Lesson 1 – Introduction to Consumer Behaviour The science behind marketing explaining, rather than predicting consumer behaviour Reflects totality of consumers’ decision with respect to acquisition, consumption, disposition of goods, services, times and ideas by human decision-making units over time Evaluating Success of Marketing Efforts (CB-style metrics) Reach, Traffic, Engagements, Impressions, Conversion Rate Brand attitude: What do you think of the brand? Overall Satisfaction, Competitors’ reaction Awareness: Uncued/Cued/Top-of-mind Knowledge: What do you know about the product? What’s special about it? No trans-fat Black Box of Consumer Behaviour Unobservable psychological variables 1. Motivation 2. Perception/Awareness 3. Learning, Beliefs 4. Memory 5. Attitude 6. Decision-Making Marketing Mix Black Box Sales/Profits/ROI Lesson 4 – Motivation, Ability & Opportunity Motivation: Needs, drives, goals, values, affect Can be physiologically, psychologically, environmentallydriven Reaching class earlier than expected: Live very far; travelling time to ensure reach class on time Volunteering; to network with other people Ability: Intelligence, language, income “Am I able to use it? Is it too complicated?” “Can I afford it?” Priority on buying resources for facilities in school for improvement Opportunity: Time, lack of distraction First Moment Of Truth Consumer standing in front of a product display at a supermarket; the process of making a brand choice in the next few minutes/seconds What are the things that influenced their purchasing decision? Friends talking about it, wanting to be healthy etc Zeroth Moment of Truth “Where do consumers often make their first real “encounter” with a brand these days?” Social media postings, advertisements ran on IG Motivational Strength Felt urgency to resolve tension created by a need Drive Theory: Underlying biological needs that produce unpleasant arousal Homeostasis is reached when that arousal is reduced Class ends at 11.30, hunger kicks in; not satisfied I should get food to eat (Biological need) E.g: Retail Therapy: An act of shopping restores a sense of personal control (Donki to listen to the song) Expectancy Theory: Cognitive expectations of achieving desirable outcomes Based on beliefs (like placebo effect of a drug) Mixing liquor with Red Bull increase intoxication labelling indication accelerates belief that it works (Expectation) 2. Perceived Risk Something that is too risky, paying more attention towards it Products made in China - more alert 3. Affective Responses Makes you feel something; emotionally Classification of Needs Typology 1: Biogenic: Thirst, hunger, cold (anything that body can physically feel) Psychogenic: Need for power, affiliation, status, achievement (underlying feels) Exercise to feel strong Typology 2: Utilitarian: Functional needs that are related to the basic functions of products Basic phones ability to call Hedonic: Emotional, experiential needs that go beyond functional needs Phones have different colours = match with selfrepresentation; loving red Typology 3: Maslow’s Hierarchy of Needs What affects Motivation? 1. Personal Relevance Self-concept Our self-perception of who we are Passionate for sustainability; engage in sustainable practices Needs An internal state of tension caused by distance from a desired state Goals Desirable outcomes Values Belief about right/wrong 1. Self-actualisation (Highest) Ego Needs - Psychogenic Belongingness - Psychogenic Safety – Biogenic/Psychogenic Physiological (Lowest) - Biogenic Character of Needs (Can be conflicting) 1. Approach-Avoidance (Positive-Negative) Some positive & some negative about a behaviour A job with a good pay but long working hours 2. Approach-Approach (Positive-Positive) Two positives gained 2 dresses that are attractive but can only choose 1; 2 jobs (mktg/finance) favourable but can only choose 1 3. Avoidance-Avoidance (Negative-Negative) Two negatives achieved Quitting a job (creates uncertainty) vs. Staying in the job (stagnating) How to tackle conflicting character of needs? Effect: Cognitive Dissonance Not satisfied even after making a decision Discomfort when you have beliefs/behaviours that conflict with each other Want to travel abroad but may cost a lot of money Resolve Cognitive Dissonance 1. Approach-Avoidance Point an additional positive feature of one choice, or negative feature of the other 2. Approach-Approach Point out an unexpected benefit of one option 3. Avoidance-Avoidance Increase attention to benefits, get commitment for choice before negatives are surfaced Consumer Values A belief that some condition is preferable to its opposite Fitting in is better than standing out Products/services help to attain value-related goals Seek others that share values/beliefs Tend to be exposed to information that supports our beliefs Core Values Core values: Values shared within a culture Every Singaporean has to go National Service Enculturation: learning beliefs and values of one’s own culture Learning SMU culture; where do people study – LKS/KGC, how are the classes being run Acculturation: learning value system & behaviours of another culture Travelling, going to a cultural site; the do’s and don’ts of a place Means-End Chain Model Specific product attributes may be linked at levels of increasing abstraction to underlying values 1. Attribute (tangible feature) 2. Functional consequence (performance benefit) 3. Psycho-social consequence (psychological/social benefit that accrues from that performance) 4. Value (Underlying value that is reflected in psycho-social) 1. Television Attribute: Large Screen Functional: Can view in large room Psycho-social: Can gather a lot of friends/family to watch TV Value: Belongingness 2. Smartphone Attribute: 4G Technology Functional: Smooth Video Calls Psycho-social: Can keep in touch with family that are longdistant Value: Family-oriented values Attribute: GPS Functional: Can navigate easily Psycho-social: Feel in control Value: Self-image Ahead of time Perceived Risk The extent to which consumer is uncertain about the personal consequences of buying/using/disposing of an offering Monetary: Will there be a financial consequence if I buy the wrong product? Buying an interchangeable product; buying a washing machine, picking a wrong school Functional: Will the product functioned as promised? Laptop’s speed Physical(Safety): Will there be some physical harm from usage of product Buying a toy for a kid, small pieces; choking hazard Social: How will I be judged by others for making this choice? Buying a shoe Psychological: Does this match my self-concept? Circumstances causing increased risk 1. Lack of Information/newness Product is new, you don’t really know anything about it 2. High price New product that is priced expensively; doubts about the quality 3. Complex technology How tough is it to use the product with its complex tech 4. Brand differentiation When brands are differentiated, there is a risk of choosing wrong brand for your needs Android vs. Apple 5. News of product recall/failure Samsung battery phone recall Affective Motivation – Types of Affective Responses 1. Evaluations Without much physiological arousal Feelings that some experience is good/bad 2. Moods With moderate arousal Nostalgia, slight irritation, pleasant sensation 3. Emotions Anger, happiness, fear Outcomes of Motivation 1. High effort behaviour 2. High-effort information processing 3. Felt involvement Felt Involvement Psychological experience of motivated consumer – the arousal/interest in an object of involvement Typology 1: - Enduring (long-lasting, chronic) Someone who runs; investing in a long-term running shoes for his activities Reads articles, reviews about product experience - Situational (caused by purchase/markerer-induced situation) Constant laptop crash; need a new replacement highly involved for few weeks to identify suitable laptop Typology 2: - Cognitive Increases thinking Watching football, doesn’t matter who wins/loses but encourages thinking based on the strategies that were carried out - Affective Increases the likelihood of expending emotional energy Watching football, I want my team to win; having emotions involved Level of involvement – From Inertia to passion Consumption at the low end of involvement; decisions made out of habit (Lack of motivation) Flow state occurs when consumers are truly involved: 1. Sense of control 2. Concentration 3. Mental enjoyment 4. Distorted sense of time Types of Involvement 1. Product (with a product category) Enduring involvement (shoes, cosmetics) Affects Consumer Motivation by: - appealing to consumers’ hedonic needs - connect brand/issue to underlying values/consumer selfconcept - connect brand to ongoing issues of public interest Environment-related - alert consumers about potential risk - “Do it yourself” options Co-creation: consumers help design the product; IKEA 2. Situational involvement (in a retail setting) a new vacuum; promoter demonstrates the functions available to promote the product Taking part in a survey; SG Airlines flies to Dubai 3 times a week; then ads ask a question to viewers – How many times does SG Airlines fly to Dubai? Answer question to win a ticket to Dubai Affects Consumer Motivation by: - convert shopping into an experience