Revision Buyer Behavior
Revision Buyer Behavior
1) Problem Recognition:
A consumer problem is a difference between an existing state and a desired one. To be simpler,
it is what happens to your current products? Run out? Need a new version……
2) Information Search:
Information search is undertaken to isolate an effective solution. Where do people go for the
information: internal, external, long term memories, friends, online…………..
3) Evaluation Of Alternatives:
Allow customers to determine and compare the relevant and feasible alternatives, the decision
can be made. What criteria are used to decide? Do they need extended evaluation or limited? All the
attributes of the product/service are important or some more critical than the others?
4) Store Choice And Purchase:
Selection of the retail outlet and the actual purchase of the good/service. Why customers choose
that outlet? Point of Sales? Promotion? Out of Stock? Or Their favorite shops which they usually buy from?
Product First then Outlet or vice versa?
5) Post Purchase Processes:
Related to what occurs after purchase: use, evaluation, disposal and repurchase behavior. Does
it perform satisfactorily? Are customers happy?
CHAPTER 2: SITUATIONAL INFLUENCES: (This is not in the revision slides but should have a look)
I) 4 MAIN SITUATION TYPES:
The situation in which consumers receive information has an impact on their behaviour.
If they are preoccupied then it is the marketer’s challenge to attract their attention, e.g. they may be
in a group, travelling, or not interested.
Shoppers in convenience stores, in a group, or with a shortage of time are less likely to be price
sensitive and search and compare brands.
Marketers need to understand how the usage situation influences consumers’ selection and use of
products. Some brands are selected for guests, while others are selected for private use, e.g. generic
brands are not likely to be used for guests. Purchasing influences alter if the purchase is for a business
use or one’s personal use, e.g. a car-buyer is more objective for business purchase.
Consumers frequently need to dispose of used goods and/or packaging and this can become a major
influence on the purchase decision, e.g. trade-in of a car.
1) Communication Situation : Where? Alone or with others? Surrounding noise?
2) Purchase Situation: Where? Alone or with others? In a hurry?
3) Usage Situation: With guests or alone? For pleasure or for work?
4) Disposal Situation: Before the next purchase? Trade-ins? After the purchase, e.g. packaging
4) Task Influences:reflect the different user roles anticipated by the individual. Is the
product utilitarian or used as a status symbol?,Is it a gift or for oneself?,Must the product be long-
lasting/tough? (e.g. an everyday watch) or decorative? (e.g. a dress watch), Is the product intended for
several uses? (e.g. a family computer for study and internet access)
5) Antecedent States: are features of the individual that are not lasting or relatively
enduring characteristics. They are momentary moods or conditions.
Mood:
Feeling sad triggers buying sweets or seeing a funny movie
Feeling rejected triggers buying a new handbag
Momentary conditions
Can’t eat ice cream because teeth hurt
Can’t buy a book because the credit card was left at home
Buy more groceries because hungry before shopping
6) Ritual Situations:
Described as a set of interrelated behaviours that occur in a structured format, which have symbolic
meaning, and that occur in response to socially-defined occasions
Important to marketers as they define consumption, e.g. anniversaries, seasonal gifts
Traditions and rituals being continued and developed, e.g. Valentine's Day, Tet (Five fruits tray),
Halloween
1) What is Purchase Involvement? The level of concern for, or interest in, the purchase process,
once the purchasing process has been triggered by the need to consider a particular purchase
2) Generic Problem Recognition: the recognition of a discrepancy that a variety of brands within a
product category can reduce
3) Selective Problem Recognition: the recognition of a discrepancy that only one brand in the
product category can solve
4) Habitual Decision Making:
A purchase decision effectively involving no decision as such; occurs when there is very low
involvement with the purchase and results in repeat purchasing behavior (also called routinized purchase
behavior)
Habitual decisions are divided in 2 categories: Brand Loyal Decisions and Repeat Purchase
Decisions
a) Brand Loyal Decisions: customer who displays a high degree of product involvement and high
emotional attachment to that brand
b) Repeat Purchase Decisions: a pattern of CBehavior that involves the purchase of the same
good/service over time, with or without loyalty to that good/service
5) Limited Decision Making:
Consumer decision-making used for products that are purchased occasionally. Also used when a
buyer needs to acquire information about an unfamiliar brand in a familiar product category.
LDMaking also occurs in response to some emotional or environmental needs. Ex: they might feel
bored with the current brand and try new one.
