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evolution of the marketing concept
simple trade era → production era → sales era
simple trade era
reliance on basic bartering and handmade goods, lasted until mid-19th century (when industrialization began)
production era
corporate focus on mass-production and lowering manufacturing costs - believed affordable products would sell itself, minimal marketing and huge scale, until 1920s
sales era
businesses made what they wanted and then tried to sell to customers - hard-selling, door to door and telephone salesmen - until 1950’s
marketing department era
consolidated marketing, sales, pr, into one department, started putting more emphasis on marketing products - 1960’s
marketing company era
customer-centric, marketing starts to guide overall corporate strategy - 1990’s
customer relationship era
shifted focus to long-term, loyal and mutually rewarding customer relationships
Ranked order of US household consumption
Housing
transportation
food
personal insurance, pensions
health care
entertainment
cash contributions
clothing and services
social well-being
positive relationships, community and social connection - number 1 determinant of well-being
physical
physical health, good food, sleep, exercise
psychological self
positive emotions, resilience and coping skills, personal growth and self acceptance
psychological environment
purpose and meaning, autonomy and control, environmental mastery
resources
financial stability, time management, material goods
the “self” is at the center of…
the social world
the natural world
the designed world
decision-making units in consumer behavior research
information gatherer
influencer
decider
purchaser
user
primary data
data originating from a researcher and collected to provide information relevant to a specific research project - current, specific, accurate, takes time and uses resources
secondary data
data collected for some other purpose that is subsequently used in a research project (includes free and fee-based, ex. databases) - fast, low cost, can be out of data, too general, or inaccurate
qualitative research is useful for…
exploration and discover
gain insight into research problems
provide initial areas about specific problems, theories, relationships, variables, scale design
learn more than you knew to ask initially (ex. active interviewing)
quantitative research is useful for…
validation/estimation
confirm variable relationships
test hypotheses
provide quantifiable descriptive information
make accurate predictions
examples of quantitative research methods
surveys (predetermined, quantifiable set)
experiments and field experiments
conjoint analysis (determines relative importance and appeal of different levels of an offering’s attributes)
purchase panels (tracking what consumers buy on different occasions/in different places)
database marketing (combining all research data into a database for analysis)
psychophysiological reactions and neuroscience
persona in consumer research
represents a segment of customers who exhibit similar behavior patterns in their purchasing decisions, use of products, customer service preferences, lifestyle choices, etc.
This segment is represented by an imagined archetypical customer
journey maps
Distinguish the experience at each step or stage of the consumption experience

motivation is influenced by…
personal relevance (to self-concept, values, needs, goals, and self-control)
perceived risk
moderate inconsistency with attitudes
ability is influenced by…
financial, cognitive, emotional, physical, and social and cultural resources
education and age
opportunity is influenced by…
time
distractions
complexity, amount, repetition, and control of information
personal relevance
something that has a direct bearing on the self and has potentially significant consequences or implications for our lives (consistent with self-concept, and related to needs, values, and goals)
needs
an internal state of tension experienced when there is a discrepancy between the current and an ideal or desired physical/psychological state - can be seen as the foundational drivers of values and goals
values
abstract, enduring beliefs about what is right/wrong, important, or good/bad
goals
outcomes that we would like to achieve
goal derived category
things viewed as belonging in the same category because they serve the same goals - positioning an offering as relevant to a goal can be an important marketing objective
General ways to increase attention paid to your messaging
make it personally relevant
make it pleasant (ex. attractive models, music, humor)
be somewhat surprising (novelty, unexpectedness, puzzles)
be easy to process (prominence, concreteness, limited, contrasting)
creative: useful and novel
comprehension
the process of extracting meaning from what we have perceived, in the context of what we already know - consumers draw conclusions from inferences
consumers draw inferences based on…
product design, features, packaging
price
brand names/symbols
marketing messages/media
retail atmospherics, displays, distribution
recirculation
encountering something repeatedly effect of recirculation can be strengthened by creating different ads that repeat the same basic message and by repeating the brand name frequently
schema
the set of associations linked to a concept in memory
scripts
aspect of procedural knowledge/knowledge about how to do something/ use some product - some brands activate scripts for consumers, like IKEA advertising the easy step-by-step assembly of their products
brand image
specific type of schema that captures what a brand stands for/how favorably consumers view it
taxonomic categories
group of objects that are similar to one another in certain ways (ex. schemas for Coke, Pepsi, etc. can be clustered as “soft drinks”)
attention threshold
the minimum amount of active visual time a consumer must spend looking at an ad to trigger cognitive encoding and achieve specific brand outcomes
sleeper effect
consumers forget the source of a message more quickly than they forget the message - may form attitudes even if they don’t directly know where they come from
attitude accessibility
how easily an attitude can be remembered
attitude confidence
how strongly we hold an attitude
attitude persistence
how long our attitude lasts
attitude resistance
how difficult it is to change an attitude
what does the Fishbein Multi-Attribute Model tell us about how we can change attitudes?
