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Study Guide to Go Chapter 6: Making Decisions and Solving Problems Chapter Outlines Challenges for Decision Makers Dealing with Complex Streams of Decisions Beware of Perceptual and Behavioral Decision Traps Making Decisions Making Programmed Decisions Making Nonprogrammed Decisions A General Decision-Making Model Knowledge Management: A Tool for Improving the Quality of Decisions Group-Aided Decision Making: A Contingency Perspective Group Involvement in Decisions Maintaining Accountability Managerial Creativity What Is Creativity? Workplace Creativity: Myth and Modern Reality Learning to Be More Creative Creative Problem Solving Identifying the Problem Generating Alternative Solutions Selecting a Solution Implementing and Evaluating the Solution Glossary decision making identifying and choosing alternative courses of action. law of unintended consequences the results of purposeful actions are often difficult to predict. framing error how information is presented influences ones interpretation of it. escalation of commitment people get locked into losing courses of action to avoid the embarrassment of quitting or admitting error. programmed decisions repetitive and routine decisions. decision rule tells when and how programmed decisions should be made. nonprogrammed decisions decisions made in complex and nonroutine situations. knowledge management developing a system to improve the creation and sharing of knowledge critical for decision making. tacit knowledge personal, intuitive, and undocumented information. explicit knowledge documented and sharable information. creativity the reorganization of experience into new configurations. problem solving the conscious process of closing the gap between actual and desired situations. problem the difference between actual and desired states of affairs. causes variables responsible for the difference between actual and desired conditions. satisfice to settle for a solution that is good enough. optimize to systematically identify the solution offering the best combination of benefits. idealize to change the nature of a problems situation. Learning Objective Summary Specify at least five sources of decision complexity, and explain the three decision traps: framing, escalation of commitment, and overconfidence. • Decision making is a fundamental part of management because it requires choosing among alternative courses of action. • Eight factors that contribute to decision complexity are: - Multiple criteria - Intangibles - Risk and uncertainty - Long-term implications - Interdisciplinary input - Pooled decision making - Value judgments - Unintended consequences • Researchers have identified three perceptual and behavioral decision traps that can hamper the quality of decisions: - Framing error occurs when people let labels and frames of reference sway their interpretations. - Escalation of commitment occurs when people get locked into losing propositions for fear of quitting and looking bad. - Overconfidence tends to grow with the difficulty of the task. Discuss why programmed and nonprogrammed decisions require different decision-making procedures, and distinguish between the two types of knowledge in knowledge management. • Decisions, generally, are either programmed or nonprogrammed: - Because programmed decisions are relatively clear-cut and routinely encountered, fixed decision rules can be formulated for them. - In contrast, nonprogrammed decisions require creative problem solving because they are novel and unfamiliar. • Decision making can be improved by using a knowledge management (KM) program: - KM is a systematic approach to creating and sharing critical information throughout the organization. - Two types of knowledge are tacit (personal, intuitive, and undocumented) and explicit (documented and readily sharable). Summarize the advantages and disadvantages of group decision making. • Managers may choose to bring other people into virtually every aspect of the decisionmaking process. When a group rather than an individual is responsible for making the decision, personal accountability is lost. • The advantages of group decision making include a greater pool of knowledge, different perspectives, greater comprehension, increased acceptance, and training ground. • Among the disadvantages are social pressure, dispersed accountability, domination by a vocal few, logrolling, goal displacement, and groupthink. Define creativity, and identify five of the ten “mental locks” that can inhibit creativity. • Creativity is the reorganization of experience into new configurations. The domains of creativity may be divided into art, discovery (the most relevant to management), and humor. • Ten mental locks on creativity are: - Looking for the “right” answer - Always trying to be logical - Strictly following the rules - Insisting on being practical - Avoiding ambiguity Fearing and avoiding failure Forgetting how to play Becoming too specialized Not wanting to look foolish Saying “I’m not creative.” List and explain the four basic steps in the creative problem-solving process, and describe how causes of problems can be tracked down with fishbone diagrams. • The creative problem-solving process consists of four steps: - Identifying the problem - Generating alternative solutions - Selecting a solution - Implementing and evaluating the solution • Inadequately pinpointing the real problem is common among busy managers. • Fishbone diagrams are a good problem-finding tool because they graphically trace a problem (the head of the fish) back to its primary and secondary causes (the fishbones connected to the skeleton). • Problems can be: - Resolved (“satisficing” with a good enough solution) - Solved (“optimizing” with the best possible solution through research) - Dissolved (“idealizing” by changing the situation so the problem disappears) Test Preppers Test Prepper 6.1 True or False? _____ 1. Along with every decision alternative goes the chance that it will fail in some way. _____ 2. A single manager is typically responsible for a given decision from beginning to end. _____ 3. According to the law of