Unit 5 - Innovation and Design - Dtech

studied byStudied by 0 people
0.0(0)
learn
LearnA personalized and smart learning plan
exam
Practice TestTake a test on your terms and definitions
spaced repetition
Spaced RepetitionScientifically backed study method
heart puzzle
Matching GameHow quick can you match all your cards?
flashcards
FlashcardsStudy terms and definitions

1 / 61

flashcard set

Earn XP

62 Terms

1

Invention

The process of discovering a principle that allows a technical advance in a particular field, resulting in a novel or new product.

New cards
2

Drivers for Invention

Factors that motivate invention, such as personal interest, scientific curiosity, dissatisfaction with existing products, financial gain, and the need to solve problems.

New cards
3

Lone Inventors

Individuals who work alone or within an organization, often focusing intensely on their ideas, which may lead to isolation and resistance from others.

New cards
4

Intellectual Property (IP)

Legal term for intangible assets such as inventions, designs, and artistic works. It includes patents, trademarks, design protection, copyrights, and service marks.

New cards
5

Patents

Government grants that give the right to make or sell a new invention for a specified period.

New cards
6

Trademark

A symbol, word, or phrase legally registered to represent a company or product.

New cards
7

Design Protection

Protection for innovative shapes, appearances, or ornamentation of products.

New cards
8

Copyright

A legal right granting the creator exclusive ownership and control over the use and distribution of their original work.

New cards
9

Service Mark

A trademark used to identify and protect services rather than products.

New cards
10

Patent Pending

Indicates that a patent application has been filed but not yet granted, serving as a notice to potential infringers.

New cards
11

First to Market

The strategy of rushing a new product to market before competitors to gain an early advantage.

New cards
12

Shelved Technologies

Technologies that are temporarily set aside or not released due to various reasons, including market readiness, technical issues, or cost.

New cards
13

Innovation

The process of introducing an invention into the marketplace and making it successful.

New cards
14

Marketability

The ease with which a product can be sold and accepted by consumers.

New cards
15

Financial Support

Monetary backing needed to develop and promote an invention.

New cards
16

Marketing

The process of getting products from producers to consumers, including advertising and selling.

New cards
17

Sustaining Innovation

New or improved products that meet consumer needs and sustain manufacturers by updating existing products.

New cards
18

Disruptive Innovation

Technologies or products that challenge existing market structures and force companies to adapt or be left behind.

New cards
19

Process Innovation

Improvements in the methods or organization of manufacturing that lead to reduced costs or benefits to consumers.

New cards
20

Architectural Innovation

Changing the configuration of existing components to create a new design without altering the technology of the components.

New cards
21

Modular Innovation

Maintaining the same basic configuration but changing one or more key components to improve the product.

New cards
22

Configurational Innovation

Changes made in both technology and organization to create a new product or system.

New cards
23

Diffusion

The process by which a new idea or product is accepted by the market and becomes widely used.

New cards
24

Suppression

The process of actively slowing the adoption of a new product or idea, often due to competition or resistance to change.

New cards
25

Act of Insight

The "eureka moment" where a sudden image of a potential solution forms in the mind after thinking about a problem.

New cards
26

Adaptation

A solution to a problem in one field is adapted for solving a problem in another field.

New cards
27

Technology Transfer

Technological advances that form the basis of new designs are applied to the development of different types of products or systems.

New cards
28

Analogy

An idea from one context is used to stimulate ideas for solving a problem in another context.

New cards
29

Chance

An unexpected discovery leads to a new idea.

New cards
30

Technology Push

Scientific research leads to advances in technology that underpin new ideas. The driving force for a new design emerges from a technological development.

New cards
31

Market Pull

A new idea is needed as a result of demand from the marketplace.

New cards
32

The Lone Inventor

An individual working outside or inside an organization who is committed to the invention of a novel product and often becomes isolated due to ideas that imply change and are resisted by others.