Suntec City has an indoor gym playground for adults - personalised recommendations in store/on website 3. Message Involvement (with an advertising message) Affects Consumer Motivation by: - using novel/prominent stimuli - include celebrity endorsers - create spectacles/performances - contests, lucky draws, demos of product Affect Motivation – Affect Positive Affect: - Focuses on experiences rather than material acquisition - Connecting consumers to each other as a community - “Customer delight” exceeds expectations Negative Affect: - Disgust Showing consequences of obesity, smoking, drug use - Guilt Used by charities (can backfire) - Embarrassment Reducing social discomfort Consumer Ability 1. Product knowledge & expertise expert consumers think more deeply than novice customers experts able to process raw attribute information, while novices process in terms of benefits Tennis Racquet Company brand extension either golf clubs or shoes Novice: Choose shoes; fits well with their usage Experts: Choose golf clubs; based on the material quality, the type of graphite used 2. Cognitive Style - Visual/verbal If there’s too much information to be communicated, better to put in visual rather than verbal - Language Singtel/Starhub have flier campaigns in Hindi, Bengali, Tagalog, Thai in different parts of Singapore 3. Intelligence/demographics such as education, age 4. Income offering small sizes of the product where it is affordable yet can be used Affects Consumer Ability 1. Detailed information on product description/usage Multiple languages 2. Simple visual cues to guide usage of a product 3. Design of product in a way that it is easy to use 4. Installment schemes to help pay for a product over time OR smaller package sizes to enable more cash-strapped consumers to buy a product Consumer Opportunity 1. Ease of purchase – distance, time Online; can purchase item 24/7 as opposed tor retail & don’t have to travel around OR pick up nearby 2. Time available for processing information Control of information Broadcast (less control) vs. print (more control) 3. Distraction Program/magazine which ad is embedded 4. Repetition of information Affects Consumer Opportunity 1. Repeat communications 2. Reduce distractions/time pressure Late hour shopping 24-hour online sites 3. Reduce purchasing/using/learning time Registration at online sites can speed up purchases in future 4. Automate processes Software updates automatically at night as default Subscriptions/contract renewed automatically Credit Card details are stored in an e-commerce sites for future purchases Point 3 -Exposure, Attention & Perception Exposure Process through which the consumer comes into contact with a stimulus (any of the five senses) Intentional Exposure: consumers actively search for information through reading reviews, processing ads, visiting retail outlets Wanting to buy a laptop, find information about laptop by going to malls, watching videos about laptops Accidental Exposure: - accounts for the bulk of the exposure to marketer-driven information Putting an ad on bus stop while waiting for bus Editorial vs. Advertising Editorial: Work done by journalists Advertising: Paid communication; what I want to show, I will pay for it Unboxing a new camera from influencer (if she/he is being paid for it) - key to modern retailing To attract shopper to store/mall/restaurant, and then use the environment to expose products & actively sell to the consumer Factors affecting accidental exposure 1. Position of an ad Print (ideal spots to get exposure to every reader) Magazine, newspapers Newspaper: Front page; first page in Sports; back page 2. Broadcast In a TV program From suspense in TV shows “What happens next?” -ad plays3. Website Clicking a close part only to bring into another ad 4. Social Media Twitter; Promoted Tweets 5. Product Distribution Store/Shelf placement within the store Selective Exposure Consumers are actively fighting the clutter of ads in their lives from various media 1. Direct Mail 2. Newspaper & Magazine Inserts 3. Television Zipping Zapping – digital video record skipping 4. Internet - Email Spam filters Opt out/unsubscribe 5. Websites Pop-up blockers Premium membership with payment (e.g Spotify, Youtube) 6. Mobile Measuring Exposure 1. Television - TV meters - Day after recall (The next day, “What were the ads shown”) 2. Internet - Page views - Click-through 3. Magazine - response coupons/contests 4. Outdoors - Traffic count Maximise Exposure Intentional Exposure Through careful targeting of advertisements on various media Google Search: Sponsored Ads Social media sites where consumers exposed a lot of personal “likes” & reading habits Location & time-based advertising on phones Careful package/labelling design POP displays Accidental Exposure Sponsorship (F1 Race – Singtel advertised National exposure) Merchandising Unusual media vehicles Product placement Native advertising Embedding advertising into content - Product Placement Where a movie, TV show, video game has brand names visible, sometimes with an obvious call to attention Embedded advertising into content - Native Advertising Where advertising is formatted to mimic the format of the medium it is in A TV ad that sounds like a news report A magazine ad that is formatted like an article in the magazine A facebook ad formatted like a facebook post Attention The process by which an individual devotes part of his or mental activity to a stimulus Selective: Conscious decision on what to pay attention to Less likely to pay attention to familiar stimuli Motivated by goals underlying behaviour Capable of being divided: Consumers can multi-task, watching a program while watching pop-up ads & scrolling info Teaching but using laptop to browse something else But distracted attention is not the best kind of attention Processing units that can be combined visual/spatial information processing music forming inferences drawing conclusions Affects choice by increasing brand familiarity Enhancing Consumer Attention By Making Stimulus 1. Personally relevant Choice of medium 2. Pleasant models, familiar music, honour Limited: 3. Surprising Novel packaging, claims Factors influencing attention Affective states Arousal Inverted U shaped relationship with attention Involvement “A motivational state that guides the selection of stimuli for attention” Those who are intrinsically motivated, an involving advertisement/some temporary promotional device can enhance attention to ad 4. Easy to process Prominent, concrete, contrasts with background Focal & Non-focal attention 1. Pre-attentive processing Even while the focus is on article/driving, consumers may process ads/other stimuli in the periphery, without even being conscious of such processing What is processed depends on Hemispheric Lateralisation 1. Objects on right side are processed on left hemisphere of brain; easier to process if verbal & quantitative counting processing unfamiliar words forming sentences 2. Objects on the left side are processed on the right hemisphere of brain; easier to process if visual/pictorial Implications of Attention 1. Defines customer segments Diff. kinds of consumers may be differentially affected by: - novelty/outrageous advertising (cultural differences) - ease of processing (senior citizens) 2. Habituation Over time, consumers may cease to pay attention to packaging/ads that have become very familiar Seeing things everyday, used to it Marketers often change packaging/malls undergo renovation to direct attention again Perception The process through which incoming stimuli are registered by one of our five senses Perception through vision: 1. Size & Shape Taller packages & eye-catching shapes influence packaging that it contains more 500 ml tall bottle vs. 500 ml width bottle interesting shapes encourage touching the product; greater involvement Packaging has an outer, intermediate & inner layer Cardboard box, tube inside box, shape of pills 2. When all 3 dimensions (Height, Width, Length) changes, size changes appear smaller than when only one dimension changes 3. Customer tend to believe size labels average sized consumers tend to buy large sized raincoats when labelled as medium size 4. Lettering/Font Fonts convey information A handwritten font can convey “made by hand” San serif fonts are easier to read Foreign language labelling info can convey country of origin/make the product seems foreign 5. Colour Colour & psychological responses/moods Warm colours (Red, Yellow, Orange) encourage activity & excitement Cool colours (Blue, Green,) are more relaxing/soothing Colour may include preferences Handphones/laptops/refrigerators avail in many colours Red: Stimulates adrenaline, creates sensation of excitement (McDonalds) Vivid pink: Suppresses adrenaline Yellow: easily processed by the mind (Taxis) Products seem to have associations Lemon flavour/scent – Detergent Spice – Food products/Cosmetics Soothing – Cologne, toothpaste, aftershave Speckled – Purple can sense “active” ingredients through such variations of colour/texture within a plain surface/color Perceiving Through Hearing Sonic Identity: Intel Signature, Don Don Donki Pace of music affects pace of behaviour in stores/restaurants Sound symbolism may have symbolic meaning Classical music vs. rock music defines image