PT Chapter 6: Technology Life Cycle.
Across
- 2. First group to adopt new technologies, making up two point five percent
- 3. Risk tolerant employees who care about building their career and reputation
- 4. Phase when a product outlives its usefulness and sales decrease
- 7. Windows developer listed in the product development examples
- 10. Smaller functional unit that makes up a larger technological system
- 11. Robotics company listed under development stage examples
- 12. Sensor technology example developed for video gaming
- 15. When products are developed simply because new technology becomes available
- 16. Rapid market penetration and acceptance of a technology by potential users
- 17. Curve showing how technological performance improves over time
- 19. Concept that technology consists of multiple components and generations
- 21. Product example that evolved over time due to changing user needs
- 24. Technology first developed by Royal Radar Establishment and commercialized by HP
- 26. Skeptical adopters who only adopt when most of the company uses it
- 27. First phase of the six stage product life cycle involving R&D
- 28. The length of time from introduction until removal from market is its life cycle
- 29. Technology developed by Sony and Phillips that caused market discontinuity
- 30. Demonstration and commercialization of a technology characterized by slow initial growth
Down
- 1. Phase where new entrants flood the market making new strategies necessary
- 5. Audio technology invented by Phillips during the ferment stage
- 6. Process by which the market for a new technology changes over time
- 8. How processes impact business operations and product offerings across time
- 9. Birth of a new product or process resulting from R&D activities
- 13. Smartphone product mentioned under development and launch stages
- 14. Category making up thirty four percent who wait to see how technology fares
- 18. Portable audio device created by Sony during the takeoff phase
- 20. Launch phase marked by high costs and advertising campaigns
- 22. When product ideas are produced in response to market forces or customer needs
- 23. Traditional individuals who adopt technology only when forced or without alternative
- 25. Stage where technology performance slows down as upper limits are approached