ISOM 4020: Innovation Management & Technology Entrepreneurship - Final Review

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/39

flashcard set

Earn XP

Description and Tags

Comprehensive vocabulary flashcards covering entrepreneurial strategy, disruptive innovation, IP strategy, platform dynamics, value chains, and scaling strategies based on ISOM 4020 lecture materials.

Last updated 8:21 AM on 5/16/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai

No analytics yet

Send a link to your students to track their progress

40 Terms

1
New cards

Collaborate (Entrepreneurial Strategy)

A strategic choice to partner with incumbents and leverage their complementary assets to enhance value creation and access existing customers.

2
New cards

Compete (Entrepreneurial Strategy)

A strategic choice to challenge incumbents by creating a novel value chain, servicing new customers, and establishing independent bargaining power.

3
New cards

Control (Entrepreneurial Strategy)

A strategy focused on building a moat through strong Intellectual Property (IP) protection and creating barriers to entry, often involving higher upfront costs.

4
New cards

Execution (Entrepreneurial Strategy)

A strategy focused on rapid market entry, quick customer feedback, and competition through agility rather than formal protection.

5
New cards

Disruptive Innovation

Innovations that cause fundamental industry change by addressing underserved needs of an existing segment, creating value through a new technological trajectory.

6
New cards

Technological Trajectory

The path of innovation in a specific field; a branch in the evolution of a product or service's technological design.

7
New cards

Market Inertia (The Innovator's Dilemma)

The phenomenon where established technologies satisfy mainstream needs while niche disruptive technologies initially focus on low-end markets before competing directly.

8
New cards

Arrow's Replacement Effect

The logic that incumbents may resist investing in emerging technologies if they only earn incremental profits and 'replace' or cannibalize their current profits.

9
New cards

Sustaining Innovation

Targets demanding, high-end customers with improved performance on established metrics, typically favoring incumbents.

10
New cards

Low-End Disruption

A type of disruption that targets overserved customers with a 'good enough' solution at lower cost and profit margins.

11
New cards

New-Market Disruption

A type of disruption that competes with 'nonconsumption' by making products affordable and simple for entirely new populations.

12
New cards

Organizational Inertia

The internal resistance to change within a firm, often where core competencies turn into core rigidities.

13
New cards

Complementary Assets

Non-R&D capabilities needed to commercialize an innovation, such as manufacturing, marketing, distribution, and customer support.

14
New cards

Intellectual Property (IP) Strategy

A plan to monetize ideas by licensing them to existing firms while maintaining control and bargaining power, rather than building the final product.

15
New cards

Arrow’s Information Paradox (1962)

The dilemma where a buyer must have information disclosed to value it, but once disclosed, the buyer can copy it without paying.

16
New cards

Trade Secret

A tool of IP strategy protecting confidential formulas, processes, or algorithms indefinitely, provided they are kept secret.

17
New cards

Ideas Factory

An organizational model aimed at continuously generating licensable innovations through high-level research talent and negotiation specialists.

18
New cards

Indemnification

A contractual obligation where one party (such as Getty Images) agrees to compensate another for losses arising from third-party claims.

19
New cards

PicScout

A digital image fingerprinting technology used by Getty Images to identify image use across the web and detect copyright infringement.

20
New cards

Network Effect

This exists when the value of a technology or service increases with the number of other users of the same technology.

21
New cards

Metcalfe’s Law

States that the value of a product or service increases proportionally to the square of its number of users, often represented as n2n^2.

22
New cards

Platform Business

A digital marketplace that creates value by facilitating exchanges among two or more independent groups rather than owning the means of production.

23
New cards

Same-side Network Effect

The preference regarding the number of other users on one's own side of a two-sided market (e.g., more players in an online game).

24
New cards

Cross-side Network Effect

The preference regarding the number of users on the opposite side of a platform (e.g., developers valuing a large base of end-users).

25
New cards

Chicken-and-egg Problem

A platform challenge where initial users face a decision to join when there is little to no existing network to benefit from.

26
New cards

Piggyback Strategy

A method to solve the chicken-and-egg problem by connecting with an existing user base from a different platform to attract participants.

27
New cards

Winner-takes-all Market

A market where high multi-homing costs, strong positive network effects, and low niche specialization lead to a few winners taking the whole market.

28
New cards

Multi-homing Costs

The upfront, ongoing, and termination costs borne by users due to affiliation with multiple platforms.

29
New cards

Platform Envelopment

A threat where a rival platform with the same users offers your functionality, often bundled as part of a larger offer.

30
New cards

Value Chain

A connected series of activities where value is added to a product or service across a sequence of stages until it is sold to customers.

31
New cards

Moby Dick Theory

The advice not to design a startup whose success depends entirely on closing one giant enterprise deal, due to high risk and slow timelines.

32
New cards

Zebra Medical Vision

An AI medical imaging company that occupies the interpretation layer of the radiology value chain, complementing rather than replacing radiologists.

33
New cards

Go-to-Market (GTM) Strategy

A strategic system that links customer, product, price, channel, and message into an integrated plan for market entry.

34
New cards

CAC (Customer Acquisition Cost)

A metric calculated as Spend÷New Customers\text{Spend} \div \text{New Customers} used to measure the efficiency of acquisition.

35
New cards

LTV (Lifetime Value)

A metric calculated as ARPU×Avg. Lifetime\text{ARPU} \times \text{Avg. Lifetime} used to determine the revenue sustainability of a customer.

36
New cards

LTV:CAC Ratio

A business health metric where the target is typically 3×\ge 3\times.

37
New cards

Sales Velocity

A metric measuring the speed of the revenue pipeline, calculated as Deals×Win%×ACV÷Cycle\text{Deals} \times \text{Win\%} \times \text{ACV} \div \text{Cycle}.

38
New cards

Blitzscaling

A scale-up strategy that prioritizes speed over efficiency in winner-take-all markets, often funded by venture capital.

39
New cards

Bricolage

A resource-frugal and experimental scaling strategy typically used in resource-scarce or local emerging markets.

40
New cards

Nail It, Scale It

A growth playbook that focuses on validating product-market fit (PMF) before investing heavily in scaling.