of a brand in advert/background music in stores Perceiving Through Taste Varying perceptions of what “tastes good” strength of coffee for same brand different on West & East Coast of USA Consumers can get used to tastes & familiarity becomes comforting Toothpaste, Coke, McD burger Sampling for taste has big impact on sales of new food products Taste can be influenced by packaging, brand name, price Perceiving Through Smell Smell & physiological responses/moods Aromatherapists have detailed beliefs about effects of various smells (Abercrombie & Fitch) Good mood leads to better evaluation & greater likelihood of purchase Product Trial Food services Bakeries, popcorn vendors Perfumes: samplers/print ads with scratch & sniff sections Scent helps memory for other attributes of product Some prefer odourless products Perceiving Through Touch Touch & physiological responses/moods Cultural variations in the acceptability of touching Western settings: research shows touching (by salesperson) enhances evaluation & compliance with salesperson’s request Important attribute info for some products Comprehension (Do consumers understand claim made?) Relating information presented to previous knowledge in memory (Making sense of what advert/claim is saying) inevitably incorporates believing for at least a short period of time “Unbelieving” is effortful, especially under distraction (“….” Is not true! Xx is actually…” Factors influencing Comprehension 1. Involvement (motivation) Highly involved consumers more motivated to process info 2. Memory/Knowledge (Ability) Expert process at a deeper level than novices, and comprehension is faster, but experts might also tend to spontaneously argue against a claim 2-sided claims (negative & positive) are more effective for an expert audience Negative info serves as an “inoculation” effect by suppressing expert’s instinct to counter-argue “Car might not be the fastest but can consume a lot of mileage” 3. Situational factors (opportunity) Time required to process information Print ads are processed at consumer’s own pace, and hence provide more time for comprehension (than broadcast ads) Common Miscomprehension 1. Pragmatic Inference Brand X has ZERO cholesterol, low sugar (Consumers want to find healthy food = zero cholesterol) But is Brand X Healthy; can be unhealthy from high sodium 2. Comparison Omission Brand X is better (Consumers can infer that the particular brand is better than its competitor = low involvement) Than what brand? 3. Piecemeal Data Brand X is better than A on price, better than B on quality How does X compare with A on quality, B on price? 4. Affirmation on the consequent P-type consumers use brand X (If X then Y, Y then X) But do brand X consumers become P-type? (Famous sportspeople drink Milo; Joseph Schooling) Low involvement: if you drink Milo, you’ll become an athlete 5. Extreme Product Demonstration Under what conditions was the demonstration done? How generalisable are these conditions? Miscomprehension Is it a problem if ads are misunderstood, especially if the misunderstanding aids your brand? Learning Alternative theories of learning Behavioural learning (doing) Learning based from own behaviour Cognitive learning (thinking) Learning by observing from people’s perspective Alternative theories of learning Assume that learning takes place as the result of responses to external events Classical Conditioning A stimulus that elicits a response is paired with another stimulus that initially does not elicit a response on its own → a parent nagging at you and you’re used to it → by ringing a bell, the dog goes to you as they know it is feeding time ← automatic response; the dog learnt Unconditional Stimulus Dog sees food, starts to drool Will be relaxed after “Relax” Conditional Stimulus Dog hears the bell, starts to drool Will be annoyed after “Relax” Factors affecting classical conditioning process 1. Repetition → Multiple exposure in the media (YouTube, radio, etc) 2. Effect stronger when the conditioned stimulus and unconditioned stimulus is new, unique, unfamiliar A song that is not current being played in an advertisement will make consumers more likely to associate the brand/advertisement to the song UNLIKE A song that is current being played in an advertisement will make consumers less likely to associate the brand/advertisement to the song 3. Effect stronger when conditioned stimulus encountered outside of the link If it is a popular brand, it will be difficult to change people’s opinions based on classic conditioning UNLIKE If it is a less popular brand in the market/people have not seen the product before, connecting them with music → the effect will be stronger Unconditional stimulus (UCS) → don’t have to teach; does things naturally; spontaneous response Conditional stimulus (CS) → familiarise through teaching (what I have to learn about) Stimulus Generalisation Conditioned responses may generalise to brand extensions, look-alike packages, etc. → Consumers may have learnt to respond to stimuli that are similar to the conditioned brand → E.g: Conditioned with Reese’s brand colours; seeing Dove - a similar colour = generalised them as similar Rectify: Make sure messaging is clear where consumers are not confused between the 2 Stimulus Discrimination Marketers have to take steps to alert consumers about look-alike brands → But conditioning effect may still generalise to other brands Rectify: Separate brands at the point of purchase may help avoid generalised response to other brands Instrumental/Operant conditioning - Based on rewards & punishments The individual learns to perform behaviours that produce positive outcomes & to avoid those yield negative outcomes → every time you say something in class = you are rewarded in class, every time you come late to class = you are penalised from your finals Reinforcement Positive Offering positive consequences Buy 2 get 1 free Zoo animals get rewarded treats for performing well Continuous Every purchase decision Every purchase of Happy Meal, you get a free toy Negative Reducing negative consequences Freemium; showing negative ads Partial Fixed & variable ratio (fixed/random sequence of purchases) Every 5 stamps, free upgrade kat iTea (fixed) Claw machines, scratch cards (variable) Extinction When behaviour no longer elicits reward, consumer learns to stop behaviour → No longer rewarded for CP in class, stop participating in class E.g: Grab with different tiers → bronze, silver, gold, platinum members Application: Encouraging - store & brand loyalty, employee performance Social marketing - seeking donations by sponsoring a marathon participant “Endowed progress” effect → first purchase on a loyalty card may get you 5 stamps to give consumer a feeling of quick progress Cognitive Learning Theory Learn about products by observing others’ behaviour in: → advertising, family, social & work life Shaping A series of consecutive behaviours could be influenced through sequential conditioning Sequential behaviours involved in encouraging: → Credit card usage; gain money whenever you use card to pay – lesser transaction fee → Retail patronage → Coming to class and expected to class participate Gamification – creates a dynamic digital environment similar to games • Multiple short and long-term goals • Rapid and frequent feedback • Reward for efforts - earning badges, virtual product • Friendly competition in a low-risk environment • A manageable degree of uncertainty Using a professional camera and posting on social media, commenters ask which camera you use to produce this quality Social media have enhanced this process, even for private consumed goods How do we learn to be consumers? → Consumer socialisation; interacting with friends → Parent’s influence • Authoritarian; telling them what to do, making their decisions for them • Neglecting; not paying attention to children in making decisions • Indulgent; allowing their children to make their decision early 3 stages of cognitive development: 1. Limited; children who are younger than age 6 do not employ storage-and-retrieval strategies 2. Cued; children between the ages of 6 & 12 employ the strategies but only when prompted to do so 3. Strategic; Children 12 & older spontaneously employ storage-and-retrieval strategies Memory Mnemonic → an aid devised to help you remember E.g: Names, numbers, lists → ROYGBIV (Red, Orange, Yellow, Green, Blue, Indigo, Violet) → 62-353535, Pizza Hut; 6241 0241, Canadian Pizza - 2 for 1 Stimulus-based all brands & attribute information displayed → Supermarket: cereal aisle; all the brands are available, nutritional value and price are available Memory-based no brand/attribute information displayed, consumer has to remember brands to consider & attributes → doing a project late night in SMU, suggestion to eat supper → lists the available places based on memory → knowing McDonalds opens late & nearby Sensory Short-term Long-term Implicit Procedural Explicit Declarative Episodic Semantic (diagram with links) Mixed Choice choice has to be made between a brand in front of consumer & another recalled from memory → shopping for a car at a dealership and online, remembering what the salesperson told you & seeing the car in front of you 5 senses; in shopping mall Seeing a “Wet floor” sign, memory