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Absolute Threshold
the minimum amount of stimulation that can be detected on a given sensory channel.
Adaptation
the process that occurs when a sensation becomes so familiar that it no longer commands attention.
Aesthetic Bias
product designs that are deemed more attractive lead people to think the product will also be more useful.
Antifragility
the ability to grow when faced with stressors.
Attention
the assignment of processing activity to selected stimuli.
Audio Mining Technology
a method that automatically analyzes the content of auditory speech.
Augmented Reality (AR)
(AR) technology applications that layer digital information over a physical space to add additional information for users.
Brain Drain
a deficit of cognitive resources.
Closure Principle
the Gestalt principle that describes a person’s tendency to supply missing information to perceive a holistic image.
Color Forecasts
predictions that manufacturers and retailers buy so they can be sure they stock up on the next hot hue.
Color Palette
a set of colors that represent a brand personality.
Congruence
fit between two or more elements, for instance audio and visual
Contamination Effect
people like a product less, and are less likely to buy it if another person has touched it previously.
Contestations
consumers questioning and modifying what the product or service symbolizes.
Contrast
stimuli that differ from others around them.
Cross-Modal Effect
the phenomenon whereby two different sensory systems influence one another.
Differential Threshold
the ability of a sensory system to detect changes or differences among stimuli.
Endowment effect
the effect that merely touching a product encourages us to imagine we own it.
Exposure
an initial stage of perception during which some sensations come within range of consumers’ sensory receptors.
Extended Reality
the collection of all current and future ways to extend reality by either merging the virtual and real worlds or by creating a fully immersive experience.
Eyeball economy
the argument that in today’s media environment, marketers compete for consumers’ attention rather than their money.
Figure Ground Principle
the Gestalt principle, whereby one part of a stimulus configuration dominates a situation, whereas other aspects recede into the background.
Gastrophysics
the science of eating that considers how physics, chemistry, and psychology influence how people experience what they put in their mouths.
Gestalt
meaning derived from the totality of a set of stimuli, rather than from any individual stimulus.
Haptic
touch-related sensations.
Haptic effect
the impact on our beliefs and attitudes triggered by touching an object.
Hedonic Escalation
the increased liking of each additional bite of a palatable food.
Icon
a sign that resembles the product in some way.
Illuminance
the amount of light perceived on an object; for instance, brighter lighting tends to make people more alert, which in turn encourages healthier food choices.
Index
a sign that is connected to a product because they share some property.
Inferences
determinations about an object based on information available, such as sensory insights.
Interpretant
the meaning derived from a sign or symbol.
Joint vs. Separate Presentation
refers to whether products are presented as a group or independently of one another.
Just Noticeable Difference (j.n.d)
the minimum difference between two stimuli that can be detected by a perceiver.
Location
positioning, orientation, spacing, and movement of an object in relation to other objects within an area.
Materiality
the visual texture and reactance of the exterior surface of an object.
Mental Stimulation
ability to imagine an event in our mind.
Metacognitive inference
when consumers perceive themselves to be relatively distracted by a background advertisement, they infer that the advertised brand must be interesting.
Multiscreening
using another media screen while watching television.
Multitasking
processing information from more than one medium at a time.
Natural user interface
a philosophy of computer design that incorporates habitual human movements.
Need for touch (NFT)
(NFT) a relative stable preference for touching products.
Object
in semiotic terms, the product that is the focus of a message.
Olfactory Cues
sensory stimuli related to the sense of smell.
Perception
the process by which stimuli are selected, organized, and interpreted.
Perceptual selection
process by which people attend to only a small portion of the stimuli to which they are exposed.
Pitch-size effect
the idea that pitch helps consumers make inferences about the size of a product: lower pitch in voice or music leads consumers to infer a larger product size.
Positioning Strategy
an organization’s use of elements in the marketing mix to influence the consumer’s interpretation of a product’s meaning vis-à-vis competitors.
Pre-attentive processing
the processing of information and development of positive brand responses that occur nonconsciously.
Processing fluency
a feeling of ease in processing information that comes from familiarity and experience.
Psychological Ownership
consumers feel a greater level of attachment to a product after touching it, thus boosting what they are willing to pay for it.
Psychophysics
the science that focuses on how the physical environment is integrated into the consumer’s subjective experience.
Relational Processing
processing a stimulus, in relation to the relationships it has with other events, sensations, or images in memory.
Rich Media
elements of an online ad that employ movement to gain attention.
Schema
an organized collection of beliefs and feelings represented in a cognitive category.
Semiotics
a field of study that examines the correspondence between signs and symbols and the meaning or meanings they convey.
Sensation
the immediate response of sensory receptors (eyes, ears, nose, mouth, fingers) to such basic stimuli as light, color, sound, odors, and textures.
Sensorialization
the process of stimulating human senses in digital environments to create experiences that resemble the real-world.
Sensory Marketing
marketing strategies that focus on the impact of sensations on people’s product experiences.
Sensory Overload
a condition where consumers are exposed to far more information than they can process.
Sensory Threshold
the point at which a stimulus is strong enough to make a conscious impact on a person’s awareness.
Shape
perceived space occupied by an object in the perceptual field based on the object’s outer boundaries.
Shrinkflation
a continuous cycle, where at some point the smallest package offered becomes so small that perhaps it is phased out and replaced by the medium-size package, which has been shrunk.
Sign
the sensory imagery that represents the intended meanings of the object.
Similarity Principle
a view that consumers tend to group together objects that share similar physical characteristics.
Sound Symbolism
the process by which, the sound of a word influences people’s assumptions about what it describes and its such as size.
Subliminal Perception
the processing of stimuli presented below the level of the consumer’s awareness.
Surface Color
when consumers perceive a product to be larger when it is presented in a highly saturated color to a greater extent than a paler hue, and are even willing to pay more for the saturated version, even though both sizes are in fact the same.
Symbol
a sign that is related to a product through either conventional or agreed-on associations.
Vestibular System
the “sixth sensory system” that is responsible for balance and posture. Vicarious haptic effect, 00.
Vicarious Haptic Effect
the impact that imagining touching an object increases our sense of ownership of the object.
Virtual Reality (VR)
provides a totally immersive experience that transports the user into an entirely separate three-dimensional environment.
Weber’s Law
the principle that the stronger the initial stimulus, the greater its change must be for it to be noticed.