Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright...

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Chapter 05 Decision Making, Learning, Creativity, and Entrepreneursh ip McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights reserved.

Transcript of Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright...

Page 1: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

Chapter 05

Decision Making,

Learning, Creativity, and Entrepreneurs

hip McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights reserved.

Page 2: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

Learning Objectives

•Understand the nature of managerial decision making, differentiate between programmed and nonprogrammed decisions, and explain why nonprogrammed decision making is a complex, uncertain process

•Describe the six steps managers should take to make the best decisions

•Identify the advantages and disadvantages of group decision making, and describe techniques that can improve it

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Page 3: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

Learning Objectives

•Explain the role that organizational learning and creativity play in helping managers to improve their decisions

•Describe how managers can encourage and promote entrepreneurship to create a learning organization, and differentiate between entrepreneurs and intrapreneurs

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Page 4: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

The Nature of Managerial Decision Making

•Decision making: Managers respond to threats and opportunities by analyzing options, and making determinations about organizational goals and courses of action

•Programmed decisions: Routine, virtually automatic decision making that follows established rules or guidelines

•Non-programmed decisions: Nonroutine decision making that occurs in response to unusual, unpredictable opportunities and threats

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Page 5: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

Decision Making

•Intuition: Feelings, beliefs, and hunches that come readily to mind, require little effort and information gathering, and result in on-the-spot decisions

•Reasoned judgments: Decisions that require time and effort and result from careful information gathering, generation of alternatives, and evaluation of alternatives

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Page 6: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

The Classical Model of Decision Making

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Page 7: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

The Administrative Model of Decision Making

•Explains why decision making is inherently uncertain and risky and why managers usually make satisfactory rather than optimum decisions

• Bounded rationality

• Incomplete information

•Satisficing: Searching for and choosing an acceptable, or satisfactory response to problems and opportunities, rather than trying to make the best decision

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Page 8: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

Figure 5.2 - Why Information IsIncomplete

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Page 9: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

Figure 5.4 - Six Steps in Decision Making

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Figure 5.5 - General Criteria forEvaluating Possible Courses of Action

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Page 11: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

Group Decision Making

•Groupthink: Faulty and biased decision making that occurs in groups whose members strive for agreement among themselves at the expense of accurately assessing information

•Devil’s advocacy: Critical analysis of a preferred alternative to ascertain its strengths and weaknesses before it is implemented

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Page 12: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

Promoting Group Creativity

•Employees should be able to experiment, take risks, and make mistakes and learn from them

•Brainstorming: A problem-solving technique in which managers meet face-to-face to generate and debate a wide variety of alternatives from which to make a decision

•Production blocking: Loss of productivity in brainstorming sessions due to the unstructured nature of brainstorming

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Page 13: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

Promoting Group Creativity

•Delphi technique: Group members do not meet face-to-face but respond in writing to questions posed by the group leader

•Nominal group technique: Group members write down ideas and solutions, read their suggestions to the whole group, and discuss and then rank the alternatives

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Page 14: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

Entrepreneurship and Creativity

•Social entrepreneurs: Individuals who pursue initiatives and opportunities to address social problems and needs in order to improve society and well-being

•Intrapreneur: A manager, scientist, or researcher who works inside an organization and notices opportunities to develop new or improved products and better ways to make them

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Page 15: Chapter 05 Decision Making, Learning, Creativity, and Entrepreneurship McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights.

Intrapreneurship and Organizational Learning

•Product champion: A manager who takes “ownership” of a project and provides the leadership and vision that take a product from the idea stage to the final customer

•Skunkworks: A group who is deliberately separated from normal operations to encourage them to devote all their attention to developing new products

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