processes to be careful Buying a shoe, had a great service experience, stores memory for a lifetime Directing ways to go to Grandma house (take this bus, walk this route etc) Enhanced by repetition, without conscious effort to recall previous recall → How to ride a bicycle? “What is the capital of France” → requires extra research effort Remembering phone number Stores you visited, restaurants you’ve eaten – based on experience General knowledge about a product: Coca Cola is sweet, unhealthy, is at USA Nodes: Coke Links: Fizzy, sweet, high calories Propositions: Coke is fun, unhealthy, cool Schema: Combining all into 1 The Memory Process Sensory Memory - Experience through 5 senses without processing/interpretation that lasts a quarter of second to few seconds Echoic: Hearing; Iconic: Seeing →hearing a Chinese New Year music in malls Memory Capacity Duration Information Loss Short-term 5-9 seconds 18 seconds Rehearsal Failure Long-term Unlimited Permanent Retrieval Failure Rehearsal failure: meeting people in party, can’t recognise who’s Jasmine → often encounters will make easier association Retrieval failure - can’t remember during exams 1. External Inputs → seeing a big yellow M, smelling breakfast food aroma → hearing name “Dominic” 2. Encoding → processed it as McDonalds - McDonalds pancakes → encoded the name as a Male name 3. Storage 4. Retrieval → seeing this person in a party/class Types of processing: → Imagery Based on 5 senses → Discursive/semantic Processing of information as words Charmaine as Charming Singapore Management University - Singapore-based, a management university Chunking Combining small pieces of information into larger ones 747-1234: 4+3 makes 7 & 7 for 7 Spreading activation How a marketing stimulus (an ad, video, smell, logo) affects nodes activated may depend upon the meaning associated with that stimulus 1.Brand-specific → claims that the brand makes; 2. Ad-specific → cues in ads such as models, other visual elements; model in the ad, music played 3. Brand identification → just the brand name; smelling coffee, associates with Starbucks 4. Product category → the category that the brand belongs to; seeing a Heaven & Earth ad, reminds me of Green Tea category → similar brands 5. Evaluative reactions → positive/negative affect associated with stimulus; Bangkok - holiday experience Improving Memory The Organisation Principle The better organised memory is, the easier it is for retrieval → sorting out to groups/cupboard Retrieval 1. Enhanced by pioneering or “typical” status of a brand • The brand has been in the market for a long time • People identify a particular brand that exemplifies the product/service category → Fast food restaurant = McDonalds 2. Spacing of message enhances retrieval, especially in different media • Instead of giving all information in one go, the information is spread out evenly. → Studying an information for 5 hours is not as effective as studying in 1 hour-break-2 hours-break-2 hours interval 3. Program context on broadcast media; better recall • Continuous activity programming (continuous drama vs game show; soccer vs golf) → continuous drama & soccer = story is being told/action never stops → game show, golf, cricket = the action stops, go, stops and go • Better memory if advertisement are shown in continuous activity programming → when there are interruptions, our minds may wonder on to other stimuli • Better liked programs → recall is stronger if you like the program • Better fit between ad & context → recall is stronger if there’s a link (watching golf then seeing advertisement about golf clubs) Encoding-specificity theory (state dependence) When we learn information, we also indirectly learn a variety of cues present in the environment such as the sight, smell, sound → when learning information, you’re also unconsciously learning a lot of associations in that specific environment. 1. If cues present at the time of encoding are also present at the time of retrieval, memory is enhanced E.g: prof is absorbing information of not only my name and how I look like, but also identifying the location of where I usually sit 2. Our state of mind (e.g mood) may also be encoded into our schema for the information → good mood to remember it, same cues are present at another time will make me remember it better 3. Later at the time of retrieval, those associated cues or moods may help recall the information studying at a quiet place such as library; when taking exam where it is quiet, easier to retrieve information → studying at your usual study desk at home; when taking online quiz, easier to recall information Encoding specificity & remembering brand information 1. Under what conditions is there learning about brand names and information about brands? → Advertisements from tvs, radios, websites 2. Under what conditions do consumers retrieve information about brands from their memory? → Supermarkets 3. How can a manufacturer use encoding specificity principle to help memory of their brands at the time of purchase? → Packaging - use celebrity endorser or cartoons as mascots to represent brand identity Retrieval Failure 1. Decay → the information gets weaker as days goes by; during a holiday - only remembering strong links on first day 2. Interference Pro-active Information learnt earlier impedes the learning of new info → info learnt up front makes it difficult to learn new info Learning chinese for the first 15 years of life; when learning English, it’ll be tough to pick up because the knowledge of Chinese Retro-active Information learnt later impedes the retrieval of earlier info switching to a new teacher → new teacher says old methods were wrong & teaches new methods Then meets old teacher and asked to demonstrate old methods → unable to do it 3. Part-list cue-ing → “Apart from Dove, Pantene & Head and Shoulders, name other shampoo brands” Memory lapses 1. Illusion of truth effect → what is true is familiar - but this leads consumers to believe that what is familiar, is true → repeating a falsehood many times, even when the consumer knows it is false, can create a familiarity effect, which can lead it to seem true → used to great effect in negative political advertising campaigns 2. Memories of past experiences of a period of time → Peak experiences (lows & highs) are often remembered better than the average experience → Events that evoked unipolar emotions are often even more polarised in recall First day in hotel = bad experience = low • Insects in room • Raining all day Third day = good experience = high • Sunny day • Able to go for trekking 6 months after the trip; reflected and realised the trip was an enjoyable trip → Encoding specificity comes into play when you go for a trip again at the same place Raining all day, insects in room ← these things were overlooked Explicit Memory • Free/uncued recall: “What brands of soft drinks have you heard of?” → 1st brand mentioned = Top of mind recall Cued recall: “Which of the following brands….” • Coke/Pepsi/Sprite….. Top of Mind <= Uncued <= Cued • Implicit Memory → Perceptual Fluency The ease with which you can recognise the physical features of the brand/logo → Recognising Nike brand just by its Swoosh logo Response Latency Time taken to answer a question; measured on computer → shorter the latency, stronger the memory link The more perceptually fluent a brand name is, the faster will be a consumers’ recognition of the brand even when elements of the brand name/logo are distorted Enhancing Memory (C.R.R.E.S) • Chunking - a group of items remembered together Rehearsal - conscious repetition of an association will enhance later retrieval → a jingle in an ad may be hummed/sung spontaneously by a consumer; increase likelihood of recall • • Recirculation - repeated exposure without active rehearsal; repeated exposure to a logo can enhance recall • Spacing - repeating print ad exposure across longer periods of time • Elaboration - thinking deeply about the content of a message/properties of an ad, relating the information to a schema Nostalgia → Marketers may resurrect popular characters to evoke fond memories of the past Attitudes Functional Theory of Attitudes 3 Hierarchies of Effects 3 Components – Affect, Behaviour, Cognition 1. Affect - Feel The way a consumer feels about an attitude object People have strong positive affect towards Apple; people love the iPhone 2. Behaviour – Do A person’s intentions to do something with regard to an attitude object People buy the product; they recommend the product on their social media 3. Cognition – Think Beliefs a consumer has about an attitude object Search attributes Acquiring belief without experience Can learn by looking at the packaging, facts specification sheet/website, asking from a friend • Soft drinks = calories intake, sugar content, nutritional value, price Experience attributes need experience to acquire belief Need to taste or consume the drink to experience refreshness and sweetness of the product • University = sample class during open house → atmosphere, teaching style Credence attributes Trust is important; mere experience is not enough Even after experiencing the product/service; consumer cannot evaluate these attributes • Shoes = wearing them to see if they are comfortable, but information are shown on the