity to be a core criteria for new hires

64
Q

What does it mean that tech skills have a “half-life”? What’s the solution to this problem?

A

Many of the things we learn are superseded, can’t be fixed by a single technology.

Digital dexterity is crucial for thriving.

You can learn to learn, be agile, be curious, be creative.