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MAD100
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Sensations
The immediate response resulting from basic stimuli activating sensory receptors, leading to perception.
Perception
Process by which sensation are selected, organised, and interpreted to give meaning
3 stages:
Exposure (stimuli), Attention (sensation), Interpretation (perception)
Stages of Perceptual Process
1) Primitive Categorisation
Brain first notices basic features of stimulus
Registering “there’s something there”
2) Cue Check
Analyse features to figure out what it is
Brain searches for a schema (organised collection of beliefs and feelings)
3) Confirmation Check
Settle on a schema that fits
4) Confirmation Completion
Categorisation is finalised
Perceive and respond to it as that thing
Brands invest heavily in consistent visual identity (colours, logos, shapes) so perceptual process is faster for consumers. The more familiar the cues, the faster brain confirms the schema.
Perceptual Process Example
Walking down supermarket aisle and noticing red and white can
1) Primitive Categorisation: notice red can, white lettering, cylindrical shape, silver rim
2) Cue Check: Brain cross-references the cues, searches memory for matching schema
3) Confirmation Check: “is this Coca-Cola” - selects Coca-Cola schema and checks if cues align with the schema
4) Confirmation Completion: “yes, this is Coca-Cola” — brain instantly recognises brand without having to read the label
Sensory Marketing
When companies deliberately engage one or more of the five senses to influence how consumers feel about product/brand — ultimately drive consumer behaviour
Sight (colours, lighting, design), Sound (jingles, music), Smell (scent in store), Taste (free samples), Touch (product/packaging texture and feel)
Brands bypass rational thinking by triggering emotional and physical responses through the senses. Buying with your body not your brain.
Sensory Marketing Example
Abercrombie and Fitch — famously combine 4 sense in-store
Sight: dim, moody lighting
Sound: loud, upbeat music
Scent: heavy cologne through vents
Touch: very soft fabrics on display
Creates an immersive brand experience that makes you feel something
Keeps you in the store for longer — more likely to buy something
Virtual Influencers and Sensory Marketing
Only exist on screen, so they’re naturally restricted to senses that digital media can reach
CAN:
Sight — full control over lighting, colour, aesthetics. Can create a perfect and consistent visual identity every time
Sound — through videos: use jingles and brand sounds to reinforce emotional connection
CANNOT:
Can’t reach beyond the screen — smell, taste, touch
VIs excel at visual and aspirational sensory marketing, but lack the physical, in-store sensory richness.
Works best for categories that are heavily sight-driven (fashion, beauty, and lifestyle brands)
Sensory Threshold
The minimum level of stimulation a person can detect through their senses.
Absolute Threshold
Lowest level of a stimulus a person can detect
If marketing is below this threshold, it goes completely unnoticed
e.g. a billboard with tiny text nobody can read. Falls below absolut threshold, message is lost entirely
Differential Threshold
The minimum difference between two stimuli that a person can detect (JND - Just Noticeable Difference)
e.g. brand shrinking crisp packet to cut costs. If size reduction is below differential threshold, customers won’t notice. Otherwise feel cheated.
Below = for price inc/size reduction
Above = for positive change, “New & Improved!”
What is : Principles of Interpretation: Gestalt
People perceive things as a whole picture rather than individual parts.
Brain automatically organises visual info to make sense of it.
The Three Principles of Interpretation: Gestalt
Figure & Ground
Naturally separate image into a focal point and background
e.g. Apple’s minimalist ads — product pops as figure is against a plain white background, drawing attention to it.
Grouping
Brain figures out what belongs together
Similarity — similar-looking items feel related
Proximity — items close together feel like a group
Continuity — our eye follows a flowing line or pattern
e.g. Tesco’s own-brand products: logo on range of products but brain groups it as one coherent brand family through Gestalt similarity. Through colour scheme, font, packaging style.
Building brand recognition = trustworthy & consistent
Closure
Mentally complete incomplete images to see a whole
e.g. WWF panda logo — unfinished but brain automatically fills missing lines
When sensory marketing works and when it backfires — Article
Sensory marketing works depending on whether brand is sincere (trustworthy/consistent) or exciting (unique/attention-getting)
When product feels differently than it looks, consumers’ reactions are tied to their perception of the brand
Exciting brands can exploit consumer perception by conjuring surprise through sensory mismatch — surprise feels authentic to the brand
whereas sincere brands, sensory mismatch may not serve them — surprise feels like a betrayal of trust
e.g. Apple (young, exciting), Nokia (sincere, down to Earth)
In this study sensory mismatch involoving Apple ok, but did not like when same changes introduced by Nokia
Intrinsic vs Extrinsic Motivation
Motivation = Process that cause people to behave as they do. Occurs when need is activated, which consumers want to satisfy.