New cards
33

The Product Champion

An influential individual, usually within an organization, who develops enthusiasm for a particular idea or invention and promotes ("champions") it within the organization.

New cards
34

The Entrepreneur

An influential individual who takes an invention to market, often by financing its development, production, and diffusion into the marketplace.

New cards
35

Multidisciplinary Approach to Innovation

Involves drawing from multiple areas of expertise and utilizing them at different stages of product development, typically with teams from various disciplines working together.

New cards
36

Product Life Cycle

A tool for mapping out the four stages of a product's commercial life: Launch, Growth, Maturity, and Decline.

New cards
37

Launch

Slow sales and little profit as the product is introduced to the market.

New cards
38

Growth

Market gradually accepts the product, leading to expanding sales.

New cards
39

Maturity

Sales peak and remain steady; maximum profit is achieved.

New cards
40

Decline

Market saturation is reached; sales and profit begin to decrease.

New cards
41

Obsolescence

When a product or trend becomes outdated or no longer needed. This affects the product life cycle by potentially shortening it.

New cards
42

Planned Obsolescence

The product is designed to become outdated intentionally to ensure a continuing market or to incorporate new safety features and technologies in later versions.

New cards
43

Style (Fashion) Obsolescence

Products become undesirable as fashions and trends change over time, though they can become desirable again due to retro styling.

New cards
44

Functional Obsolescence

Products wear out, break down, or lose functionality due to unavailable parts or services.

New cards
45

Technological Obsolescence

Existing technology becomes obsolete when superseded by new, more efficient technology.

New cards
46

Product Versioning/Generations

Offering a range of products based on a core or initial product for different market segments. It allows companies to maintain a pioneering strategy and consistent revenue flow by introducing new versions or generations of a product (e.g., Apple's iPod, iPhone, iPad).

New cards
47

Innovators (Risk Takers)

The first individuals to adopt an innovation; willing to take risks.

New cards
48

Early Adopters (Hedgers)

The second fastest category to adopt an innovation; often opinion leaders.

New cards
49

Early Majority (Waiters)

The third group, more deliberate in adopting innovations; tends to rely on feedback from early adopters.

New cards
50

Late Majority (Skeptics)

Adopts the innovation after it is well established in the marketplace; usually risk-averse.

New cards
51

Laggards (Slow Pokes)

The last to adopt an innovation; prefer traditions and are typically resistant to change.

New cards
52

Relative Advantage

The degree to which an innovation is perceived as better than the idea it supersedes (e.g., more productive, efficient, cost-effective).

New cards
53

Compatibility

The degree to which an innovation is perceived as consistent with existing values, past experiences, and needs of potential adopters.

New cards
54

Complexity (Simplicity)

The degree to which an innovation is perceived as difficult to understand and use.

New cards
55

Observability

The degree to which the results of the innovation are visible to others, increasing the likelihood of adoption.

New cards
56

Trialability

The degree to which an innovation can be experimented with on a limited basis before a full commitment is made.

New cards
57

Marketing Specifications

Define the market and user characteristics of a proposed design. These specifications are developed based on data collected from the target market and audience throughout the design process.

New cards
58

Target Market

A specific group of consumers most likely to buy a product. Determining the target market involves identifying market sectors and segments to position the product effectively in marketing and distribution channels.

New cards
59

Target Audience

Refers to the specific users or customers for whom the product is designed. Establishing the characteristics of the target audience helps tailor the product to their needs and preferences.

New cards
60

Market Analysis

An appraisal of the economic viability of the proposed design, considering factors like fixed and variable costs, pricing, and potential market demand. It typically includes a summary of potential users and market conditions.

New cards
61

User Need

Essential requirements that the product must meet to satisfy market and user demands. Identifying user needs is crucial for creating a relevant and appealing product.

New cards
62

Competition

An analysis of competing designs to understand market needs and differentiate the product. Identifying competitors and their strategies helps an organization develop a competitive edge and respond effectively to market challenges.

New cards
robot