Terminologies Flashcards

1
Q

Database

A

An electronic gathering of information organized in some way to make it easy to search, discover, analyze, and manipulate.

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2
Q

Decision screens

A

Sets of criteria that are applied as checklists or screens at new product decision points. The criteria may vary by stage in the process.

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3
Q

Decision Tree

A

A diagram used for making decisions in business or computer programming. The “branches” of the tree diagram represent choices with associated risks, costs, results, and outcome probabilities. By calculating the outcomes (profits) for each of the branches, the best decision for the firm can be determined.

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4
Q

Decline Stage

A

The fourth and last stage of the product life cycle. Entry into this stage is generally caused by technology advances, consumer or user preference changes, global competition, environmental changes, or regulatory changes.

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5
Q

Defenders

A

Firms that stake out a product turf and protect it by whatever means, not necessarily by developing new products.

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6
Q

Deliverable

A

The output (such as test reports, regulatory approvals, working prototypes, or marketing research reports) that shows that a project has achieved a result. Deliverables may be specified for the commercial launch of the product or at the end of a development stage.

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7
Q

Delphi Processes

A

A technique that uses iterative rounds of consensus development across a group of experts to arrive at a forecast of the most probable outcome for some future state.

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8
Q

Demographic

A

An objective description of a human population. Characteristics include gender, age, education level, and marital status.

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9
Q

Derivative Product

A

A new product based on changes to an existing product that adjusts, refines, or improves some product features
without affecting the basic product architecture or platform.

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10
Q

Design for the Environment

A

The systematic consideration of environmental safety and health issues over the product’s projected
life cycle in the design and development process

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11
Q

Design for Excellence (DFX)

A

The systematic consideration of all relevant
life cycle factors, such as manufacturability, reliability, maintainability,
affordability, and testability, in the design and development process.

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12
Q

Design for Maintainability ((DFMt)

A

The systematic consideration of all relevant
life cycle factors, such as manufacturability, reliability, maintainability,
affordability, and testability, in the design and development process.

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13
Q

Design for Manufacturability (DFM)

A

The systematic consideration of
manufacturing issues in the design and development process, making easy the fabrication of the product’s components and their assembly into the overall product.

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14
Q

Design for Experiments (DOE)

A

A statistical method for evaluating multiple product and process design parameters simultaneously rather than one parameter at a time.

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15
Q

Design to Cost

A

Adevelopmentmethodthattreatscostsasanindependent design parameter rather than an outcome. Cost objectives are established based on customer affordability and competitive constraints.

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16
Q

Design Validation

A

Tests to ensure that the product or service conforms to defined user needs and requirements. These tests may be performed on working prototypes or using computer simulations of the finished product.

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17
Q

Development

A

The functional part of the organization responsible for converting product requirements into a working product. Also, a phase in the overall concept-to-market cycle in which the new product
or service is developed for the first time.

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18
Q

Development Change Order (DCO)

A

A document used to implement
a change during product development. It spells out the needed change, why the change is needed, and the effects on time to market, development cost, and the cost of producing the final product. This document is attached to the project’s charter as an addendum.

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19
Q

Digital Mock up

A

An electronic model of the product created with a solids modeling program. Mock-ups can be used to check for interface interferences and component incompatibilities. Using a digital mock-up can be less expensive than building physical prototypes.

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20
Q

Discontinuous Innovation

A

Previously unknown products that establish new consumption patterns and behavior changes. Examples include the initial introduction of microwave ovens and cell phones.

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21
Q

Discounted Cash Flow Analyses

A

One method for providing an estimate of the current value of future incomes and expenses projected for a project. Future cash flows for a number of years are estimated for the project and then discounted back to the present using forecasted interest rates.

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22
Q

Discrete Choice Experiment

A

A quantitative market research tool used to model and predict customer buying decisions.

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23
Q

Dispersed Teams

A

Product development teams that have members working at different locations, in different time zones, and perhaps even in different countries.

