Mental Model in Use Flashcards

1
Q

Evaluate / Feedback

A

ROI2
Reflect, Reason, Obstacles, Orientation, Iterate, Improve

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2
Q

Luck factor

A

DIOR
Discover opportunity, Intuition, Optimism, Resilience

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3
Q

STORE Keeper 2ON

A

Steps
Time
Obstacles
Resources
Evaluate
Keeper as accountability
Objectives
Outcomes
Notes

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4
Q

Multiply Effort

A

DICE2
Delete unnecessary task
Improve quality
Create new activities
Enhance
Effective

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5
Q

12 P of Marketing Mix

A

Price
Product
Promotion
Place

Short term
Packaging
Position
Process
People

Long term
Policy
Partnership
Planning
Performance

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6
Q

HOME skills - Re Learning

A

Purpose
Scenario
Question
Assumption
Model

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7
Q

P - Square

A

Passion and Purpose

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8
Q

Switch Model - BTS

A

Direct the Rider: Bright Spots, Target and Vision, Specific Steps
Motivate the Elephant: Build Identity, Emotions, Small Steps
Shape the Path: Behavioral Transfer, Trigger Action, Shape the environment

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9
Q

SUCCES - Made to Stick

A

Simple
Unexpected
Concrete
Credible
Emotional
Story

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10
Q

5M Motivation Cycle

A

Mental Model
Mnemonic
Make use of
Memory
Motivation

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11
Q

Pocket of Time Usage

A

Study - Taxi
Connect - High Speed Railway
Organize - Aircraft
Physical Exercise - Bike
Read Book - Truck
Listen to Podcast - Train
Create mental model - Uber
Task to be completed - Bus
Visual - Ferry
Mediate - Motor Cycle

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12
Q

BEST - Champion Mind

A

Belief
Enjoyment
Self Talk
Toughness

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13
Q

Solution Focused - MECCA

A

Miracle questions
Exception questions
Coping questions
Calculating questions
Appreciation questions

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14
Q

10X

A

Thinking Exponentially
Hyper focus
Delegate

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15
Q

ATCS - Second Order Thinking

A

After what
Time period
Consequences
Stakeholder

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16
Q

FLOURISHING Model

A

Friend and Family
Love
Occupation
Usual Environment
Relatives
Income
Spare Time
Health
Identity
Nurture
Giving

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17
Q

Nature of Problem / Improvement, Body

A

Logical - Lips
Process - Shoulder
Future Prediction - Finger
Weigh - Waist
Creativity - Chest
Environment - Elbow

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18
Q

Business Process Reengineering - Man GIFTS3

A

Goal
Identify Process
Future Improvement
Test and SOP
Sustain, Survey, SOP

Mental Model
Accountability
Nature of Problem

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19
Q

Business Model Canvas

A

Feasibility: Key Activities, Key Resources, Key Partnership
Desirability: Channel, Value Proposition, Customer Relationship, Customer Segment
Viability: Cost & Revenue

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20
Q

MASTER3ING - Ultra Learning

A

Map of Learning
Attention
Straight into use, Separate into small steps
Target and weakness
Experimentation and Effort
Repetition, Refinement, Reflection
Increase Difficulty
Nail down and memorise
Guidance and Feedback

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21
Q

MMS - Efficiency

A

Maximise revenue
Multiply revenue
Master speed
Minimise cost
Standardise

22
Q

Business Process Reengineering
- MAN GIFTS

A

Mental Model
Accountability
Nature of Problem
Goal Setting
Identify problem and process
Future goal and process
Test
Sustain, Study and SOP

23
Q

Blue Ocean Strategy Action - CAST

A

Create new products
Add and enhance
Subtract and minimise
Terminate

24
Q

Three x FIVE Whys

A

Why did it happen
Why did it not detect
What part of the system make this happen

25
Q

Time Usage - CITE

A

Connection
Investment
Transaction
Expenditure

26
Q

LEDS Breakthrough Everyday

A

Learning
Experiment
Do
Surrounding

27
Q

Mental Accounting

A

Utilities
Family
Emotional
Entertainment
Self Development

28
Q

Buy Utility Map

A

Stage: Purchase, Delivery, Use, Supplement, Maintenance, Disposal

Utility Lever: Productivity, Simplicity, Convenience, Risk Reduction, Fun & Image, Environmental Friendliness

29
Q

Blue Ocean Shift

A

Pioneers
Settlers
Migrators

30
Q

Entrepreneurial Mindset

A

Finance - Water
Product - Toilet
Market - Lighting
Human resources - Floor
Partnership - Furniture
Competitor - Window
Operations - Wall
Technology - Electricity

31
Q

Three Tiers of Non-Customer

A

First Tier - Change to other user
Second Tier - Not willing to change at the moment
Third Tier - Not even considering

32
Q

Satir Iceberg

A

Behaviors - Bear
Coping - Cat
Feelings - Fox
Feelings of Feelings - Frog
Perception - Pig
Expectation - Eagle
Longing / Yearning - Lion
Self - Swan

33
Q

Satir Coping Style

A

Placating - Knee Down
Blaming - Anger
Super-reasonable - Professor
Irrelevant - Idiot
Leveler

34
Q

Product Involvement and Brain

A

Informative
Affective
Habitual
Satisfactory

35
Q

Marketing & Sales Goal to Client

A

Think Feel Do

36
Q

Empathy Map Canvas

A

Goal
Pain and Gain (Think & Feel)
Hear
See
Do
Say

37
Q

Pyramid Principle

A

Positive Statement - Pyramid
Complete Statement - Mummy
Conditions to be fulfilled - Sphinx
Method to Fulfil - Cat

38
Q

Open-mindedness to Admit Wrong

A

Wrong - Woman
Weakness - Women
Miss
Feedback - Female

39
Q

My Adventure Today - I Learn EMBA

A

Improvement
Learning
Experience
Music and Environment
Break the Routines
Adventurous Mindset

40
Q

Think Like a Scientist - WE HEARD

A

Wrong
Experiment
Hypotheses
Evaluate
Analysis
Right
Data

41
Q

Willpower - THE 3R

A

Today - Do it today
Hardest Things - Do hardest things first
Eliminate - Eliminate choices
Refuel
Reminders
Remove Temptation

42
Q

Mutation game - SAUCE

A

Short Sentence to Describe
Alternative Variants
Unite different variants
Create new model
Eliminate options

43
Q

Top Revenue Generating Model - SUM DATE

A

SaaS
Usage Rate
Marek place
Deep Tech
Advertisement
Transaction
E-commerce

44
Q

THE 3R - Willpower

A

Today / Tonight
Hardest Things
Eliminate Choices
Refuel
Remove Distraction
Reminder for Future Goal

45
Q

Project Feasibility Study - TBC LOFT Image

A

Task
Benefit
Cost
Legal
Operational
Financial
Time
Image

46
Q

Dopamine Detox

A

Data
Objectives
Problem
Abstinence
Mindful
Insight
Next Step
Evaluate

47
Q

Learning Everyday - ASK ME2 Thanks

A

Attitude
Skills
Knowledge
Mental Model
Evaluate
Environment
Thanks

48
Q

Inversion - IF Women Can Avoid Aging

A

Identify Goal
Failure conditions
Worst Scenario
Cons
Avoidance Actions

49
Q

Six buying questions (CIS2)

A

Change
Company
Instantly
Industry
Spending
Solutions

50
Q

4Ps of Decision Checking List

A

Potential Outcomes
Payoffs
Probability
Preferences

51
Q

I REDUCE2

A

Inertia
Endowment
Distance
Unexpected
Connected Case
Effort
Emotions