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CONSUMER BEHAVIOR
The behavior that consumers display in searching for, purchasing, using, evaluating, and disposing of products and services that they expect will satisfy their needs.
PERSONAL CONSUMER
The individual who buys goods and services for his or her own use, for household use, for the use of a family member, or for a friend.
ORGANIZATIONAL CONSUMER
A business, government agency, or other institution (profit or nonprofit) that buys the goods, services, and/or equipment necessary for the organization to function.
MARKETING CONCEPT
Assumes that to be successful, a company must determine the needs and wants of specific target markets and deliver the desired satisfactions better than the competition.
CONSUMER RESEARCH
The process and tools used to study consumer behavior.
SEGMENTATION
Process of dividing the market into subsets of consumers with common needs or characteristics.
TARGETING
The selection of one or more of the segments to pursue.
POSITIONING
Developing a distinct image for the product in the mind of the consumer.
4Ps OF MARKETING (MKT MIX)
Product, price, place, promotion.
PRODUCT
This represents the physical or intangible offering that a company provides to its customers. It includes the design, features, quality, packaging, branding, and any additional services or warranties associated with the product.
PRICE
Refers to the amount of money customers are willing to pay for the product or service. Setting the right price is crucial, as it not only affects the company's profitability but also influences consumer perception and purchasing decisions.
PLACE
Involves the strategies and channels used to make the product or service accessible to the target market. It encompasses decisions related to distribution channels, retail locations, online platforms, and logistics.
PROMOTION
Involves all the activities a company undertakes to communicate the value of its product or service to the target audience. This includes advertising, sales promotions, social media marketing, and any other methods used to create awareness and generate interest in the offering.
CUSTOMER VALUE
Defined as the ratio between the customer’s perceived benefits and the resources used to obtain those benefits. Perceived value is relative and subjective. Developing a value proposition is critical.
CUSTOMER SATISFACTION
The individual's perception of the performance of the product or service in relation to his or her expectations. Customers identified based on loyalty include loyalists, apostles, defectors, terrorists, hostages, and mercenaries.
CUSTOMER RETENTION
The objective of providing value is to retain highly satisfied customers.
LOYAL CUSTOMERS
They buy more products. They are less price sensitive. They pay less attention to competitors’ advertising. Servicing them is cheaper. They spread positive word of mouth.
SOCIAL MARKETING CONCEPT
Marketers adhere to principles of social responsibility in the marketing of their goods and services; that is, they must endeavor to satisfy the needs and wants of their target markets in ways that preserve and enhance the well- being of consumers and society as a whole.
QUANTITATIVE RESEARCH
Descriptive in nature. Enables marketers to “predict” consumer behavior (positivism). Research methods include experiments, survey techniques, and observation. Findings are descriptive, empirical, and can be generalized to larger populations.
QUALITATIVE RESEARCH
Consists of depth interviews, focus groups, metaphor analysis, collage research, and projective techniques. Administered by highly trained interviewer-analysts. Findings tend to be subjective. Small sample sizes.
SECONDARY DATA
Data that has been collected for reasons other than the specific research project at hand.
INTERNAL DATA
Data generated in- house. May include analysis of customer files. Useful for calculating customer lifetime value.
EXTERNAL DATA
Data collected by an outside organization. Includes federal government, periodicals, newspapers, books, search engines. Commercial data is also available from market research firms.
OBSERVATIONAL RESEARCH
Helps marketers gain an in-depth understanding of the relationship between people and products by watching them buying and using products. Helps researchers gain a better understanding of what the product symbolizes. Is often used to design products to meet needs.
MECHANICAL OBSERVATIONAL RESEARCH
Uses mechanical or electronic device to record consumer behavior or response. Consumers’ increased use of highly convenient technologies will create more records for marketers. Product audits which monitor sales are heavily used by companies.
ATTITUDE SCALES
1)likert scales, 2) semantic differential scales, 3) behavior intention scales, 4) rank-order scales.
LIKERT SCALES
Easy for researchers to prepare and interpret, and simple for consumers to answer
SEMANTIC DIFFERENTIAL SCALES
Relatively easy to construct and administer
BEHAVIOR INTENTION SCALES
Also easy to construct and administer
RANK-ORDER SCALES
Subjects rank items in order of preference in terms of some criteria.
DEPTH INTERVIEW
Usually 30 minutes to 1 hour, Nonstructured, Interpreted by trained researcher, Listen to words as well as “body language”
FOCUS GROUP
8-10 participants, Lasts about 2 hours, Always taped or videotaped to assist analysis, Often held in front of two-way mirrors.
PROJECTIVE TECHNIQUES
Research procedures designed to identify consumers’ subconscious feelings and motivations, Consist of a variety of disguised “tests”
METAPHOR ANALYSIS
Based on belief that metaphors are the most basic method of thought and communication. Zaltman Metaphor Elicitation Technique (ZMET) combines collage research and metaphor analysis to bring to the surface the mental models and the major themes or constructs that drive consumer thinking and behavior.
