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A/B Test
Comparing two versions (A and B) to determine which performs better.
Acceptance strategy
A decision rule where consumers choose options that meet minimum requirements.
Affective choice
A decision based primarily on emotions and feelings.
Ambient conditions
Environmental factors such as temperature, lighting, sound, and odor that influence behavior.
Anchoring effect
Relying heavily on the first piece of information when making decisions.
Antecedent state
Temporary mood or condition (e.g., tired, hungry) influencing behavior.
Attention
The degree to which consumers focus on a stimulus.
Attribute-based choice
Decision-making based on comparing product features.
Availability heuristic
Judging likelihood based on how easily examples come to mind.
Behavioral targeting
Using past consumer behavior to deliver personalized ads.
Brand alliance
Partnership between brands to enhance value or perception.
Brand communities
Groups of consumers who share a connection with a brand.
Brand engagement
Emotional and behavioral involvement with a brand.
Brand loyalty
Consistent preference and repeat purchase of a brand.
Choice architecture
How choices are structured to influence decisions.
Clutter
Density of competing stimuli in an environment.
Cognitive overload
Too much information overwhelming decision-making ability.
Comparative ad
Advertising that directly compares brands.
Confirmation bias
Seeking information that supports existing beliefs.
Conformity bias
Tendency to follow group behavior.
Consumer behavior
Study of how people select, use, and dispose of products.
Consumer choice process
Stages consumers go through when making decisions.
Consumer-generated content (CGC/UGC)
Content created by users rather than brands.
Culture
Shared values, beliefs, and behaviors of a society.
Cultural values
Beliefs about what is desirable or important.
Cultural differences (nonverbal communication)
Variation in meaning of nonverbal cues across cultures.
Cognitive reasoning
Mental processing used to evaluate and solve problems.
Class-to-mass strategy
Offering premium brands to mass markets.
Decoy effect
Adding an inferior option to influence choice.
Default bias
Tendency to stick with pre-selected options.
Demographics
Population characteristics (age, income, gender, etc.).
Direct measurement
Asking consumers directly about preferences.
Discounting
Reducing importance of negative product attributes.
Disclaimers
Statements that clarify or limit advertising claims.
Downward segmentation
Extending premium brands to lower-income segments.
Drip marketing campaign
Automated, scheduled marketing messages.
Elimination-by-aspects rule
Decision rule eliminating options that fail key criteria.
Emotions
Strong feelings influencing behavior.
Endowment effect
Valuing something more because you own it.
Ethnic subculture
Group sharing language, race, or nationality.
Exposure
When a stimulus enters sensory range.
Expanded usage situation
Encouraging new uses for a product.
E-waste
Electronic waste and its environmental impact.
Fear appeal
Using threat of negative outcomes to influence behavior.
Framing effect
Decisions influenced by how information is presented.
Frequency illusion (Baader-Meinhof)
Noticing something more after becoming aware of it.
Functional fixedness
Inability to see alternative uses for objects.
Generic search
Non-brand-specific product search.
Goldilocks effect
Preference for the “just right” middle option.
Habit
Automatic behavior formed through repetition.
Habit loop
Cue → Craving → Response → Reward.
Herding
Following group behavior.
Household decision-making process
How family members influence purchases.
Household life cycle (HLC)
Stages households go through over time.
Indirect measurement
Inferring preferences through behavior.
Information processing
How consumers interpret information.
Internal search
Using memory to make decisions.
Interdependent self-concept
Defining self through relationships.
Interpretation
Assigning meaning to stimuli.
Just noticeable difference (JND)
Minimum change detectable by consumers.
Learning
Behavior change due to experience.
Likert scale
Agreement rating scale.
Lifestyle
How a person lives and spends time/money.
Loss aversion
Losses feel more powerful than equivalent gains.
Low-involvement learning
Learning with minimal effort.
Maslow’s Hierarchy of Needs
Motivation framework (physiological → self-actualization).
Memory
Storage of learned information.
Mirror neurons
Brain cells that activate when observing others.
Monochronic time perspective
Focus on schedules and one task at a time.
Motivation
Driving force behind behavior.
Negativity bias
Overweighting negative experiences.
Nonverbal communication
Communication without spoken words.
Nostalgia
Emotional longing for the past.
Nudges
Subtle influences on decision-making without restricting choice.
Olfaction
Sense of smell.
Peak-end rule
Judging experiences based on peak and ending moments.
Perception
Selecting, organizing, and interpreting stimuli.
Perceptual mapping
Visual representation of consumer perceptions.
Personal experience
Knowledge gained directly.
Piaget’s stages of cognitive development
Theory of childhood cognitive growth.
Polychronic time perspective
Multitasking and flexible time orientation.
Postpurchase dissonance
Doubt after buying.
Preference strategy
Choosing most preferred option.
Priming
Exposure influencing later behavior or perception.
Problem recognition
Identifying a need.
Proust effect
Memories triggered by smell.
Projective techniques
Indirect methods to uncover attitudes.
Reciprocity bias
Feeling obligated to return favors.
Reference group
Group influencing attitudes and behavior.
Relativity
Evaluating value through comparisons.
Sampling bias
Non-representative sample.
Scarcity bias
Valuing limited items more.
Search engines
Tools for online information search.
Self-concept
How individuals perceive themselves.
Semantic differential scale
Rating using opposite adjectives.
Showrooming
Viewing in-store, buying online.
Social class
Hierarchy based on income, education, occupation.
Social proof
Following others’ behavior.
Source credibility
Trustworthiness and expertise of a source.
Spokescharacters
Fictional brand mascots.