Topic 5: Innovation and design

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Design Technology IBDP

Last updated 12:20 PM on 3/5/25
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53 Terms

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Eureka moment
A sudden image of a potential solution formed in the mind, usually after a period of thinking about a problem.
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Adaptation
Using a solution to a problem from one field to inspire a new idea for a design problem in another field.
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Analogy
Using an idea from one context to stimulate problem-solving ideas in another context.
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Architectural innovation
Changing the configuration of components to produce a new design while keeping the technology the same.
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Chance (innovation strategies)
An unexpected discovery that leads to a new idea.
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Competition
Any company or product that fulfills similar functions for a similar market.
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Configurational innovation
A change made in both technology and organization.
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Copyright
A legal right granting the creator of an original work exclusive ownership for its use and distribution.
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Design protection
A simple and cost-effective way to protect an innovative shape, appearance, or ornamentation.
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Design specification
A list of requirements and constraints that a yet-to-be-designed product must fulfill.
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Diffusion (Markets)
The wide acceptance and sale of a product.
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Disruptive innovation
A product or technology that challenges existing companies to either ignore or embrace technical change.
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Drivers for invention
Factors motivating invention, including personal creativity, scientific curiosity, and desire for profit.
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Early adopters
The second fastest category to adopt an innovation.
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Early majority
The third fastest group to adopt an innovation, often influenced by early adopters' feedback.
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Entrepreneur
An influential individual who brings an invention to market by financing its development and diffusion.
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First to market
The first product of its type to be released in the market.
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Functional obsolescence
The condition when a product can no longer function as originally intended due to wear, breakdown, or lack of available parts.
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Innovation
The process of bringing an invention to the marketplace and making it successful.
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Innovators
The first individuals to adopt an innovation, often willing to take risks.
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Intellectual Property (IP)
A legal term for intangible property, such as inventions and designs, protected by law.
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Invention
The process of discovering a principle resulting in a technical advance or novel product.
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Laggards
The last group to adopt an innovation, preferring traditions and avoiding risks.
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Late majority
The fourth fastest group to adopt an innovation, typically after it has been established.
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Lone inventor
An individual committed to inventing a novel product, often becoming isolated due to their ideas.
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Market analysis
An appraisal of the economic viability of a proposed design based on market conditions.
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Market pull (innovation strategies)
The emergence of a new idea due to demand from the market.
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Modular innovation
A change where the basic configuration stays the same but key components are altered.
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Multi-disciplinary approach
Combining various areas of expertise to fulfill different roles in product development.
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Patent
A government-granted right allowing someone to make or sell a new invention for a defined period.
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Patent pending
An application for a patent that has been submitted but not yet processed.
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Planned obsolescence
Consciously making a product outdated to ensure continuous markets or incorporate new technologies.
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Process innovation
Improvements in the organization and methods of manufacture leading to cost reductions or consumer benefits.
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Product champion
An influential individual within an organization promoting a specific idea or invention.
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Product generations
Releasing new product groups with advanced features compared to earlier versions.
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Product life cycle
A tool for mapping the four stages of a product's commercial life: Launch, Growth, Maturity, and Decline.
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Product versioning
Producing different models of the same product at varying prices.
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Radical innovation
A high-risk strategy introducing a significantly different idea or product.
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Research methods
Thorough analysis techniques, including user research and performance tests, to establish market needs.
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Rogers’ characteristics of innovation and consumers
Five factors affecting consumer adoption: Relative advantage, Compatibility, Complexity, Observability, Trial-ability.
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Service Mark (SM)
A trademark that identifies a service instead of a product.
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Shelved technology
Technology that is set aside for various reasons, sometimes rediscovered later.
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Social roots of consumerism
Consumerism focused on protecting customers and influenced by several social factors.
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Style (fashion) obsolescence
Products becoming less desirable due to changing fashions or trends.
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Suppression (Markets)
Deliberately slowing down the market adoption of a new idea or product.
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Sustaining innovation
Improvements or new products that meet consumer needs and continue to benefit manufacturers.
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Target audience
A specific group within the overall market that a product or marketing message is directed towards.
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Target market
Identifying market sectors and segments for potential product sales.
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Technological obsolescence
When new technology makes existing technology outmoded and no longer desirable.
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Technology push (innovation strategies)
Advances in technology driven by scientific research leading to new ideas.
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Technology transfer (innovation strategies)
Applying technological advances from one context to develop different products or systems.
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Trademark ® or TM
A legally registered symbol, word, or phrase representing a company or product.
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User need
Essential requirements a product must fulfill regarding the user.