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Manager
a trained, knowledgeable worker who is in charge of a team and often holds a masters degree in management or business administration
Network
A collection of interconnected nodes.
physical networks
networks, where the nodes of the network are connected by physical links (i.e., railroad tracks, telephone wires).
virtual network
is that connections between network nodes are not physical but intangible and invisible. The nodes are typically people rather than devices.
the value of the network for its members is a function of …
its size—that is, the more nodes the network has, the more valuable it is to its members.
Network Effects:
A phenomenon whereby a node joining a network creates value for all other network nodes.
Positive feedback
is simply defined as that self-reinforcing mechanism by which the strong gets stronger and the weak gets weaker.
Negative feedback
opposite dynamic of Positive feedback the stronger gets weaker and the weaker gets stronger.
A tippy market
a market that is subject to strong positive feedback, such that it will “tip” in favor of the firm that is able to reach critical mass and dominate it
a tipping point
The moment in the evolution of a market where one organization or technology reaches critical mass and goes on to dominate it— the point where winners and losers are defined
Do all markets tip?
Not all markets tip, and winner-take-all dynamics are more the exception than the rule.
How to Recognize a Tippy Market
The presence and strength of economies of scale. Strong economies of scale, whether traditional economies of scale or network effects, provide an advantage to larger firms.
The variety of the customer needs. Customer demand for variety creates the potential for the development of distinct market niches that the dominant player may be unable to fulfill
When economies of scale are limited and the market has a wide range of different needs,
the potential for market tippiness is the weakest
When economies of scale are significant and demand for variety is high, the potential for market tippiness depends on
the number and size of the available market niches.
Two-Sided Networks
❖ Networks that have two types of members
❖ Users of content and suppliers of content (i.e. Adobe PDF format)
❖ Buyers and suppliers of goods (i.e. Digital marketplaces)
❖ Value of the network to one type of member depends on the number of members from the other side
Marketplaces
are two-sided (or multisided) networks where demand and offer meet. The sponsor enables this encounter and often facilitates transactions between the participants
Platforms
are two-sided networks with specific members on the two sides: users and developers.
In computing terms the software foundation on which other software is built.
The importance of network effects in platforms
The more users who join the platform, the more valuable contributing applications to it becomes for the developers and other users.
Network effects occur
in the presence of technology standards, but are not restricted to the technology arena.
One of the most important implications of the above discussion is that customers will pick a
network, not a product or a service provider.
Classic information goods
products that a customer purchases for the sole purpose of gaining access to the information they contain.
A simple test for recognizing information goods is to verify
whether the product can be digitized (i.e., can be encoded into bits and stored in digital format). If so, the product is an information good.
Classic Information Goods characteristics
❖ High production costs
❖ Negligible replication costs
❖ Negligible distribution cost
❖ Information is not the carrier
❖ Sunk costs
❖ No natural capacity limits
❖ Not consumed by use
❖ Experience good
Richness
represents the amount of information that can be transmitted, the degree to which the information can be tailored to individual needs, and the level of interactivity of the message.
Reach
represents the number of possible recipients of the message. Traditionally, as information has been constrained by its physical carrier
process virtualization
the performance of all or some of the steps in a process by software instructions executed by a digital computer
Process Virtualizability
Process performed without participants (objects) physical interaction
four elements, or requirements, of Process virtualizability
the sensory requirements,
the relationship requirements,
the synchronism requirements,
the identification and control requirements
Digital Disruption
The software-induced redefinition of value creation and operational activities that makes (traditionally) valuable assets and capabilities irrelevant or difficult to exploit without a digital transformation.
Sensory requirements:
Need to experience a range of sensory stimuli
Relationship requirements:
: Need to interact in a social or professional context
Synchronism requirements:
Degree to which the activities need to occur in real time
Identification and control requirements
Degree of need for unique identification of all participants and behavior control
Representation
the capability of IT to effectively simulate actors and interactions
Monitoring and identification
the capability of IT to authenticate process participants and objects
Disruptive technologies are defined by the following two characteristics:
The technology offers a different set of attributes than the technology the firm currently uses in its products.
The performance improvement rate of the technology is higher than the rate of improvement demanded by the market
Mobile Platform Characteristics
ubiquity, identifiability, and context awareness.
Ubiquity
represents the idea that users of the device can access needed resources from (in theory) anywhere.
Identifiability
represents the idea that mobile devices uniquely identify their user.
Context awareness
enabled by the fact that mobile devices can be geolocated. In other words, modern smartphones that incorporate a GPS receiver can communicate their position to any software application running on them.
business model
an abstraction that captures the firm’s concept and value proposition
while also conveying what market opportunity the company is pursuing, what product or service it offers, and what strategy it will follow to seek a dominant position.
Customer Segments
all the people (i.e., consumers) or organizations for whom your firm is creating value.
Value Proposition
the specific set, or bundle, of products and services that create value for customers.
Channels
the specific physical or digital conduits, or touch points, the firm utilizes to deliver value to its customers.
Customer Relationships
are tangible and emotional connections the firm establishes with the customer.
4 questions of business model
1. Who is the business designed to serve?
2. What will the firm do for those customers?
3. How will the firm create its value proposition?
4. How will cash flow in and out of the business?
Brick and Mortar
traditional” organizations, those firms that have physical operations and locations (e.g., stores) and don’t provide their services exclusively through the Internet.
Bricks and clicks, or click and mortar
label used to refer to organizations that have hybrid operations.
Pure Play
organizations “born online”—that is, firms that have no stores and provide their services entirely through the Internet.