a customer’s overall attitude toward a brand is based on their belief that a brand has a salient attribute, their evaluation of or importance placed on an attribute, and the number of salient attributes
mere exposure effect
familiarity leads to consumers liking an object
truth effect
consumers are more likely to have stronger beliefs about a product when they hear the same message repeatedly
thin-slice judgements
evaluations based on very brief observations (why brands try to make packaging attractive/place images in a message that make it easier for consumers to pick it up)
frequency heuristics
beliefs based on how many reasons there are to think a product is good
linear economy
buy → use → throw away: not scalable, doesn’t meet our needs
stages of use
can be non-sequential:
Honeymoon period
Regular use
Peak utility
Maintenance and repair
Benign neglect
Storing/forgetting
Rediscovery
circular economy
aims to eliminate waste/pollution: products are made to optimize design/material rather than initial price, and are circulated for as long as possible by sharing, leasing, reusing, repairing, refurbishing, and recycling
expectation (dis)confirmation model
Consumers compare expectations and performance → comparison leads to satisfaction (positive disconfirmation), confirmation of expectations, or dissatisfaction (negative disconfirmation)
what can marketers do to make consumers feel a sense of need?
create/enhance discrepancies between actual and ideal state: attempt to create a new ideal state (ex. changing trends, more advanced tech), and try to encourage dissatisfaction with actual state
consideration set
set of 8 brands consumers tend to recall when problem recognition has been stimulated
factors that influence brand recall
prototypicality
brand familiarity
goals/usage situations
brand preference
retrieval cues
factors influencing attribute recall
accessibility/availability of information
diagnosticity (info that helps consumers differentiate brands, ex. price)
salience of attributes
vividness of information (concrete words, pictures)
consumer goals
factors that increase external search
motivation to process information (ex. lower for a lower-involvement product)
ability to process information (ex. consumer knowledge, consumer affect)
opportunity to process information (ex. time available, information format)
confirmation bias
tendency to recall information that confirms overall beliefs rather than contradicting them in internal search (we are more likely to recall info about brand we like)
hedonic product information search
undirected, exploratory, emotionally driven, relies on visual queues and brand storytelling
utilitarian product information search
active, direct, goal-oriented, relies on search engines, third-party reviews, technical specs
why do marketers focus on creating positive brand attitudes?
emotional decision making
attitudes towards brands typically start before developing an actual preference
long-term loyalty
competitive advantage/trust
mental accounts in high-effort decision making
mentally designate money/budget range into “accounts” for specific transactions, goals, situations (ex. vacation account, emergency account)
compensatory decision making
evaluate how good each attribute of the brands in their consideration set are, and weight them in terms of how important attributes are for their decision
multiattribute model
additive difference model
noncompensatory decision making
consumers use negative information to evaluate brands and immediately eliminate them from consideration set if they are inadequate in one or more attributes
conjunctive/disjunctive model
lexicographic model
elimination by aspects model
conjunctive model
consumers set up minimum cutoffs for each attribute that represent the lowest value they are willing to accept (ex. a car can have no lower than 20 miles to the gallon)
disjunctive model
consumer sets acceptable levels of cutoffs (ex. no lower than 20 mpg car, but 25 mpg or higher is more acceptable)
consumer bases decision on several most important attributes, putting weight on positive information
lexicographic model
consumers order attributes in terms of importance and compare the options one attribute at a time, starting with most important, and chooses when one brand dominates the others
elimination by aspects model
consumers order attributes in terms of importance and compare starting with most important, but eliminate those below an acceptable cutoff and continues until one remains
affective forecasting
consumer’s predictions of what they will feel in the future
representativeness heuristic
low-effort decision, consumers make comparisons with category prototype (ex. comparing laundry detergent with tide)
availability heuristic
low effort decision, ease with which an event can be brought to mind, consumers often remember more vivid events