Intrinsic — driven by personal enjoyment, interest, or satisfaction
Buying running gear bc you genuinely enjoy running. Activity itself is the reward
Creates long-term customer brand relationships
Extrinsic — Behaviour driven by an outside reward or pressure
External pressures: rewards, discounts, social approval, avoiding punishment
Buying running gear bc of discount, loyalty points scheme, or impress others on social media
short term brand relationship, may not build true loyalty
Drive Theory
A biological imbalance or internal tension (a drive) pushes a consumer to take action to restore balance
Feeling thirsty from running (need), creates an urge to drink (drive), buy water from store (behaviour), thirst quenched (goal)
Brands identify consumer drives (hunger, loneliness, insecurity) and position their product as a solution to restore balance
Once drive satisfied, motivation stops. Brands try to satisfy drive or keep it alive — always need latest iPhone
Classification of Needs
AAPU
Need of achievement
Drive to accomplish goals, succeed, excel
Buy MacBook pro to achieve higher productivity
Need for affiliation
Drive to belong, connect, and be accepted by others
Football scarf
Need for power
Drive to control, influence, have impact on others
Buy luxury car to demand respect
Need for uniqueness
Drive to standout, express individuality
Buying limited edition items to feel one of a kind
Maslow’s Hierarchy of Needs
“Please Stay By Every Star”
People are motivated by needs in a pyramid order, needing to satisfy lower needs before moving up to higher.
Physiological
Survival — food, water, sleep, shelter
Tesco
Safety
Security — job security, health, safe environment
Insurance company
Belonging
Social — love, friendship, community
Coca-Cola, “share a coke”
Esteem
Ego — status, respect, achievement, recognition
Rolex
Self-actualisation
Fulfilment — reaching full potential, personal growth
Patagonia (purpose & values)
Goal Valence
A goal has valence (can be positive/negative, sought/avoided)
Positive valence: goal is desirable and attractive — motivated to approach it
Wanting to get a promotion - higher pay & pride
Negative valence: goal is undesirable - motivated to avoid it
Studying to avoid failing an exam
Motivational Conflict
Approach - Approach
Two positive outcomes
Holiday in Paris or Madrid
Avoidance - Avoidance
Two negative outcomes
Repair my phone or buy a new one
Approach - Avoidance
Both positive and negative aspects
Want a burger but it’s unhealthy
Types of involvement
Involvement: The motivation to process information
PMS
Higher involvement = more thinking before buying
Product involvement — level on interest in a product
Increased by sales and customisations (building own Nike shoe)
Message-Response involvement — interest in processing marketing communications
Print = high involvement (actively read)
TV = low involvement (passively watch)
Situational Involvement — same product, different context changes involvement level
Buying a gift for boss vs casual friend — same act diff thought
Functional Theory of Attitude
Attitude: lasting, general evaluation of people, objects, ads, or issues. Guide out behaviour
Functional theory = Attitudes exist because they serve some purpose for the person — determined by a person’s motives. UVEK
Utilitarian Function
Attitude based on reward or punishment
Like McDonalds because its cheap and quick / Coke Zero: same taste no high sugar
Value-Expressive Function
Attitude expresses personal values or identity
Patagonia bc care about sustainability
Ego-Defensive Function
Attitude protects self-esteem from insecurities
Buy expensive brands to feel confident and successful
Knowledge Function
Attitude helps organise and simplify the world
Always buy Apple bc I know and trust it — no need to research
ABC Model of Attitudes
Attitudes are made up of 3 components that shape how consumers feel and behave towards a product/brand
Affect — the way a consumer feels about an attitude object
I like Crest as a toothpaste
Behaviour — involves the person’s intentions to do something with regard to an attitude object (intention does not always result in behaviour)
I intend to buy Crest
Cognition — the beliefs a consumer has about an attitude object
Crest prevents cavities
High involvement: Think → Feel → Do (research first)
Low involvement: Do → Think → Feel (buy first, eval later)
Experiential: Feel → Do → Think (emotion drives action)
Theory of Cognitive Dissonance
Uncomfortable feeling when thoughts and actions don’t match
E.g. believe eating healthy is important, but then eat junk food. mismatch = uncomfortable. To rid mismatch:
Change behaviour — start eating healthy
Change attitude — eating junk food isn’t bad
Justify — it’s fine, I had a stressful day
Balance Theory
People like their opinions to be consistent, motivated to change otherwise
Alter attitudes to remain balanced
e.g. You like celebrity, celebrity endorses Nike, you don’t → imbalance
Start liking Nike, or decide friend has bad taste
Exactly why celebrity endorsements work — brands use positive relationship consumers have with celebrities to build positive attitude towards their product
Multi-Attribute Attitude Model
Consumers attitude towards a product based on multiple attributes
Companies identify which attributes consumers care most about and improve weak attributes
Fishbein model = most influential multi-attribute model
Beliefs: what they think about each attribute: Nike has great quality
Evaluation: how important the attribute is to them: quality means a lot
Attitude = Belief * Evaluation
Changing Attitude
Persuasion: active attempt to change attitudes
Communications model: captures all elements marketers consider to connect with customer
Source credibility — enhanced by expertise and trustworthiness
eg use dermatologist for skincare ad
Source attractiveness — enhanced by applying similarity and likability
eg draw attention to ads with physically attractive people
Structuring arguments:
One-sided message: only positive attributes/benefits (when target already holds favourable opinion)
Two-sided message: presents both good/bad points
Refutational argument, humor appeal, fear appeal, scarcity appeal (sale), repetition.
