Topic 6 Flashcards

1
Q

What is Decision Making?

A

Identifying and choosing solutions that lead to a desired end result

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2
Q

What is a Programmed Decision?

A

Recurs often enough for a decision rule to be developed

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3
Q

What is a Decision Rule?

A

Tells decision makers which alternative to choose once they have predetermined information about the decision situation

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4
Q

What is a nonprogrammed decision?

A

Recurs infrequently, and there is no previously established decision rule

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5
Q

List the information required for decision making

A

Information ranges across endpoint conditions

  • Condition of certainty
  • Condition of risk
  • Condition of uncertainty
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6
Q

Information required for decision making: What is Condition of certainty?

A

Outcomes of each alternative are known

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7
Q

Information required for decision making: What is Condition of risk?

A

Certainty of an outcome is unknown but there is enough information to estimate probabilities of various outcomes

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8
Q

Information required for decision making: What is Condition of uncertainty?

A

There is insufficient information to estimate the probability of possible outcomes

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9
Q

What is a Rational Model of decision making?

A

Logical four-step approach to decision making

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10
Q

The Decision-Making Process: Describe the steps in a Rational Approach

A
  • State situational goal
  • Identify problem
  • Determine decision type
  • Generate alternatives
  • Evaluate alternatives
  • Choose an alternative
  • Implement the plan
  • Control; measure and adjust
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11
Q

The Decision-Making Process: The Rational Approach - What are the strengths?

A
  • Forces decision in a logical, sequential manner

- In-depth analysis enables choose on the basis of information rather than emotion or social pressure

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12
Q

The Decision-Making Process: The Rational Approach - What are the weaknesses?

A
  • Rigid underlying assumptions often unrealistic
  • Information limited by time or cost constraints, manager’s ability to process information
  • Not all alternatives easily quantified
  • Outcomes unknown due to unpredictability of future
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13
Q

The Decision-Making Process: What are Non-Rational Models?

A
  • Based on premise that decision making is not rational

- Decision making uncertain, difficult and not all info known

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14
Q

The Decision-Making Process: What are the 2 models of Non-Rational Models?

A
  • Simon’s Normative Model

- Garbage Can Model

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15
Q

The Decision-Making Process: Non-Rational Models - What is Simon’s Normative Model of Decision Making?

A
  • Decision makers are guided by bounded rationality (constraints that restrict decision making)
  • Decision making characterised by limited information processing, satisficing
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16
Q

The Decision-Making Process: Non-Rational Models - Simon’s Normative Model of Decision Making - What is Satisficing?

A

Searching for and choosing an acceptable or satisfactory response to problems and opportunities, rather than trying to make the best decision

17
Q

The Decision-Making Process: Non-Rational Models - What is the Garbage Can Model of Decision Making?

A
  • Based on premise that decision making is slopping and haphazard
  • Decisions are made as a result of the interaction between: problems, solutions, participants and choice opportunities
18
Q

What are the 4 Factors involved in Decision Making Intuition?

A
  • Expertise
  • Feelings
  • Hollistic Hunch
  • Automated experience
19
Q

When should groups be included in decision making?

A
  1. If additional information would increase the quality of the decision
  2. If acceptance is important
  3. If people can be developed through their participation
20
Q

What are the Advantages of Group-Aided Decision-Making?

A
  • Greater pool of knowledge
  • Different perspectives
  • Greater comprehension
  • Increased acceptance
  • Training ground
21
Q

What are the Disadvantages of Group-Aided Decision-Making?

A
  • Social pressure
  • Domination by a vocal few
  • Political behaviour
  • Goal displacement
  • ‘Group think’
22
Q

List Group Problem-Solving Techniques

A
  • Brainstorming
  • Nominal group technique
  • Delphi technique
  • Computer-aided decision making
23
Q

Group Problem-Solving Techniques: What is Brainstorming?

A

Process to generate a quantity of ideas

24
Q

Group Problem-Solving Techniques: What are brainstorming rules?

A
  1. Quantity over quality
  2. Freewheeling should be encouraged; do not set limits
  3. Suspend judgement
  4. Ignore seniority
25
Q

Group Problem-Solving Techniques: What are the Steps of Nominal Group Technique?

A
  • Individually and silently generate ideas
  • Each person systematically offers one idea from their list
  • One person records all ideas
  • After all ideas are elicited, discuss as a group
  • Anonymously vote for top choices using a weighted voting procedure
26
Q

Group Problem-Solving Techniques: What are the Steps of Delphi Technique?

A
  • Participants identified
  • Questionnaire developed
  • Questionnaires sent and returned to manager
  • Responses summarised and returned to participants
  • Participants review feedback, prioritise issues, return survey
  • Cycle repeated until satisfactory solution reached
27
Q

What is the difference between Creativity and Innovation?

A
  • Creativity: Thinking up new things

- Innovation: Doing new things

28
Q

What are the 3 types of creativity and innovation?

A
  • Creation
  • Synthesis
  • Modification
29
Q

List Descriptors of Creative Individuals?

A
  • Background experiences
  • Personal traits
  • Cognitive abilities
30
Q

How can creativity in organisations be enhanced?

A
  • Using explicit goals to make creativity a part of the organisational culture
  • Rewarding creative successes
31
Q

What are the stages of the creativity process?

A
  • Preparation
  • Concentration
  • Incubation
  • Illumination
  • Verification
32
Q

How can Employee Creativity be improved?

A
  • Develop environment that supports creative behaviour
  • Encourage openness to new ideas and experiences
  • Provide stimulating work to create personal growth
  • Allow employees to have fun and play around
  • Encourage an open environment
  • Treat errors as learning opportunities
  • Reward creative behaviour