6) Extended Decision Making:
Very high level of purchase involvement,require an extensive internal and external Information
Search, complex evaluation of multiple alternatives, difficult high likelihood of post purchase dissonance
II) NATURE OF PROBLEM RECOGNITION : (not in the revision slides but should read)
The problem recognition is the result of a difference between desired state and actual state.
1) Actual State: the condition the consumer perceives himself/herself to be at this point in time
Ex: currently using Nokia 1202, only call, text
2) Desired State: the condition the consumer would like to be in at this point in time
Ex: want an Iphone for better connection, web surfing, chat……
III) TYPES OF PROBLEMS:
1) Active: A problem the consumer is aware of, or will become aware of, in the normal
course of events
2) Inactive: A problem of which the consumer is not yet aware.
I) DECISION ALTERNATIVES:
1) Unawareness Set: customers do not know about these products/brands
2) Aware Set: customers know about these products/brands. Include 3 subcategories:
a. Evoked (or Consideration) Set: comprise those brands customers will consider for the
solution of a particular consumer problem, depending on the usage situation.
- What come in to your mind when you want to buy a phone? Iphone? Samsung?
HTC…..Evoked sets are often composed of brands from a single product category
(Ex: for buying phone, they only consider the Apple Iphone, Samsung Phone…. Not
involve other products from that brands)
b. Inert Set : brands that consumer is aware but towards those brands you were basically
indifferent( no views or opinions about the brands, just know them but not take action)
Ex: Sony Phones, Motorola Phones, Nokia Phones…
c. Inept Set: consumers think those brands are unworthy to consider, they might dislike the
brands
Ex: Qmobile, China Phones….
II) MARKETING STRATEGIES BASED ON INFORMATION-SEARCH PATTERNS: (not in
Rev Slides)
1) Maintenance Strategy: Defend against disruptive tactics, Constant activity + interest
3) Preference Strategy: Search locations must be anticipated, e.g. chemists,POP + sales assistance
Extensive advertising
Sales person with extra motivation
POP displays
Pamphlets
Well-designed website
Limit search
4) Stockouts:
5) Sales Personnel: knowledge,skill, customer relationship…..
CHAPTER 7: POST PURCHASE PROCESSES
2) Perceived Performance: the way a good or service delivers benefits, as perceived by the consumer
3) Complaint Behavior: consumer action that involves contacting a supplier or third party to request
the redress of a dissatisfaction experience while purchasing or using a product
I) EXPOSURE:
Occurs when a stimulus, such as an image on a billboard, or the smell from a bakery, comes within
range of our sensory receptor nerves- sight, sound, taste, smell and touch.
1) Deliberate Exposure: (Selective Exposure):
- Consumers seek information that will help achieve certain goals
Immediate
Long-Range
Ex: if you want to buy a new phone, you might seek for the ads of Samsung or Iphone, not the ads of other
products
2) Random Exposure (Absolute Threshold): such as billboards, newspapers ads, information on
those are available but not exposed to the customer’s receptor nerves.
Ex: there is ad about new pies on newspaper, you just look at it and did not pay more attention.
II) ATTENTION:
Occurs when stimulus activates one or more sensory receptor nerves and the resulting sensations
go to the brain for processing
Determined by: Stimulus,Individual,Situation
1) Stimulus:
- Size and Intensity: bigger billboardseasy to notice, intensity: loudness, brightness attract more
attention
- Color and Movement: bright colors, movements more noticeable than the still ones.
- Position: the placement of the object in the visual view, object near the center of visual field easy
to be noticed
- Isolation: the separation of a stimulus object from the other objects. Such as placing a brief message
in the center of an otherwise blank or white advertisement.
- Format: the manner in which the message is presented. Simple, straightforward presentations
more attention than complex and long presentations.
- Contrast: attend more closely to stimuli that contrast with their background than to stimuli that
blended with it
- Compressed Messages: messages that are sped up to increase attention(30s commercial reduced to
20s
- Information Quantity- Information Overload: occurs when consumers are confronted with so
much information that they can not or not attend to all of it
2) Individual Factors:
a) Perceptual Vigilance: the tendency of consumers to demonstrate a heightened awareness of those
stimuli that are relevant to their current needs or interests. Ex: you want to buy a TV,you are likely to
seek and pay attention to the TV ads
b) Perceptual Defence: : the tendency of consumers to demonstrate a decreased awareness of those
stimuli that are not relevant to their current needs or interests or for consumers to block out unwanted
stimuli. Ex: you already had an Iphone, and you blocked out the ads of phones
3) Situational Factors:
Elements in the environment other than the focal object that are likely to influence consumer behavior
Program Involvement: influence attention paid to the ads, affect the viewer’s attitude towards the ads and
the product advertised. Ex: Sponsor of sport event, appropriate ads for TV channels…..