website • Surgery = Testimonials, vaccines 1. Utilitarian Function → United Airlines; provide easy programs to claim rewards such as free tickets, even though I don’t enjoy flying with them; attitude is positive → SG-eans don’t want to have kids - low birth rate; Baby Bonus to incentivise 2. Value-expressive function → Likes BodyShop; goes along with my belief of “No to animal testing” 1. High involvement → buying a house, washing machine, car 2. Low involvement (evaluate the feeling after consumption) → buying a candy bar, eating a fast food restaurant 3. Experiential (falling in love with the product first) → shirt, shoes, hair salon 3. Ego-defensive function → Applies for SMU, but got rejected → then believes that it’s a good thing got rejection because it’s based on popular opinion that it is a good university; attitude is negative Consistency Principle Seeks/values harmony among thoughts/feelings/behaviours 4. Knowledge function → Knows information about the brand → Samsung washing machine → from Korea, good quality; an assessment of the product → Children is expensive → gov’t shares methods on how to save money → relates to the theory of cognitive dissonance - taking action to revolve dissonance when attitudes & behaviours are inconsistent → changing components to make them consistent → attitudes post choice may be stronger - as attitude changes to be more consistent with choice, especially after a difficult high involvement Dissonance situation: I Want to study overseas but my parents only allow me to study in SG. Convince about the benefits -> Post-purchase behaviour Cannot study overseas -> closer to grandparents; cheaper Balance Theory → considers how a person might perceive relations among different attitude objects & how he might alter attitudes to remain consistency Triad attitude structures: Person/ Perception of attitude object/ Perception of other person/object Attitude Strength Measured by: 1. Attitude accessibility → Response latency - time taken to answer an attitudinal question; the shorter the latency, the greater the attitude → Nike response quicker than Mizuno 2. Resistance to competitive efforts → Strongly have an attitude; inability to change regardless → Strong belief towards Nike will make it tough to change the favoured brand to Adidas 3. Confidence in the attitudinal judgement → “How confident are you with the brand” Theory of Reasoned Action (Fishbein Model) Pentax Canon Nikon Attitude Commitment (How strong is your attitude) 1. Internalisation (Highest-level): Deep-seeded attitudes become part of consumer’s value system They are consistent with my values → sustainability, caring about human rights, behaviour as a mom 2. Identification (Mid-level): Attitudes formed in order to conform to another person or group They like the brand because the brand values provide identity, popular amongst friends & family 3. Compliance (Lowest-level): Consumer forms attitude because it gains rewards/avoids punishments Liking the brand because it gives them rewards Fuji (1 x 7) + (2 x 1) + (2 x 9) + (3 x 9) + (2 x 8) = 70 (1 x 2) + (2 x 9) + (2 x 5) + (3 x 5) + (2 x 7) = 59 (1 x 2) + (2 x 10) + (2 x 4) + (3 x 6) + (2 x 6) = 60 (1 x 6) + (2 x 8) + (2 x 5) + (3 x 5) + (2 x 5) = 57 How to change Nikon’s weight from 6 to 9? → Change the perception or decrease its weight Persuasion: Changing consumer attitudes Devising strategies for change: 1. Change beliefs → About target → influencing that the accessories makes it heavier → About competitor 2. Change evaluations of attributes Add a new belief → how easy to connect to phone 3. Target normative beliefs → brand can be popular amongst family/friends The Traditional Communications Model The Sleeper Effect → the persuasiveness of a message can increase with time rather than decrease • When source is not very credible What makes a good source? 1. Source credibility (source’s perceived expertise, objectivity, trustworthiness) → Reduces perceived performance risk 2. Source attractiveness: social value (appearance, personality, social status) → Reduces perceived social risk Message (What is the message about/what way can I deliver the message) → Through humorous, serious, emotional, rational, celebrity endorser Medium (Where is it being shown?) → YouTube, print ad, radio 70% got it wrong -> either phrased it wrongly, concept explained incorrectly Group member not contributing enough -> Medium: F2F, message individually -> compassion Messaging individually -> using emoji -> wont be effective -> wont take it seriously. 2. Humour → lessens counter-arguments due to laughter, creates classical conditioning effects 3. Fear → the need to induce moderate amount of fear, & importantly provide a believable & usable coping mechanism Source (Sender; who is giving the message) → Effects: the same message rendered by different people can have different meanings → “source” may be chosen due to expertise, fame, attractiveness, similarity to target consumer • Celebrities, famous athletes Should it arouse emotions? 1. Sex appeals → may be attention-grabbing but can also be distracting Initially, the low credibility inhibits persuasion Over time, the link between the source & the message diminishes, leading to greater credibility Decisions about messages One-sided Two-sided → supportive arguments → both positive & only negative info → Explaining this car has a good fuel advantage to a car expert, the car expert says a con (poor air-conditioning) to balance the argument Comparative advertising Message compares 2 or more recognisable brands on specific attributes Greater brand similarity after repeated comparisons Negative outcomes include source derogation, and free exposure to competing brands The Elaboration Likelihood Model Two-sided • Refutational argument - negative issue is raised, then dismissed • Positive attributes should refute presented negative attributes • Effective with well-educated & not-yet-loyal audiences Should we use pictures/words? Pictures Words Better for aesthetic Better for conveying evaluations factual info Should it draw an explicit conclusion? Implicit conclusion (make Explicit conclusion own conclusion) Better for experts Better for novice Central route: → changing beliefs about brands through cognition (multi-attribute model) & by influencing attribute importance Peripheral route: 1. Conditioning “If I like something, it must be familiar” → “if something is familiar, I must like it” → may work by increasing opportunity to process & hence through conscious processing of a message ***Marketers need to be wary of wearout effects → over-repetition can dullen the senses/even induce dislike beyond a point → variations on the execution of the same theme can help lessen the impact of wearout 2. Mere exposure of brand name 3. Use of simple heuristics → Based on similarity in appearance & name to another brand (International Tourister vs. American Tourister) → High priced brands & brands with attractive packaging are better quality → Brands from certain countries are better (Meiji Milk is perceived better because it is a Japanese brand name, even when the milk can be from somewhere else) → Frequency heuristic “The greater the number of stated attributes, the better the brand” Even though the attributes are not important/may be common to all brands, the sheer quantity of attributes may be impressive 4. Message context & message repetition Context congruent ads Sports-oriented ad in sports program/ humorous ad in comedy → processed easily 5. Repetition an affect strength & salience of consumers’ belief resulted in incidental learning • Can make claims more believable The Self Dimensions of self-concept: • Content (looks, aptitudes, roles) → How do I look like? How’s my role as a leader? What knowledge do I possess? • Self-esteem (positivity) → Do I have an overall positive self-concept or negative self-concept? • Stability (over time) → From young to older, how we behave at home & how we behave in school. Consumers have a sense of self that might derive from: Race/Religion Family Talents Looks Gender Political Views Age Socio-economic Nationality Different aspects of self may be salient at different times in their lives: In a family reunion dinner: sense of self as a husband, son, cousin Brands that can tap into a significant sense of identity reap the benefits of CB: Buying Jordans & using them → identity as HypeBeast Cultural Influences on the Self: Eastern cultures Western cultures 1.The collective self The independent self → person’s identity comes - individuality from group (Seeing ourselves as Asia) 2. The interdependent self → person’s identity defined from relationships with others Looks: → People who viewed attractive images of models in ads expressed lower satisfaction with their own appearance based on hair, skin colour Self-Esteem (low/high): When self-esteem is threatened, a consumer’s purchase may be a response → Low self-esteem = buying a product to make up for the low self-esteem → Powerlessness = more willingness to pay more for an item to settle the temporary setback Ideal Self: Our conception of how we would like to be successful, look good, having a well-rounded family Actual Self: our more realistic appraisal of the qualities we have not doing well in career, but you want to make progress by