Exam 3 Flashcards

(30 cards)

1
Q

True or False: Design Thinking is human-centered

A

True

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2
Q

True or False: Design Thinking heavily relies on quantitative data

A

False

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3
Q

True or False: Once a possible innovation has been identified to solve a problem, the next step is to build a fully functional working solution

A

False

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4
Q

True or False: One of the key components of Design Thinking is to develop a deep understanding of the user’s needs

A

True

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5
Q

True or False: The design thinking process is strictly linear and must be followed in order

A

False

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6
Q

The primary data collection tool of design thinking

A

qualitative interview

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7
Q

this open-ended question format is used to initiate creative problem-solving by framing challenges as opportunities for innovation

A

“How might we…”

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8
Q

these are the three phases of design thinking

A

inspiration
ideation
implementation

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9
Q

True or False: deign thinking teams work best when the team has the same set of skills and experience

A

False

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10
Q

The critical component of design thinking involves understanding others experiences to innovate from their perspective

A

empathy

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11
Q

the consulting company that popularized design thinking

A

IDEO

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12
Q

this quirky professor pioneered the design thinking method

A

David Kelly

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13
Q

though not the originator of design thinking, this apple co-founder famously championed its principles of simplicity, functionality, and a relentless focus on the user experience

A

Steve Jobs

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14
Q

This software company has an internal Design Thinking training program to help innovate for their suite of financial services products

A

Intuit

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15
Q

This Cincinnati area company used Design Thinking to grow substantially in the early 2000s

A

P&G

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16
Q

This type of prototype focuses on testing key features with minimal resources to gather feedback quickly

A

A Minimum Viable Prototype (MVP)

17
Q

A methodology for developing businesses and products that aims to shorten product development cycles and rapidly discover if a proposed business model is viable

A

Lean Startup Cycle

18
Q

these two primary risks can be addresses through prototyping: one focuses on product functionality, and the other on user acceptance

A

Technical risks and market risks

19
Q

prototypes can help achieve innovation success by answering these three questions:

A

1) What is the market for your product
2) Does your product work
3) What are the technical and/or market barriers to success

20
Q

Prototypes can vary in this way, from simple sketches and models to detailed, highly realistic representations of a final product

A

Low fidelity versus high fidelity

21
Q

This rule ensures that participants feel free to share ideas without fear of judgment during a brainstorms session

A

No criticism allowed

22
Q

encouraging wild and unconventional ideas during brainstorming is known by this term

23
Q

this principle prioritizes generating a large number of ideas over focusing on their quality during a brainstorming session

A

quantity over quality

24
Q

this term describes the limitation in brainstorming where only one person speaks the entire time, reducing the overall flow of ideas from others

A

Lumpy participation

25
Social loafing, evaluation apprehension, and conformity are examples of these obstacles to effective brainstorming
Barriers to brainstorming
26
a plan set by senior leaders detailing how a company will use innovation to create value, allocate resources, and adapt to changing conditions
Innovation Strategy
27
the ability of a firm to consistently outperform its rivals, leading to above-average profits. This is achieved through strategies that competitors cannot easily or cost-effectively imitate
competitive advantage
28
these spaces refer to existing industries with defined boundaries and competition rules. Companies aim to outdo rivals for a bigger slice of establishing demand. Overcrowding leads to reduced growth, commoditization, and intense competition
red ocean
29
these represent unknown market spaces without existing competition. In these spaces, demand is newly created, offering significant growth opportunities
blue ocean
30
this product used blue ocean strategy to explode in popularity with female consumers and families
wii