Test Flashcards

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1
Q

The Golden Circle

A

Why (purpose), How (values and principles), What (results/actions/products features)

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2
Q

Design Thinking Core Elements

A

People (Desirability), Technology (Feasibility), Business (Viability)

  • Human centric
  • Highly iterative
  • Rapid prototyping
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3
Q

Design Thinking

A

Empathize, Define, Ideate, Prototype, Test

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4
Q

Marketing Mix

A

Product, Place, Price, Promotion

Solution, Access, Value, Education

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5
Q

Product Life Cycle

A
Development
Introduction
Growth
Maturity
Saturation
Decline
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6
Q

Innovative Culture

A

Risk
Freedom
Engagement
Learning-Failure

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7
Q

Strategy

A
Purpose
Where will be play
How will we win
What capabilities must be in place
What management systems are required
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8
Q

Types of Attack strategies

A

Prospectors -first, innovators
Analyser -fast followers
Defenders -maintain niche
Reactor -respond under duress

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9
Q

Entry strategy

A

Depends on:
Newness of the market
Technology required
Capabilities of the company staff

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10
Q

Auditing a companys NPD effort

A
Percentage of revenue and profits produced by new products
Success, Fail, Kill rates
Time-to-market & slip-rate
On budget
Climate and Culture
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11
Q

Innovation management

A

Stage Gate (FUll, XPress, Lite), Agile

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12
Q

Stage Gate

A
Discovery 
-> Idea Screen
Scoping
-> Second Screen
Business Case
-> Go to development
Development
->Go to testing and validation
Testing and Validation
-> Go to launch
Launch
-> Post-launch review
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13
Q

Stage Gate pros

A

Adds discipline and constraints into NPD efforts
Places Emphasis on quality decision making
is transparent to all involved
Can be adapted to wide range of organisations

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14
Q

Stage Gate cons

A

Potential to become over-bureaucratic
When not fully understood, can seem too rigid and costly
Discipline and constraints perceived as stifling creativity

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15
Q

Agile

A

Rapid iterative approach
Fast moving, constant testing/feedback
Responsive
Sprints, Scrums, Product backlog

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16
Q

Product backlog

A

A prioritized features list containing short description of all functionality desired in the product

17
Q

Agile individual team member

A

Individual team member -empowered to take responsibility for project execution

18
Q

Agile product owner

A

-person outside the team representing stakeholder interests

19
Q

Agile Scrum Master

A

-team member responsible for facilitating daily meetings and communication with product owner

20
Q

Agile pros

A

fast moving and flexible
lightly controlled and transparent
Iterative

21
Q

Agile cons

A

Can lead to scope creep
If task not well defined, may spread over several sprints
requires managers to trust the team

22
Q

Purpose of market research

A

Focused on gaining insights related to our customers
identify target markets, segments and competitors
Identify consumer needs and expectations
Create excitement
Evaluate effectiveness of advertising and promotion

23
Q

Market research process

A
define problems and objectives
develop research plan
collect information
analyse data
present cases
24
Q

Market segmentation

A

geographic
demographic
psychographic
behavioural

25
Q

Consumer buying behaviour: factors influencing purchasing decisions

A

cultural
social
personal
psychological

26
Q

Consumer buying behaviour: roles in buying process

A

influencers
initiators
users
deciders

27
Q

Decision making process

A
Need recognition
information search
evaluation of alternatives
purchase decision
post-purchase behaviour
28
Q

Adoption categories

A
Innovators
Early adopters
Early majority
Late Majority
Laggards
29
Q

Factors influencing Business buying decisions

A

Environment business is in
Organizational factors
interpersonal/social
Individual

30
Q

Tradeoff of costs

A

Cost of order
Cost of storage
Cost of downtime

31
Q

Key Elements to the business case

A

The product defined -what will we develop/deliver
The project justified -why invest
The action plan developed -how will we get there, who will do work, resources needed

32
Q

Stimuli scaling

A
Paired
Ranking
Category sorting
Likert scales
Category scales
Graphic ratings
Willingness to purchase
33
Q

Information required

A

Finalise concept
Identify potential consumers
Market potential

34
Q

Information types

A

Subject
Classification
identification

35
Q

Question Types

A

Unstructured
Multiple choice
Dichotomous

36
Q

Sampling design: Nonprobability

A

Convenience
Judgemental
Quota
Snowball

37
Q

Sampling design: Probability

A

Simple random
Systematic
Cluster
Stratified