unintended consequences, you can predict the results of purposeful action. _____ 4. In organizations, framing error is always destructive. _____ 5. Escalation of commitment involves throwing good money after bad. _____ 6. Overconfidence declines as the task becomes more difficult, according to research. Multiple Choice _____ 7. What is the meaning of the analogy of decision making as a stream? a. The decision maker as a swimmer going upstream b. A smooth and even flow of information c. Problems and choices flow by as random bits and pieces d. Solutions as boats e. Decisions as bridges _____ 8. _____ is (are) not one of the contributors to decision complexity covered in the text. a. Long-term implications b. Risk and uncertainty c. Interdisciplinary input d. Multiple criteria e. Government regulation _____ 9. Which one of the eight sources of decision complexity guarantees disagreement over ethical issues? a. Interdisciplinary input b. Risk and uncertainty c. Intangibles d. Value judgments e. Long-term implications _____ 10. _____ is the tendency to evaluate positively presented information favorably and negatively presented information unfavorably. a. Escalation of commitment b. Overconfidence c. Framing error d. Short-term thinking e. Satisficing _____ 11. Which of these is the tendency of individuals and organizations to get locked into losing courses of action because quitting is personally and socially difficult? a. Escalation of commitment b. Framing error c. Auction fever d. Satisficing e. Overconfidence _____ 12. A psychological factor contributing to the decision trap of escalation of commitment is a. resistance to change. b. fear of admitting a mistake to others. c. cultural emphasis on persistence. d. desire to justify earlier decisions. e. organizational politics. Test Prepper 6.2 True or False? _____ 1. When making programmed decisions, “if-then” decision rules are used. _____ 2. According to on-the-job research, managers do not necessarily follow a logical sequence of steps when making decisions. _____ 3. There are two types of knowledge: personal knowledge and tactical knowledge. _____ 4. The flow of constructive tacit knowledge between coworkers is a top priority of knowledge management. Multiple Choice _____ 5. Shelly works in the purchasing department of a theater chain and she is in charge of making routine supply reorder decisions. These decisions are considered _____ decisions. a. organizational b. passive c. spontaneous d. programmed e. nonprogrammed _____ 6. Decisions that are made in complex, important, and nonroutine situations are called a. group decisions. b. nonprogrammed decisions. c. ethical decisions. d. programmed decisions. e. individual decisions. _____ 7. Which of these is the first step in the general decision-making model? a. Forecasting b. Evaluating alternatives c. Making a decision d. Conducting a stakeholder audit e. Scanning the situation _____ 8. Within the context of knowledge management (KM), what kind of knowledge is found in verbal, textual, visual, or numerical form? a. Implicit b. Tacit c. Explicit d. Nonverbal e. Contextual Test Prepper 6.3 True or False? _____ 1. Choosing an alternative is the only aspect of the decision-making process that can be assigned to a group. _____ 2. An advantage of group-aided decision making is “logrolling.” _____ 3. Groupthink is a potential disadvantage of group-aided decision making. Multiple Choice _____ 4. When groups make decisions, a major difficulty that managers face is a. increased uncertainty. b. loss of personal accountability. c. poor problem identification. d. choosing logical but impractical decisions. e. low job satisfaction. _____ 5. _____ is an advantage of group-aided decision making. a. Domination by a vocal few b. Increased acceptance c. Groupthink d. Goal displacement e. Logrolling _____ 6. _____ is not among the disadvantages of group-aided decision making. a. Social pressure b. Goal displacement c. Minority domination d. Groupthink e. Overconfidence Test Prepper 6.4 True or False? _____ 1. “Discovery” is the most relevant domain of creativity to management. _____ 2. Creative work is not necessarily the result of creative self-expression through unconventional dress and strange behavior. _____ 3. Forgetting how to play can stifle creativity. Multiple Choice _____ 4. Creativity is said to be a function of a. knowledge, imagination, and evaluation. b. inspiration and persistence. c. skill, ability, and luck. d. motivation, insight, and luck. e. inspiration and perspiration. _____ 5. The “aha!” reaction describes the _____ domain of creativity. a. technology b. enlightenment c. discovery d. surprise e. art _____ 6. Which of the following is not among the ten mental locks on creativity? a. Strictly following the rules b. Not being logical or rational c. Insisting on being practical d. Avoiding ambiguity e. Not wanting to look foolish Test Prepper 6.4 True or False? _____ 1. The beginning of the four-step problem-solving process is identifying the problem. _____ 2. A problem is defined as any sort of deficiency. _____ 3. The “head” of a fishbone diagram represents the main cause of the problem. _____ 4. The creative leap approach to creativity involves listing of ideal characteristics of a given object. Multiple Choice _____ 5. Step 3 in the four-step problem-solving process calls for a. generating alternative solutions. b. selecting a solution. c. evaluating. d. implementing a solution. e. pinpointing the cause of the problem. _____ 6. “Satisficing” means __________ relative to selecting a solution to a problem. a. finding the best cost-benefit relationship b. finding the least expensive solution c. finding the best possible solution d. making the most people happy e. settling for a solution that is good enough _____ 7. When the situation in which a problem occurs is changed so that the problem no longer exists, it is a. resolved. b. created. c. optimized. d. dissolved. e. satisfied. Test Prepper Answer Key 6.1 1. T 2. F 3. F 4. F 6.2 1. T 2. T 3. F 4. T 6.3 1. F 2. F 3. T 4. b 6.4 1. T 2. F 3. F 4. F 5. T 6. F 7. c 5. d 6. b 7. e 5. b 6. b 5. b 6. e 7. d 8. e 9. d 10. c 11. a 12. d