Creating Systemic Innovation
1. Double loop learning is where:
a. individuals learn in groups and with work colleagues.
b. individuals look back to the past to inform the future.
c. individuals carefully think through their actions.
d. individuals question taken-for-granted assumptions and ways of doing things.
2. The process of co-creation is one which involves customer input in the design and
production of the product/service. True or False?
a. True
b. False
3. Regulation is:
a. an opportunity to engage in innovation.
b. a barrier to innovation.
c. a two-edged sword ? encouraging innovation in some areas and closing of
innovation in others.
d. something which has no efect on innovation.
4. Deep-diving refers to:
a. an extreme under-water sport.
b. conducting multiple focus groups with particular groups of individuals.
c. studying what people actually do, rather than what they say they do.
d. making best use of learning technologies.
5. Corporate Venturing is where:
a. a company partners with a competitor to establish a joint-venture.

b. a company sets up a specialist unit with a particular innovation remit.
c. a company engages in a risky initiative where the return on investment is uncertain.
d. a company specialises in mergers and takeovers.
6. Kanter (1995) argues that companies have begun to realise that they possess considerable
assets in the form of:
a. People, Products and Processes
b. Concepts, Competence and Connections
c. Systems, Structures and Strategies
d. None of the above
7. A blue ocean strategy is one where firms enter an existing market with a new innovative
product. True or False?
a. True
b. False
8. Recombinant innovation is where:
a. ideas and applications which are commonplace in one part of the world are regarded
as new and innovative in another.
b. an existing process for developing products is redesigned to improve efficiency.
c. new approaches to product design are taken using old ideas.
d. previously discarded ideas are recycled and regenerated.
9. Crowd sourcing is a term which refers to the use of communities to co-create innovations
and find new ways of creating and solving problems. True or False?
a. True
b. False

10. Benchmarking is:
a. a form of graffiti by homeless people who live in public parks.
b. a waste of time.
c. a process whereby companies make structured comparisons with other companies.
d. a mechanism for ensuring companies retain their competitive advantage.