Elect 1- 1st exam Flashcards

(44 cards)

1
Q

Advances in ___ also have played a role in speeding the pace of innovation.

A

Information technology

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

The act of introducing a new device, method, or material for application to commercial or practical objectives.

A

Technological Innovation

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Introducing new products helps firms protect their margins, while investing in process innovation helps.

A

lower their cost

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Have made it easier and faster for firms to design and produce new products, while flexible manufacturing technologies have made shorter production runs economical and have reduced the importance of production economies of scale

A

Computer aided design and computer aided manufacturing

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

These technologies help firms develop and produce more product variants that closely meet the needs of narrowly defined customer group, thus achieving differentiation from

A

competitor’s

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Product life cycle for software

A

4 to 12 months

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Product life cycle for computer hardware and electronics

A

12 to 24 months

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Product cycle for large home appliances

A

18 to 36 months

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

The total annual output of an economy as measured by its final purchase price

A

Gross domestic product

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Is a structured process that guides organizations through a structured process of idea generation, concept development, feasibility analysis, prototype development, testing market launch, commercialization, and ongoing monitoring and iteration.

A

Innovation funnel

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Costs (or benefits)
that are borne
(or reaped) by
individuals
other than those
responsible
for creating
them.

A

externalities

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

The practical
implementation
of an idea into
a new device or
process

A

Innovation

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Something imagined or pictured
in the mind

A

Idea

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

The ability to
produce novel
and useful work.

A

creativity

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

A private
network, accessible only to
authorized
individuals.

A

Intranet

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Research targeted
at increasing
scientific knowl
edge for its own
sake. It may or
may not have
any long-term
commercial
application

A

basic research

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

Research targeted
at increasing
knowledge for a
specific application or need.

A

applied
research

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

Producers of
complementary
goods or services
(e.g., for video
game console
producers such
as Sony or
Nintendo, game
developers) are
complementors

A

complementors

19
Q

The ability of
an organization
to recognize,
assimilate, and
utilize new
knowledge.

A

absorptive
capacity

20
Q

Offices designed
to facilitate the
transfer of tech
nology developed
in a research
environment to
an environment
where it can be
commercially
applied.

A

technology
transfer
offices

21
Q

Regional dis
tricts, typically
set up by govern
ment, to foster
R&D collaboration between
government,
universities, and
private firms.

A

science parks

22
Q

Institutions
designed to nurture the development of new businesses that
might otherwise
lack access to
adequate funding or advice.

23
Q

Knowledge
that has many
underlying
components,
or many inter
dependencies
between those
components, or both

A

complex knowledge

24
Q

Regional clusters
of firms that have
a connection to a
common technol
ogy, and may
engage in buyer,
supplier, and
complementor
relationships, as
well as research
collaboration.

A

technology cluster

25
Knowledge that cannot be readily codified (documented in written form)
Tacit knowledge
26
Individuals or organizations that transfer information from one domain to another in which it can be usefully applied.
knowledge brokers
27
The benefits firms reap by locating in close geographical proximity to each other
agglomeration
28
A positive externality from R&D resulting from the spread of knowledge across organiza tional or regional boundaries.
technological spillovers
29
The path a technology takes through its lifetime. This path may refer to its rate of performance improvement, its rate of diffusion, or other change of interest.
technology trajectory
30
builds on existing knowledge and skills whereas a competence destroying innovation renders existing knowledge and skills obsolete
competence enhancing and competence destroying innovation
31
An innovation that makes a relatively minor change from (or adjustment to) existing practices.
incremental innovation
32
An innovation that is very new and different from prior solutions
radical innovation
33
An innovation that changes the overall design of a system or the way its com ponents interact with each other.
architectural innovation
34
An innovation to one or more components that does not significantly affect the overall configuration of the system.
component (or modular) innovation
35
The spread of a technology through a population.
Technology diffusion
35
A technology that fulfills a similar market need by building on an entirely new knowledge base.
discontinuous technology
36
A product design that is adopted by the majority of producers, typically creating a stable architecture on which the industry can focus its efforts.
Dominant design
37
When the rate of return (not just gross returns) from a product or process increases with the size of its installed base.
increasing returns
38
The ability of an organization to recognize, assimilate, and utilize new knowledge.
absorptive capacity
39
Also termed positive consumption externalities, this is when the value of a good to a user increases with the number of other users of the same or similar good
network externalities
40
The number of users of a particular good. For instance, the installed base of a particular video game console refers to the number of those consoles that are installed in homes worldwide.
installed base
41
Additional goods and services that enable or enhance the value of another good. For example, the value of a video game console is directly related to the availability of complementary goods such as video games, peripheral devices, and services such as online gaming.
Complementary goods
42
When end results depend greatly on the events that took place leading up to the outcome. It is often impossible to reproduce the results that occur in such a situation.
path dependency
43
The degree to which a system’s components can be separated and recombined.
modularity