LU01 Flashcards

(45 cards)

1
Q

Customer Def

A

One that purchases a commodity/ service

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2
Q

User Def

A

One that uses a commodity/ service

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3
Q

Touch Points Def + Example Types

A

individual contacts between firm and user
Examples: Brand-owned, Partner-owned, User-Owned, Social/ external

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4
Q

Stages of Touch Points

A

Pre-Purchase-Stage
Purchase-Stage
Post-Purchase Stage

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5
Q

Pre-Purchase Stage Behaviour

A

 Need recognition
 Consideration
 Search

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6
Q

Purchase Stage Behaviour

A

 Choice
 Ordering
 Payment

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7
Q

Post Stage Behaviour

A

 Consumption
 Usage
 Engagement
 Service requests

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8
Q

User Story def

A

short, simple description of a feature told from the perspective of the person who desires the new capability, usually a user/ customer of the system

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9
Q

User/ customer value def

A

what user gets from the purchase + use of product relative to what they have to give up/ pay thus resulting in an attitude/ emotional bond towards the product

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10
Q

Value Proposition Canvas Bestandsteile

A

Value Proposition:
- Products & Services
- Gain creators
- Pain relievers

Client Profile:
- Pains
- Gains
- Jobs to be done

–> VPC addresses value gaps of the user journey cycle

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11
Q

Exponential Businesses + Examples

A

Wenig Input > Viel Output
 Services
 Plattform-Unternehmen
 Skalierbarkeit
(zB. Google, Meta, Tesla, Microsoft)

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12
Q

Digital Transformation

A

Change of value creation:
Geld verdienen durch neue Prozess wie zB Predictive Maintenance

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13
Q

Digitalization

A

Change of Process:
Prozess Verbesserung durch Digitalisierung z.B. durch Automatisierung

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14
Q

Digitazation

A

Change of activities:
Physisches in elektronisches Umwandeln

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15
Q

Three dimensions of digitalization for corporations

A

Digital user/ consumer
Digital Processes
“Smart” Products & Services

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16
Q

Three dimensions of digitalization for corporations:
External focus

A

Kundensicht [Nutzung]
- Customer Journey  alles was nicht genutzt wird, schafft keinen Nutzen  Einfachheit für Kunden im Mittelpunk
- Subscription based bspw. nur durch Nutzen kann ich Value generieren
 Daten Generierung KPI = Traffic

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17
Q

Three dimensions of digitalization for corporations:
Internal focus

A

backstage [Automatisierung]

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18
Q

Three dimensions of digitalization for corporations:
Result focus

A

Digitalität in Produkt reinbringen
 Digitales auswerten, Learning, PBC
! Nur weitergehen an der Digitalisierung, wenn Markt es hergibt & nachfragt

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19
Q

Digitalization Impact on Companies

A

 Current business models become partially invalid
 Value networks and service systems instead of value chains
 High expenditures on the management of digitization
 Variaty of parallel digitization
 No central person in charge for digitization activities

20
Q

Business Engineering

A

A method- and model based design approach for the transformation of companies into the digital age

21
Q

Platform based Business Models:

A

 Use of Network Effects
 Generation of Lock-in Effects
 Taking Advantage of Marginal Cost of digital goods
 Data-driven

22
Q

Digital Goods

A

Digital goods are immaterial products/ services stores, transferred and processed in the form of binary data

23
Q

Cost Structure of digital goods

A
  • fixed costs stay the same throughout the production volume
  • Marginal costs tends towards zero
24
Q

Two-sided Businesses (5pkt)

A

 Intermediary economic platform
 Two distinct user groups that provide each other with network benefits
 Multisided platform: Organisation that creates value primarily by enabling direct interactions between two (or more) distinct types of affiliated customers
 Value for both depends on the other group
 Servicegüter = Erfahrungsgüter  Platformanbieter profitieren von Recommendations

25
Business ecosystems - Description
set of actors functioning as a unit and interacting on shared marked for software + service, together with their reationships
26
Business ecosystems - Elements
Stakeholders and projects
27
Business ecosystems - Environment
Software + hardware tools and platforms, social media
28
Business ecosystems - interfirm network
top-down (one dominant keystone firm)/ Bottom-up (e.g. open source consortium)
29
Definition of generative AI
GenAI is a class of Machine Learning algorithms that can learn from content such as text, images, and audio in order to generate new content
30
Types of ecosystems (geordnet nach Anzahl Partner)
Traditional Product Digitizer Platform Super Platform
31
Pinguin Effect
1 Eisscholle mit Pinguinen, erst wenn 1. Ins Wasser geht und es sicher ist, folgt der Rest ! Schwierig 1. Kunden zu bekommen bzw. critical Mass zu erreichen Möglichkeit mit Freemium zu überwinden und dann mit Reviews von Nutzern zu arbeiten
32
Bandwagon Effect
Word of Mouth --> Mehr und Mehr Kunden werden mitgezogen
33
Critical Mass - Def
Refers to the point when the adoption rate of a product/ service becomes self-sustaining and naturally accelerates without the need for further marketing efforts
34
Critical Mass depends on
 User growth rates  Churn rate  User engagement metrics  Network effects  Share of innovators and imitators in the system
35
Network Effects def
The value of a products or service for a user depends on the number of users in the network using it --> Abhängig von gegenwärtigem und zukünftigen Nutzen
36
Network: Positive consumption effects:
 Network effect which is determined by the number of users  Benefits of an increase of a good along with the distribution of the good (network benefit)
37
Network: Positive production effects
!! economies of scale !!  Consequence of a positive consumption effect  Average cost of one entity of a good decreases with an increasing production volume
38
Direct vs. Indirect network effects:
Direct: New users join --> Increasing network value Distribution of a good is determined by its utility (e.g. telephone) Indirect: New users join --> Increasing number of complementary products --> increasing network value Distribution of a good determines the offering of complementary goods
39
Metcalfe’s Law
The total utility of a network is directly proportional to the square of the numbers of users
40
Demand function with network effects (Verlauf)
--> Increased number of people improve the value of a good/ service - High willingness to pay, as the value increases constantly - Increasing network benefits --> Tipping Point --> Decreasing demand as too many users can slow network down and reduce its utility and quality --> decreasing marginal willingness to pay for network benefits
41
Standards
Broadly accepted and applied rule and norm, Standards are network effect commodities whose value relies on the grade of distribution --> ensure compatibilities between systems --> are the foundation of network effects
42
Standart Types
 Industry standards (de-facto standards)  Manufacturer-specific (proprietary standard)  Open standard (that are freely available for adoption, implementation and updates)  De-jure standard
43
Lock-ins bind user to a certain provider, due to
- Demand - Offer - Learning - Technology
44
Switching costs Types
 Sunken costs old product (20%)  Overcoming habit (20%)  Learning expansion (10%)  Investments in compatibility (10%)  Actual costs (40%)
45
Cycle of lock-in effects
Increasing binding of users to the system  Increasing integration in the system  increasing switching costs  Decreasing probability of a system change