becoming a manager Do a Masters to upgrade self Looking Glass Self: → how others see you Social media → manage impressions of how we look like → Impression Management Products can: Reach our ideal self (hedonic products) → Gap between ideal and actual self Become consistent with actual self (utilitarian products) Extended Self: → relationship between a consumer’s self-concept and his or her possessions → belongings represent an extension of ourselves → Identifying their identity based on what they wear → becomes a part of who they are Bodies → tattoos, earrings Consumable goods → Starbucks guy Durable goods → Wearing Man Utd jersey; proclaims love towards their club Property → cleaning motorcycle to make it shine Significant others, friends, children Pets Impression Management: → We work to “manage” what others think of us → Sticker on laptop = what you want others to know about you Appearance Management → controlling clothes, grooming, verbal communications, possessions Social media: Image crafting → choosing the best photo out of 40 photos → taking photos of all the experiences of life to make people feel that you’re interesting Ingratiation → set of strategic behaviours designed to gain benefits/favours from other people E.g: flatter people during networking sessions; → self-deprecation (expressing excessive humility) E.g: making people think that you’re a better person than you really are → opinion conformity E.g: conforming to boss’ opinions • Aligning activities → comments that attempt to realign behaviour with norms • Disclaimers (I’m no expert but…; I don’t usually say this but…” • Excuses • Justifications Self-Monitoring → extent to which consumers use situational cues to guide their social behaviour • Metrosexuals → men who are highly involved in maintaining physical appearance and fashion • Androgyny → blurring gender identification through appearance; fashion brands often feature androgynous models • LGBT → small but distinct market segment in many parts of the world → changing their personalities based on social context High self-monitor Routinely modify their behaviour to match the expectations of others Low self-monitor Act primarily on the basis of their internal beliefs and attitudes Acting the same throughout all situations and settings Gender - an aspect of self targeted by marketers Sex-typed traits → characteristics we stereotypically associate with one gender or the other Sex-typed products: take on “masculine” or “feminine” attributes Consumption & the Self → We buy products to highlight/hide aspects of the self → We buy products/brands to compensate when the sense of self is threatened Marketing & the Self-concept → Congruence with ideal/real self • Age markers → when a child is ready for his/her first handphone, laptop, • Religion, values, roles → products purchased/food consumed reflects your religion • Status markers → the 5Cs in Singapore (cash, club, credit card, car, condo) → from 3-room, 4-room, 5-room Multiple Selves → Each of us has many selves & roles → Marketers pitch products needed to facilitate active role identities Sex roles • Male & Female roles → Advertising both serves to respond to these roles & to react to these role definitions • Roles changing rapidly across the world → Women entering workforce in larger numbers → Women’s rights movements across the world → Men expected to take on more household responsibilities • Advertising can lead this expectation/continue to appeal to traditional views of gender Decision Making Stages in Consumer Decision Making - Classic Model 1. Problem Recognition → when consumer has a problem Feeling hungry, laptop is spoiled Looking at people’s social media post and realising they need that 2. Information Search → how do you solve the problem Searching for best washing machine online 3. Evaluation of Alternatives → look at different solutions and see which one’s the best Look at online showroom Tools to compare products easier Reviews 4. Product Choice → choosing the best solution 5. Outcomes → word of mouth; reviews → may buy more in the future/not buy anymore Smartphones, social media & e-commerce have rapidly changed this model Motivation → Am I motivated to search? Am I able to search? Is it complicated? Opportunity → How much time do I have to search? Ability → How can I search? The internet has greatly increased opportunity & ability to search The “Economics of Information” perspective Consumers consider costs & benefits of search → Gathering information about as many brands as possible → as long as search costs are lower than perceived benefits of a larger search • What is the main benefit of search? • What is the main cost of search Routine Response Behaviour: → Buying a green tea, bread Customers “satisfice” → Searching just enough to get a “good enough” choice, even as the consumer knows that a longer search may result in an even better choice Product Knowledge affects amount of Information Search Limited Problem Solving: → Buying shoes, furniture Extensive Problem Solving: → Buying a computer, washing machine A foreigner comes to stay in a country for 2 years → first 2 weeks stay in hotel → within 2 weeks must put in school, find an apartment • Must find suitable houses → 5 houses so far (none of them fits your choice) Consideration to look at the 6th house or settle for 1 of the 5 houses • 6th house → hoping that it is the better than the other 5 Cost: Time & effort, frustration if it doesn’t meet your criteria; frustration of giving up the 1 of the 5 houses The internet has greatly reduced the cost of search Continuum of Buying Decision Behaviour At low level of knowledge, don’t search a lot Searching is expensive – invest time to learn = Computer has specifications & technical terms Deciding among alternatives 1. Evoked set → brands that are spontaneously evoked from internal search • Brands that have high uncued recall are likely to be retrieved into evoked set → Nike, Adidas 2. Consideration set → brands that are consciously considered before purchase → including brands from evoked set • Some retail settings, the consideration set is influenced/determined by retailer → Nike, Adidas, Converse, New Balance Attraction Effect Introducing C to make the one of the other 2 look better Same zoom, higher price for C Zoom Price Camera A 10% 300 Camera B 20% 400 Camera C (Decoy) 20% 450 Jumbo is the most optimal choice because: → it costs only $0.50 to top up from large → can feed a lot of people, enjoy more portion CONTEXT EFFECT: large size influenced people to get the Jumbo instead; making the price range favourable for people to go for Jumbo Context effects created by Consideration sets • Regularity → if A is preferred over B in choice set (A,B) binary set • Apples over oranges → A > B in choice set (A,B,C), irrespective of characteristic of C • Apples, oranges, strawberries → 2 choices that are rational are apples & strawberries • Violated by → attraction effect → compromise effect → trade-off contrast effect Binary (A,B) Camera A Camera B Zoom 10% 20% Price 300 400 Lower zoom, same price Zoom Camera A 10% Camera B 20% Camera C (Decoy) 15% Price 300 400 400 Compromise Effect Picking the middle option Zoom Price Camera A 10% 300 Camera B 20% 400 Camera C (Decoy) 30% 600 B is compromised due to high price range btwn C & B Trade-off Contrast Effect Comparing the trade-off price & characteristic Zoom Price Camera A 10% 300 Camera B 20% 400 Camera C (Decoy) 30% 600 Trade-offs: A to B, 10% zoom, price 100 B to C, 10% zoom, price 200 Decision making rules - a classification 1. Brand-based vs. attribute-based Brand: one brand assessed at a time across all attributes → Look at Nike first then Adidas, UA – evaluate brand that has all attributes Attribute: one attribute assessed at a time across all brands → comfortable: Nike, cheapest: New Balance, variety: Adidas 2. Compensatory vs. non-compensatory Compensatory: poor performance on some attributes can be made up by good performance on others → a Poly student does not have a good GPA but has a good CCA qualifications • Multi-attribute model (Fishbein) Non-compensatory: cutoffs placed on some attributes; not meeting those cutoffs can result in not being considered for rest of decision making → if you don’t have a GPA 3.6, it will not be considered despite having CCA qualifications Conjunctive model → the “and” rule: minimal acceptable cutoffs on all attributes need to be met A very high cutoff → place must be near MRT only Disjunctive model → the “or” rule: outstanding by meeting a very high cutoff on at least one attribute Place is near MRT or social life or price Conjunctive → At least 10 in one attribute; Nikon Attribute-based rules Non-compensatory attribute-processing models 1. Lexicographic → Start with most important attribute & pick best on that; if tie, then next most important attribute etc ** difference between lexico & disjunctive → disjunctive has no important attribute to look out for 2. Lexicographic semi-order → Similar to lexicographic but small differences in attributes ignored → “Transitivity” rule ( if A is preferred to B, and B is preferred to C, then A should be preferred to C) may be violated Having a leeway with small differences in having more options → I’m willing to look past the 50 price difference Zoom Price