Elaboration Likelihood Model of persuasion (ELM)
Two routes to persuasion depending on how much mental effort they’re willing to put in
Companies must decide which route is appropriate for their product
Central Route: High involvement (cars)
Consumer motivated and able to process info deeply, evaluating facts, arguments, logic
Results in long lasting attitude change
“researched 10 laptops before buying”
Peripheral Route: Low involvement (drinks/snacks)
Not motivated to think deeply, persuaded by surface cues
Influenced by celebrity, music, attractive visuals, humour
Results in weak, temporary attitude change → buying smt bc the ad looked cool
To determine route: motivation, knowledge, how much time to process
Types of Consumer Decisions
Extended problem-solving: lots of time, research and effort put in
Expensive/unfamiliar/risky purchases (car or house)
Central route of ELM
Limited problem-solving: Some research, not extensive
Familiar product category but unfamiliar brand (new shampoo)
Habitual decision making: low involvement - little to no conscious thought
routine, repeat purchases driven by habit or brand loyalty
Peripheral route of ELM (Grabbing usual coffee)
Break habitual → free sample or promotions to interrupt routine
Encourage limited → use shelf placement and packaging
Convert extended → use detailed info, reviews
Steps in consumer decision-making process
Problem recognition — realise fed up with his TV
Quality of consumer’s actual state moves up (running out of milk) — need recognition
Consumer’s ideal state moves up (desiring new TV) — opportunity recognition
Information search — talk to friend about buying a new TV
Pre-purchase search: explicit search for specific info
Ongoing search: stay aware of changes in product categories
Internal search: info from long-term memory
External search: info from friends, ads, people-watching
Evaluation of alternatives — compare several models in the store
alternatives a consumer knows about = evoked set; actually considers = consideration set
aware put not considering = inept set; products not entering consideration set = inert set
Product choice — choose one model with appealing features
lexicographic rule: brand with best attribute is selected
elimination-by-aspect: must have specific feature
conjunctive rule: processes products by brand
compensatory decision rules: weigh the good and bad points
Outcomes — brings home the TV to enjoy purchase
Fast vs Slow thinking
Fast: automatic, intuitive, effortless
emotional, unconsciously, prone to errors
grabbing familiar brand without thinking — logos, colours, jingles to trigger fast responses
Slow: deliberate, analytical
logical and rational, consciously, for complex decisions
comparing 5 laptops before buying
Social Power
Capacity to alter the actions of others
Referent power — member of aspirational reference group (celebrity)
Legitimate power — power by social agreement authority (government)
Expert power — person uniquely qualified due to specialised knowledge (dermatologist)
Information power — person controls access to smt others want to know (editors of trade publications)
Reward power — person who provides positive reinforcement (loyalty points)
Coercive power — influencing someone with social/physical intimidation (seatbelt or fined)
Reference groups
Actual or imaginary individual/group conceived of having significant relevance on evaluations/aspiration/behaviour
Strong vs weak influence on product = luxury vs necessity
Strong vs weak influence on brand = public vs private
Formal group: structured group influence from roles/rules
Informal group: casual unstructured from interactions/norms
Membership/associative groups: groups you’re part of
Aspirational groups: groups you want to belong to
Dissociative (avoidance) groups: actively don’t want to associate with
Conformity
Change in beliefs or actions as a reaction to real/imagined pressure
Reasons for conformity:
Cultural pressure: following those around you on unwritten rules
Commitment: once joining a group, conform to maintain
Fear of deviance: exclusion, punishment
Group unanimity: law of large numbers
Susceptibility to interpersonal influence: need to have others think highly of them
Family Life Cycle
Explains how people’s spending and needs change over time based on their stage of life and family situation — marketers target products based on life stage
Families before children
Newly married, expecting parents, dual income
holidays, home furnishing, dining out
Families with young children
Infants, preschool kids, school kids, high family spending but more stable finances
Pampers, family SUV, education, sports
Families with grown up/dependent children
With teenagers, with adult dependents, higher income, children more independent
home upgrades, luxury items
Families with independent/no children
With adult independents, empty nesters, solitary survivors, more disposable income
focus on self, healthcare plans, leisure (golf or cruises)
STEPPS Principles for Word of Mouth
The more STEPPS a campaign triggers the more likely consumers are to talk about and share it organically — reduce paying for advertising
Social Currency — share things that make us look good
First to discover hidden restaurant
Triggers — talk about thinks that are top of mind
Seeing/smelling coffee reminds you of Starbucks
Emotion — share things that make us feel something
This ad made me laugh — had to share it
Public — imitate what we can see others doing
Apple logo faces outward on laptops so others see it
Practical value — share things that are useful to others
this product solved this problem
Stories — share narratives not just information
Subway’s Jared weight loss story — viral
Social Class
Refers to a group of people with similar levels of prestige and esteem. Sharing beliefs, attitudes, and values that they express in their thinking and behaviour
Social Stratification: the creation of artificial divisions in society
Components: occupational prestige, wealth, education
e.g. Being a certified public accountant, having high credit score, graduated from prestigious university
Income and Social Class
SC: predicts symbolic purchases. Income: predicts major expenses (appliances)
SC and Income together: expensive and symbolic products
Don’t always match
Mobility: changing social class
Horizontal (same SC, diff group = diff spendings); Downward mobility, Upward mobility
Culture
A society’s personality — accumulation of shared meaning, rituals, norms, traditions. ‘lens’ through which people view products
Hofstede’s Dimensions of National Culture
6 dimensions that explain how cultural values influence consumer behaviour in diff societies.