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24
Q

Distribution

A

The method and partners used to get the product (or service) from where it is produced to where the end user can buy it.

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25
Q

Divergent Thinking

A

Technique used early in the initial phase of idea generation that expands thinking processes to generate, record, and recall a high volume of new or interesting ideas.

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26
Q

Dynamically Continuous Innovation

A

Anewproductthatchangesbehavior but not necessarily consumption patterns. Examples include Palm Pilots, electric toothbrushes, and electric hair curlers.

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27
Q

Economic Value Added (EVA)

A

The value added to or subtracted from shareholder value during the life of a project.

28
Q

Empathetic Design

A

A five-step method for uncovering customer needs and sparking ideas for new concepts. It involves going to a customer’s work site and watching as he or she performs functions associated with the customer needs your firm wants to solve. Then the customer is debriefed about what he or she did, why those things were done, the problems encountered while trying to perform the functions, and what worked well. By spending time with customers, the team develops empathy for the problems customers encounter while trying to perform their daily tasks.

29
Q

Engineering Design

A

A function in the product creation process in which a good or service is configured and a specific form is determined.

30
Q

Engineering Model

A

The combination of hardware and software intended
to demonstrate the simulated functioning of the intended product as
currently designed.

31
Q

Enhanced New Product

A

Aformofderivativeproduct.Enhancedproducts
include those with additional features not previously found on the
base platform, which provide increased value to consumers.

32
Q

Entrance Requirements

A

The document(s) and reviews required before
any phase of a stages and gates development process can be started.

33
Q

Entrepreneur

A

A person who initiates, organizes, operates, assumes the
risk, and reaps the potential reward for a new business venture

34
Q

Environmental sustainability

A

Akin to green new product development, a focus on developing products whose environmental impact is much lower than that of conventional or competitive products. This includes such considerations as materials saving, material sourcing, energy efficiency, demanufacturability, recyclability, and reduced use of hazardous materials. It can also refer to the internal processes by which products are developed in an effort to conserve natural
resources.

35
Q

Ethnocentric Strategy

A

A situation in which country of headquarters
domestic attitudes and mode of operations dominate the entire
organization.

36
Q

Ethnography

A

A descriptive, qualitative market research methodology
for studying the customer in his or her environment. Researchers spend time in the field watching customers and their environment to gain a deep understanding of customers’ lifestyles and cultures

37
Q

Evaluative Market Research

A

Focused on evaluating and refining concepts such as attribute and concept testing.

38
Q

Event

A

Marks the point in time when a task is completed.

39
Q

Event Map

A

A chart identifying important probable or certain events in the future that is used to map out potential responses to these events.

40
Q

Excursion

A

An idea generation technique to force discontinuities into the idea set. Excursions consist of three generic steps: (1) step away from the task; (2) generate disconnected or irrelevant material; (3) force a connection back to the task.

41
Q

Exit requirement

A

The document(s) and reviews required to complete a stage of a stages and gates development process.

42
Q

Exit strategy

A

A planned process for deleting a product or product line from the firm’s portfolio. It includes plans for clearing inventory out of the supply chain pipeline at minimum loss, continuing to provide for after-sales parts supply and maintenance support, and converting customers of the deleted product line to a different one.

43
Q

Experience curve

A

The relationship between total costs and cumulative production in which each time the cumulative volume of production of a product doubles, total value-added costs (for example, sales, administration) fall by a constant percentage

44
Q

Explicit customer requirements

A

What the customer asks for in a product.

45
Q

Factory Cost

A

The cost of producing the product in the production
location including materials, labor, and overhead.

46
Q

Failure Mode Effect Analysis (FMEA)

A

A technique used at the
development stage to discover the different ways in which a product
may fail and to evaluate the outcomes of each type of failure.