Camera A 10% 300 Camera B 20% 400 Camera C (Decoy) 15% 450 Price range of 50 between B & C can be looked past Zoom is 5% more for B B. Lexicographic Semi-Order → Weight = Pentax & Nikon (6 is the same as 9) → Zoom = Nikon (because Zoom = 1 for Pentax) Heuristics in Decision Making → Search • Ask a friend who works at Nike for advice, check reviews and ratings online → Choice • Asking the salesperson the most popular shoes bought by customers → Evaluation • Country of origin → stereotypes about different countries (Japanese electronics, French wine) • Product signals (if the exterior is sleek, the interior must be good too) → if a used car is clean, it must be reliable too • Market beliefs (brands advertised on TV are good qualities) • Availability → ignoring base-rate information If it easy to recall, it is more likely (probable) → killed by airplane parts or shark attacks Underlined are those that is more easy to associate and remember; but it is actually the other alternative that’s factually correct If it is easy to imagine, it is more likely (probable) → BPL, imagine how Man Utd they will win = predict that Man Utd will win Ignore the difference of (-3) in ratings → Weight = Pentax & Nikon Lexicographic → Weight is the most important attribute: Pentax • Representativeness → Evaluation based on irrelevant similarity Judging based on irrelevant information People judge probabilities “by the degree to which A is representative of B, that is, the degree to which A resembles B” Linda is 31 years old, single, outspoken, and very bright. She majored in philosophy. As a student, she was deeply concerned with issues of discrimination and social justice, and also participated in antinuclear demonstrations. Which is more likely? • Linda is a bank executive Linda is a bank executive and is active in the feminist movement the “hot hand” in basketball → the belief that a player who scores a number of baskets in succession is “on a roll” I.e. likely to score many more baskets in succession A: x o x o x B: o o o o o ← Hot hand Anchoring & adjustment → Anchoring on an irrelevant number, & not adjusting enough • People who have strong anchor effect will likely influence the second number Other heuristics & bias → Consumers’ habit based heuristics • Zipf’s Law: our tendency to prefer a number one brand to the competition → stick to Nike because number one • Consumer inertia: the tendency to buy a brand out of habit merely because it requires less effort → buying mixed greens because it requires less effort of waiting • Brand loyalty: repeat purchasing behavior that reflects a conscious decision to continue buying the same brand Social Influences • Variety seeking: buy something different from what was bought last → changing different brands of shampoo after consumption → Decision making biases • Mental accounting: consumers often separate their expenditures into different mental accounts → We treat gains and losses differently → For a marketer, it is better to frame gains (e.g. bonuses, discounts) individually, and to integrate losses (e.g. fees, taxes) • • Sunk-cost fallacy: We are reluctant to waste something we have paid for; and consequently make bad decisions when it is the future that is more important → bought $15 movie → but horrible movie → no choice but to settle in watching movie because paid already Confirmation bias: we seek information that confirms our theories rather than disconfirm them Reference Group An actual/imaginary individual/group that has a significant influence on an individual’s evaluations, aspirations, or behaviour Two influences towards conformity: Information Norms Unable to have the Feeling uncomfortable time to find out what’s that other people are good, so just go along doing something else and with the popular choice risk conform with others because not liking the attention → Joining the longest queue in a new food → Dressing in a certain court because there is way, speaking in a certain information value in accent, using certain others’ choice brands to follow norms → Doing things what others are doing Anonymity helps to reduce this group influence Power that Groups can exert Referent power Wanting to be like somebody → aspirational influences of celebrities Information/expert Finding someone that’s an power expert on a matter or product → Information/expertise that a person has makes them an automatic source/influence for product information Legitimate power → boss might lay down dress codes, or a hospital may enforce prescription practices of doctors Reward/Coercive → school/family reward certain behaviours (points for participating in class) → punish certain behaviours (being late for school) Types of groups Membership groups (referent, information, legitimate, reward power) → groups you belong to families, clubs, associations Aspirational groups (referent) → groups you aspire to be like, high performing athletes, artistes Dissociative groups → groups you would like to distance from • Social marketing programs often use dissociative influences to discourage certain behaviours → staying away from smoking, drugs • Second generation immigrants may try to assimilate by distancing themselves from their parent’s cultural influences Interpersonal influences on behaviour - 7 principles 1. Automaticity → consumers, especially in low involvement situations, often behave “mindlessly” Heuristics The because heuristic → even poor reasons given are accepted because they sound legitimate to a person in a “mindless” state 2. Commitment and consistency → people appear to wish consistent and to adhere to commitments • Foot in the door technique → asking for a small favour first, and then a larger favour may be better than asking for the larger favour alone • NKF provides health screenings - during health screenings will ask you to watch a video about the organisation, then asks to make a donation • Low-balling technique → “bait & switch” - committing a consumer to a sale can cause consumer to go through with sale even when original conditions causing the sale are changed • A salesperson shows a first car and explained in detail but it isn’t available; to identify whether people are committed; a 2nd car available if committed → works because commitment makes consumers think of several reasons favouring choice (the “mere thought” effect) 3. Reciprocity → consumers feel obliged to return favours, however small they may be → “reasonable” requests should be met with favourable responses → free health checks Door-in-the-face → large requests followed by small requests can seem reasonable 2 years commitment of volunteering → 2 hours only for that particular week to volunteer That’s-not-all → just prior to buy-no buy decision, deal is sweetened, providing an “unarguable” reason to buy If you buy now, you can get a free watch band as a gift Multiple-Deescalating-Requests → making repeated smaller requests that go down in size can help compliance Offer 100 first, then 80, then 50 then till targeted figure Even-a-penny → asking for just one cent, may result in larger donations than one cent 4. Scarcity → things that appear to be scarce are more valuable • “Last car available!” “Limited edition car” 5. Social validation “I myself buy because other people are buying too” → others’ preferences predict my preferences Showing a list of previous donations → list of names who donated & the amount; will influence you to donate & how much you should donate Showing large bills in transparent charity box → mosques Citing a large proportion of previous room occupants who did not want bedlinen changed everyday → increased proportion of hotel customers volunteering to use the same bedlinen every day • 90% of people did not want their bedlinen to be changed explains why popular restaurants do not • increase price to earn additional surplus from patrons Long queues/wait times are social validation for quality Normative influence: based on the activity where you don’t want to be FOMO Informative: based on %, majority 6. Liking → affect for the salesperson can translate to affect for the product “Getting to try and like you as a person” → “once liked, you will be drawn to buy” • Familiarity • Physical attractiveness → compliments on your looks • Similarity → supports the same club as you • Impression management → saying good things about you → ingratiation • Messengers of good/bad news → good deals 7. Authority → persons in authority/appear to have power to give rewards/punishments can be persuasive • Cues such as uniforms, titles can create illusion of authority → Dr., Professor., Vice-President → Uniform: being well-dressed vs being casual-dressed; more authority and legitimate → People well-dressed jaywalks, everyone will follow. People who are not, everyone won’t follow Organisational Decision Making Organisational buyers → purchasing goods/services on behalf of companies usage in manufacturing, distribution, resale B2B marketers → specialise in meeting organisational needs like corporations, gov’t agencies, hospitals & retailers Organisational decision making is: Involve many people Requires precise, technical specifications Based on past experience & careful weighing of alternatives May require risky decisions Involves substantial dollar volume Place more emphasis on personal