“Pretty Interesting Men Usually Like Ireland”
Power Distance — degree people accept unequal distribution of power
High = hierarchy accepted (Malaysia), Low = equality expected (Denmark). High power distance countries respond better to authority figures in ads
Individualism vs Collectivism — prioritise themselves or their group
Ind: USA, Collect: Pakistan. Collectivist cultures respond better to family messaging in ads
Masculinity vs Femininity — social values: achievement or caring
Masc: competition, success, status (China); Fem: quality of life, relationships (Sweden). Masc cultures respond to status-driven ads
Uncertainty Avoidance — degree of comfort with ambiguity and risk
high = prefer rules and certainty (Greece); low = comfortable with change (Denmark). High UA countries need reassurance and guarantees
Long-term vs short-term orientation — focus on future rewards or present values
LT: saving, persistence (China); ST: tradition, quick results (USA).
Indulgence vs Restraint — allow enjoyment and gratification
Indulgent = pursue fun and leisure freely (Ireland); Restrained = stricter norms (Russia). Indulgent respond to fun, pleasure-driven campaigns
Dimensions of Culture
“Every Society is Interesting”
Ecology → adapt products to local env (sell raincoats in ireland)
Social Structure → target the right household decision maker
Ideology: what is normal, desirable, or taboo
Enculturation → leading own culture from birth, use familiar cultural symbols and traditions in ads
Acculturation → learning a new culture, adapt campaigns for multicultural audiences
Cause-Related Marketing (CRM)
CRM: strategy that aligns a company/brand with a social issue to generate business and societal benefits
Corporate Social Responsibility (CSR): commitment to acting ethically and contributing positively to society — Patagonia donating 1% of sales to env causes
Cancel Culture: when consumer boycott/call out brand for failing to align with social values (Volkwagen ‘clean diesel’ scandal)
CRM — “TMI about good causes”
Transactional Programs — For every unit sold, share of proceeds go to cause (TOMS, buy one, donate one)
Message Promotion Programs — Use platform to promote a social cause (Dove’s Real Beauty Campaign, body positivity)
Issue Focused Programs — directly tackle social issue (Always’ #LikeAGirl campaign against gender stereotypes)
AI and Deepfake Concerns
AI powered Deepfakes: hyper-realistic audio or video representations of individuals created without consent — a celebrity’s face used to endorse a product they never agreed to
growing ethical concerns about how they influence customers. Misleading viewers into scams
VIs: AI created personalities to market products (Lil Miquela)
Manipulation: AI can hyper-personalise ads to exploit consumer vulnerabilities (Targeting someone with addiction with gambling ads)
Ethical Principals of AI Systems: “Every Fair Robot Protects”
Explicability — transparent and understandable (know targeted by AI)
Fairness — treat all consumers equally without bias/discrimination (AI ad targeting shoudn’t discriminate by race/gender)
Respect for Human Autonomy — should empower to make free choices not manipulate (consumers always feel in control of their decisions)
Prevention of Harm — must not hurt or exploit consumers (no misinfo in deepfakes)
Five Types of Perceived Risk
Monetary Risk
Losing money on a bad purchase → money back guarantees
Functional Risk
Won’t perform as expected → reviews and ratings
Physical Risk
Risk of product causing bodily harm → safety certifications
Social Risk
Judgement and embarrassment from others → social proof/influencers
Psychological Risk
Risk that purchase will conflict with values or self image → brand purpose and values