SAMPLES
Are a subset of the population used to estimate characteristics of the entire population. Researcher must choose probability or nonprobabililty sample.
SAMPLING PLAN
Whom to survey, How many to survey, How to select them.
CONCENTRATED MARKETING
One segment.
DIFFERENTIATED
Several segments with individual marketing sizes.
MARKET SEGMENTATION
The process of dividing a potential market into distinct subsets of consumers and selecting one or more segments as a target market to be reached with a distinct marketing mix.
BASES FOR SEGMENTATION
Geographic, Demographic, Psychological, Psychographic, Sociocultural, Use-Related, Usage-Situation, Benefit Sought, Hybrid.
GEOGRAPHIC SEGMENTATION
The division of a total potential market into smaller subgroups on the basis of geographic variables (e.g., region, state, or city)
DEMOGRAPHIC SEGMENTATION
Age, Sex, Marital Status, Income , Education , Occupation.
PSYCHOLOGICAL SEGMENTATION
Motivations, Personality, Perceptions, Learning, Attitudes.
PSYCHOGRAPHIC SEGMENTATION
Also known as Lifestyle Analysis, Psychographic variables include attitudes, interests, and opinions (AIOs), Framework for psychographic segmentation: VALS (values, attitudes, and lifestyles).
VALS- Siglas
Values, attitudes, and lifestyles.
VALS CONCEPT
"Values and lifestyle" is the most popular segmentation system that combines lifestyles and values. It is based on Maslow's hierarchy of needs and the concept of social character.
VALS SEGMENTS
Innovators, thinkers, achievers, experiencers, believers, strivers, makers, survivors.
INNOVATORS
Are successful, sophisticated individuals; they lead people and have high self-esteem. Because they possess abundant resources, they display the three primary motivations to varying degrees. They are leaders of change and the most receptive to new ideas and technologies. Their purchases reflect a cultivated taste for niche, exclusive goods and services.
THINKERS
Motivated by ideals; abundant resources. They are mature, reflective, and satisfied individuals who feel comfortable. They tend to be well-educated and actively seek information during their decision-making process. They favor durability, functionality, and value in products.
BELIEVERS
Motivated by ideals; limited resources. They are highly traditional and respect rules and authority. As they are essentially conservative, they are slow to change and averse to technology. They choose familiar products and established brands.
ACHIEVERS
Motivated by achievement; abundant resources. They lead goal-oriented lifestyles centered around family and career. They avoid situations that promote high stimulation or change. They prefer premium products that reflect their success to their peers.
STRIVERS
Motivated by achievement; limited resources. They are trendy and fun-loving. With low disposable income, they often have narrow interests. They prefer stylish products that mimic the purchases of wealthier individuals.
EXPERIENCERS
Motivated by self-expression; abundant resources. They appreciate what is unconventional. Active and impulsive, they seek stimulation from the new, the eccentric, and the risky. They spend a relatively high portion of their income on fashion, socializing, and entertainment.
MAKERS
Motivated by self-expression; limited resources. They value practicality and self-sufficiency. They choose constructive manual activities and spend their free time with family and close friends. As they prefer value over luxury, they purchase basic products.
SURVIVORS
They lead lives with a narrow focus. With the least resources, they do not display a primary motivation and often feel powerless. Their fundamental concerns are security and certainty, making them loyal to brands and prone to purchasing discounted goods.
SOCIOCULTURAL SEGMENTATION
Family Life Cycle, Social Class, Culture, Subculture, and Cross-Culture.
USE- RELATED SEGMENTATION
Rate of usage (heavy vs light), awareness status (aware vs unaware), brand loyalty (brand loyal vs brand switchers).
USAGE SITUATION SEGMENTATION
Segmenting on the basis of special occasions or situations.
BENEFIT SEGMENTATION
Segmenting on the basis of the most important and meaningful benefit.
NEEDS
Are the essence of the marketing concept. Marketers do not create needs but can make consumers aware of needs.
MOTIVATION
Is the driving force within individuals that impels them to action.
INNATE NEEDS
Physiological (or biogenic) needs that are considered primary needs or motives.
ACQUIRED NEEDS
Learned in response to our culture or environment. Are generally psychological and considered secondary needs.
GOALS
The sought-after results of motivated behavior
GENERIC GOALS
Are general categories of goals that consumers see as a way to fulfill their needs
PRODUCT- SPECIFIC GOALS
Are specifically branded products or services that consumers select as their goals
POSITIVE MOTIVATION
A driving force toward some object or condition. Toward which behavior is directed
NEGATIVE MOTIVATION
A driving force away from some object or condition. From which behavior is directed away.
RATIONALITY
Implies that consumers select goals based on totally objective criteria such as size, weight, price, or miles per gallon
SUBSTITUTE GOALS
Are used when a consumer cannot attain a specific goal he/she anticipates will satisfy a need. May actually replace the primary goal over time.
FRUSTRATION
Failure to achieve a goal may result in frustration. Some adapt; others adopt defense mechanisms to protect their ego.