selling Involves teams of buyers, whom may represent different & sometimes conflicting interests Roles in Collective Decision Making in an Organisation Initiator Gatekeeper → every 5 years change → what information is chairs suitable Influencer Buyer/User → helps to make the decision → Responsibility • Responsibilities for purchase, usage, maintenance may vary across members → somebody who signs the bill → Power • Age, seniority, experience may make some members more powerful than others Type of decisions → Autonomic decision: one family member chooses a product → Syncretic decision: involve both partners • Used for cars, vacations, homes, furniture etc. • As education increases, so does syncretic decision making → Accommodative purchase decisions (compromising) • Where there may be conflicts among members Consumer Influencer types Opinion leader → experts who are socially active & expected to be unbiased may be in position to influence many “followers” → bloggers, vloggers, YouTubers • Market maven → an opinion leader who is a good source of information on the market → where to shop, get good deals, brand to consider Resolving Decision conflicts in Families → Interpersonal need • Level of involvement of different members in the family → mother always travelling, not always involved Surrogate customer → Decisions delegated to someone else • Domestic helper have flexibility in making brand choices for household, an admin have delegation to purchase gifts for farewell party Household Decisions → Consensual purchase decisions (making decisions together) • Where there is agreement on the decision making process and choice → Product involvement & utility • Level of involvement in using the product at home → the member uses the product more often • Interior decorators, contractors, professional shoppers may purchase on behalf of ultimate customer • A.I powered bots could make decision for human decision makers How do we find opinion leaders? • Self-designating method → simply ask individuals whether they consider themselves to be opinion leaders → easy to apply to large group of potential opinion leaders → inflation/unawareness of own importance/influence • Key informant method → key informants identify opinion leaders Sociometric methods → trace communication patterns among group members Network analysis → communications in a network can be analyzed statistically to decipher patterns of influence that can detect & measure • Referral behaviour • Tie strength Social media influences → Peer-peer & opinion leader influencers are rampant on the internet & take various forms • At an individual level, asking for advice & searching for advice among friends • Researching user & expert opinion → user opinions may be useful for services like hotels, restaurants → expert opinions may be useful for complex products such as cars & household appliances • Consumers who are opinionated & entertaining sharers regularly may develop large groups of followers → become professional “influencers” What causes virality The STEPPS Social Make the person sharing look currency smart/cool → forwarding a trending video to represent coolness amongst peers Triggers Connect to stimuli that are being talked about currently → current trendy event to talk about Emotions Evoke feelings Public Try to make the behaviour visible in public Practical Make life better in some way Value → Hacks; how to make things simpler Stories Weave a story around the idea/product → storytelling Post Purchase Behaviour A sale (post purchase) is the start of a relationship Post Decision Processes 1. Dissonance This occurs during a high involvement/expensive product purchase; unsure whether the purchase decision is right 2. Satisfaction & Dis-satisfaction Experiential products; whether people are happy/unhappy about their consumer experience 3. Consumption What are some behavioural issues that the marketer has to deal with 4. Disposal How the product is being disposed after consumption Dissonance When a high involvement decision is made between 2 very good choices, a customer may feel cognitive dissonance Discomfort caused by the uncertainty if the right decision was made Buying a car but need choose between 2 cars; after choosing the car and purchased while going home have feeling whether you made the right choice Positive attitude towards both cars; but only 1 behaviour is condone on the chosen car (purchase) Resolving Dissonance by: 1. Returning the chosen product 2. Exaggerating the difference between 2 choices - Increasing attitude towards chosen option After buying the car, look for positive reviews - Decreasing attitude towards non-chosen option Look for negative reviews of the non-chosen car Avoid returns, by following up after sale An unexpected post-sale gift Extended warranty/coupon for accessory Diminishes the dissonance faced Post-purchase Satisfaction Expectancy-disconfirmation An expectation before purchase which is compared with post-purchase performance Singapore Airlines (Premium) vs. AirAsia (Discount) People have higher expectations for SIA than AirAsia - When performance != expectations, dis-satisfaction occurs: 1. Product Returns 2. Complaints - Privately to marketer - Publicly on social media forums (Google Reviews) Resolve by: 1. Manage expectations “We are short-staffed today, please bear with some delays” Prevents further dissatisfaction 2. Manage & responding to post-purchase feedback Both privately & publicly (Management to take charge to clarify more) Consumption Consumers may face issues during usage period of product Unclear instructions, lost manuals How to use the product? – Different languages? Supply of accessories & complementary supplies e.g: Printer cartridges, spare batteries Maintenance Routine self-maintenance Repairs & replacement of parts Accessible service centres – during weekends These can affect consumers’ brand loyalty Product Disposal In an era of heightened sustainability consciousness Resale - Peer-peer transactions on Carousell, messaging groups, flea markets - Trade-in to the manufacturer Recycling/upcycling - Sometimes, products can be refurbished/used as raw materials for a different product e.g: used jeans turned into mobile phone pouches, bags, decorative items Safe disposal - Not all products can be dumped into paper/plastic/glass bin - Batteries/bulbs are accepted at Supermarkets - Furniture is bulky & cannot just be left for trash collector Building a stronger relationship with customers during consumption & disposal process may lead to next purchase Marketers’ post-purchase processes 1. Websites, bots, hotlines that provide information How to use the product How to buy accessories How to maintain the product (cleaning, replacing parts) 2. Repair services that are accessible & inexpensive 3. Monitor social media feedback & being seen to be responsive 4. Provide ways of recycling, upcycling, trading back post-use Print cartridges can be recycled at service centres Starhub has bins for recycling electronic products Macro & Cultural Influences Macro-influences Demographic Trends Age: birth rates are dropping, baby-boomers are emerging, youth segments are larger Income: Middle class is emerging in developing countries Education: Increased literacy rates, increased education capabilities, higher computer literacy Cultural Influences Shared meaning of members of a: Ethnicity “Singaporean Malay” Age “Generation X” culture Language “French” or “Tamil” culture Other references group such as: NUS v SMU culture, Created by: - Common history/shared experiences Literature, media, myths, folklore, marketing Culture as Content Includes: 1. Beliefs, attitudes, goals & values 2. Rules, customs, norms 3. Meaning of institutions (marriage, school, religious institutions, Gov’t, political parties) 4. Physical objects used by constitutents Constantly changing Hofstede 6 Dimension model of values: 1. Individualism How people feel independent, as opposed to being interdependent as members of larger wholes 2. Power Distance How less powerful members of organisations & institutions (like family) accept & expect that power is distributed unequally 3. Masculinity How the use of force is endorsed socially 4. Uncertainty Avoidance How uncertainty avoidance deals with a society’s tolerance for uncertainty & ambiguity 5. Long-term orientation Societies who score low on this, prefer maintaining time-honoured traditions & norms; viewing societal change as a suspicion Societies who score high, prefer more pragmatic approach; encouraging thrift & efforts in modern education as a way to prepare for future 6. Indulgence Stands for a society that allows relatively free gratification of basic & natural human drives related to enjoying life & having fun Consumer Rituals 1. Acquisition Performed in the act of purchasing Bargaining/bidding 2. Possession Performed to celebrate a purchase Housewarming, “New TV” viewing party 3. Exchange Involves giving something to another Gift-giving Gifts have a lot of symbolism – varying from culture 4. Grooming Taking care of a possession or oneself Using cosmetics Decorating a car 5. Personalisation Individualising a possession Adding a monogram to shirt Carving initials to a pen 6. Divestment Removing meaning before disposal Removing stickers on a used car before sale