47
Q

Failure Rate

A

The percentage of a firm’s new products that make it to full market commercialization but fail to achieve the objectives set for
them

48
Q

Feasibility determination

A

The set of product development tasks in which major unknowns (technical or market) are examined to produce knowledge about how to resolve or overcome potential problems as well as to clarify task limits. Sometimes called exploratory investigation.

49
Q

Feature

A

The solution to a consumer need or problem. Features provide benefits to consumers. A handle (feature) allows a laptop computer to be carried easily (benefit). Usually any one of several different features will be chosen to meet a customer need. For example, a carrying case with shoulder straps is another feature that allows a laptop computer to be carried easily.

50
Q

Feature creep

A

The tendency for designers or engineers to add more capability, functions and features to a product as development proceeds than were originally intended. These additions often cause schedule slip, development cost increases, and product cost increases.

51
Q

Field testing

A

Product use testing with users from the target market in the context in which the product will be used.

52
Q

Financial success

A

The extent to which a new product meets its profit, margin, and return on investment goals.

53
Q

Firefighting

A

An unplanned diversion of scarce resources and the reassignment of some of them to fix problems discovered late in a product’s development cycle.

54
Q

Firm level success

A

The total impact of the firm’s competence in developing and commercializing new products. Several different specific measures may be used to estimate performance

55
Q

First to Market

A

The first product to create a new product category or a large subdivision of a category.

56
Q

Flexible Gate

A

A permissive or permeable gate in a Stage-GateTM process that is less rigid than the traditional “go-stop-recycle” gate. Flexible gates are useful in shortening the time to market. A permissive gate is one in which the next stage is authorized even though some work in the almost-completed previous stage has not yet been finished. A permeable gate is one in which some work in a later stage is authorized before a large amount of work in the prior stage is completed.

57
Q

Focus Group

A

A qualitative market research technique in which 8 to 12 market participants are gathered in one room for a discussion under the leadership of a trained moderator. Discussion focuses on a consumer problem, product, or potential solution to a problem. The results of these discussions are not projectable to the general market.

58
Q

Forecast

A

Aprediction,oversomedefinedtime,ofthesuccessorfailureof implementing a business plan’s decisions stemming from an existing strategy.

59
Q

Function

A

(1)An abstract description of work that a product must perform to meet customer needs. A function is something the product or service must do. (2) A term describing an internal group performing a basic business capability such as engineering.

60
Q

Functional Elements

A

The individual operations that a product performs. These elements are often used to describe a product schematically.

61
Q

Functional Pipeline Management

A

Optimizingtheflowofprojectsthrough all functional areas in the context of the company’s priorities.

62
Q

Functional schematic

A

A schematic drawing that is made up of all the functional elements in a product. It shows the product’s functions as well as how material, energy, and signal flow through the product

63
Q

Functional Testing

A

Testing either an element of or the complete product to determine whether it will function as planned and as actually used when sold.

64
Q

Fuzzy Front End

A

The messy “getting started” period of product development, when the product concept is still very fuzzy. Preceding the more formal product development process, it generally consists of three tasks: strategic planning, concept generation, and especially pretechnical evaluation. These activities are often chaotic, unpredictable, and unstructured. In comparison, the subsequent new product development process is typically structured, predictable, and formal, with prescribed sets of activities, questions to be answered, and decisions to be made.

65
Q

Fuzzy Gates

A

Conditional or situational rather than full “go” decisions. Their purpose is to try to balance timely decisions and risk management. Conditional decisions are go, subject to a task’s being successfully completed by a future specified date. Situational gates have some criteria that must be met for all projects and others that are only required for some projects. For example, a new-to-the world product may have distribution feasibility criteria that a line extension will not have.

66
Q

Gamma test

A

A longer-term product use test in which the developers measure the extent to which the item meets the needs of the target customers, solves the problems(s) targeted during development, and leaves the customers satisfied.

67
Q

Gantt chart

A

A horizontal bar chart used in project scheduling and management that shows the start date, end date, and duration of tasks within the project.