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KITTY HAWK SIMULATION

KITTY HAWK SIMULATION. What did we learn?. TEAMS:. TEAMS:. Intra/Entrepreneurship. Intrapreneur : "a person within a large corporation who takes direct responsibility for turning an idea into a profitable finished product through assertive risk-taking and innovation".

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KITTY HAWK SIMULATION

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  1. KITTY HAWK SIMULATION What did we learn?

  2. TEAMS: TEAMS: Intra/Entrepreneurship • Intrapreneur: "a person within a large corporation who takes direct responsibility for turning an idea into a profitable finished product through assertive risk-taking and innovation". • Entrepreneur as “the partner of the inventor – as a businessperson who recognizes the value of an invention, determines how to adapt it to the preferences of prospective users and brings the invention to market and promotes it utilization.” • Intra/Entrepreneur’s three core tasks: • (1) coming up with a new combination, • (2) getting ‘buy-in’ for that combination, and • (3) demonstrating that the new combination does what the entrepreneur indeed said it would.

  3. LEARNING OPPORTUNITIES • Experience opportunities for creativity: • Determining the number and types of coins carried; regarding the coins as dead weight or as balancing counterweights that enhance the aircraft’s performance. • Design • Experience ambiguity inherent in innovating, especially for emerging markets: • Inherent in lack of detail about use of tape and glue, weight of the paper stock, harvesting of knowledge from other sources. • Engage opportunities for learning from: • Each other • Existing knowledge provided by airplane-related websites • Existing designs on display • Actual planes being flown • Experience delicate balance between “creative exploitation” of ambiguities and transgressing lines of ethical conduct.

  4. LESSONS • Creativity in product design •  Selling the design •  Deciding how to invest •  When people buy your product • The experience of product validation •  Generalizing beyond the classroom •  Risk-based learning

  5. PREVIOUS SCORES

  6. Lessons • Persuasion is not universally achieved • Persuasion Performance • Performance = Design & Launch • Winning Score = Duration & Distance • Duration = slow flight, not our instinct

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