DEFENSE MECHANISM
Methods by which people mentally redefine frustrating situations to protect their self-images and their self- esteem.
AGGRESSION
In response to frustration, individuals often resort to aggressive behavior to protect their self-esteem. The professional tennis player who slams their racket against the ground when disappointed with their game, or the baseball player who physically intimidates the umpire over a decision, are examples of such behavior. The same applies to consumer boycotts against companies or stores.
RATIONALIZATION
Sometimes, people resolve frustration by inventing convincing reasons for their inability to achieve their goals (for example, not having enough time to practice) or by arguing that the goal is not worth the effort (for example, how important is it to achieve a high bowling score?).
REGRESSION
An individual may respond to a frustrating situation with childish or immature behavior. A shopper at a clearance sale, for example, might fiercely fight over merchandise, even tearing a piece of clothing if another interested buyer refuses to let go, before resigning to lose the purchase.
WITHDRAWAL
Frustration is sometimes resolved simply by withdrawing from the situation. For example, an individual struggling to get a promotion within an organization might decide to spend their time more constructively on other activities and simply leave the organization.
PROJECTION
An individual might redefine a frustrating situation by projecting the blame for their own failures or inadequacies onto other objects or people. For example, a golfer who misses a shot might blame their golf clubs or caddy.
AUTISM
Daydreaming (or fantasy) allows individuals to achieve imaginary gratification of unmet needs. A shy and lonely person, for example, might daydream about a romantic adventure.
IDENTIFICATION
People resolve feelings of frustration by subconsciously identifying with other people or situations they consider relevant. For example, "real-life case" advertisements often depict a stereotypical situation where an individual experiences frustration and then overcomes the problem by using the advertised product. If the viewer identifies with the frustrating situation, they may adopt the proposed solution and purchase the advertised item.
REPRESSION
Another way individuals avoid the tension arising from frustration is by repressing the unsatisfied need. Individuals may "forget" the need by pushing it out of their conscious state. Repressed needs sometimes manifest indirectly. A wife unable to have children might decide to teach at a school or work at a library; her husband might volunteer at a youth club. The manifestation of repressed needs in a socially acceptable way is called sublimation, another type of defense mechanism.
BEHAVIORIST SCHOOL
Behavior is response to stimulus, Elements of conscious thoughts are to be ignored, Consumer does not act, but reacts
COGNITIVE SCHOOL
Behavior is directed at goal achievement, Needs and past experiences are reasoned, categorized, and transformed into attitudes and beliefs
MASLOW’S HIERARCHY OF NEEDS
Physiological needs, safety and security needs, social needs, ego needs, self-actualization.
A TRIO OF NEEDS
Power, affiliation, achievement.
MOTIVATIONAL RESEARCH
Qualitative research designed to uncover consumers’ subconscious or hidden motivations. Attempts to discover underlying feelings, attitudes, and emotions.
METAPHOR ANALYSIS
The use of one form of expression to describe or represent feelings about another form is called a metaphor. Several consumer behavior theorists have come to consider that people use metaphors as the most fundamental resource for thought and communication.
STORYTELLING
This technique involves gathering customers and asking them to tell everyday life stories regarding the use of the product under study.
WORD ASSOCIATION AND SENTENCE COMPLETION
Respondents are given words, one at a time, and asked to mention the first word that comes to mind after hearing each word. This technique is extremely useful for studying consumers' associations with existing brand names and products in development.
THEMATIC APPERCEPTION TEST
Developed by Henry A. Murray, this test consists of showing individuals images and asking them to tell a story about each image.
DRAWING PICTURES AND PHOTO-SORTS
Visual images are often used to study consumers' perceptions of various brands and to develop new advertising strategies.
ZALTMAN METAPHOR ELICITATION TECHNIQUE (ZMET)
The first patented market research tool in the United States, it relies on visual images to assess consumers' deep and subconscious thoughts about products, services, and marketing strategies.
PERCEPTION
The process by which an individual selects, organizes, and interprets stimuli into a meaningful and coherent picture of the world. How we see the world around us.
SENSATION
The immediate and direct response of the sensory organs to stimuli.
STIMULUS
Is any unit of input to any of the senses.
ABSOLUTE THRESHOLD
Is the lowest level at which an individual can experience a sensation.
DIFFERENTIAL THRESHOLD
Minimal difference that can be detected between two similar stimuli. Also known as the just noticeable difference (the j.n.d.)
J.N.D
Just noticeable difference (Umbral diferencial)
WEBER’S LAW
The j.n.d. between two stimuli is not an absolute amount but an amount relative to the intensity of the first stimulus. States that the stronger the initial stimulus, the greater the additional intensity needed for the second stimulus to be perceived as different.
DETERMINE THE RELEVANT J.N.D. FOR THEIR PRODUCTS
So that negative changes are not readily discernible to the public, so that product improvements are very apparent to consumers.
SUBLIMINAL PERCEPTION
Stimuli that are too weak or too brief to be consciously seen or heard may be strong enough to be perceived by one or more receptor cells.