III) INTERPRETATION:
1) Cognitive Interpretation: a process whereby stimuli are placed in existing categories of meaning(process
of adding meaning from existing knowledge) Ex: Jeep designed like a bug
2) Affective Interpretation: process of adding meaning from existing knowledge. Ex: family-like emotional
response for milk ads
3) Stimulus- Semiotics: how the meaning is created, maintained and altered. Anything that conveys the
meaning :words, pictures, music, colors, smells, prices, products…….Ex: pies ads with warm colors,
cleaning product with white colors……
4) Individual Characteristics:
a) Learning: time, space, friendship, colors and those are varied between cultures. People interpret and
give meaning to new events and date. Ex: dark purple means death in Mexico
b) Expectations: people tend to interpret stimuli consistently with their expectations. Ex: dark brown
pudding should be tasted chocolate, not vanilla.
5) Situational Characteristics: hunger, moods, temperature…Proximity: perceive objects or events that
are close to one another as related. Ex: manufacturer avoid ads in the news broadcast because bad news
might affect the moods of the audiences, also affects the ads
CHAPTER 9: LEARNING
II) CONDITIONING:
1) Classical Conditioning: using an established relationship between a stimulus and a response to bring
about the learning of the same response to a different stimulus. Ex: Hearing popular music (unconditioned
stimulus) elicits a positive emotion (unconditioned response) in many individuals. If this music is
constantly paired with a particular brand of product, the brand itself will come to elicit the same positive
emotion (conditioned response).
2) Operant Conditioning (Instrumental Conditioning): customer’s response to a stimulus is either
reinforced by a reward or discouraged by a punishment.Ex: product sampling, trial
• Importance: this refers to the value that the consumer places on the information to be learned—the greater
the importance, the greater the learning.
• Reinforcement: this is anything that increases the likelihood that a response will be repeated in the future—
the greater the reinforcement, the greater the learning.
• Repetition: this refers to the number of times that consumers are exposed to the information, or the number of
times they practice a behaviour. Repetition increases the strength and speed of learning.
• Imagery: this is the degree to which concepts evoke well-defined mental images. High-image concepts are
easier to learn.
CHAPTER 10: MOTIVATION
3) Projective Techniques: measure feelings, attitudes, motivations that consumer would be unable or
unwilling to reveal
4) Netnography: qualitative research method investigate the consumer behavior of communities and
cultures that are present on the internet
CHAPTER 11: ATTITUDE AND ATTITUDE CHANGE
d) Change the beliefs about the attributes of the ‘ideal’ brand:how product can be promoted
as representing a new ideal.
CHAPTER 12: DEMOGRAPHIC AND LIFESTYLE
Typically female
I) CONFORMITY:
Conformity : the tendency to want to be like relevant and significant others
Makes groups influential
Generally makes life more pleasant
Ex: wearing uniforms to class conforming to basic social norm, shorts and sandals are only suitable
for casual wear not formal.
II) NORMS:
Are general expectations about behaviours that are deemed appropriate for all persons in a
social context, regardless of the position they hold
Are often communicated non-verbally
Norms tend to cover all aspects of behaviour relevant to the group’s functioning and violation of
prevailing norms can result in sanctions
Ex: T-shirt for hanging out, skirt and shirt for job interview, formal wear for wedding party…..
1) Continuous Innovation: a product for which adoption requires relatively minor changes in
behavior.
2) Dynamically Innovation: a product for which adoption requires a major change in an area of
behavior that is relatively unimportant to the individual
3) Discontinuous Innovation: a product for which adoption requires dramatic changes in
consumer behavior. Ex: when computers first introduced
The adoption process and extended decision making
Social class: The hierarchical division of a society into relatively permanent and homogenous
groups with respect to attitudes, values, and lifestyles.
1) Unique behaviours
Upper Class: Product: diamonds, expensive product
Situation: Entertainment, Ex: Opera
Not all behaviours are unique:
2) Shared behaviours
Situation: Entertainment. Ex: Football match: both upper, middle, working class
II) THE FUNCTIONAL APPROACH TO SOCIAL-CLASS STRUCTURE
I) OTHER-ORIENTED VALUES
1. Individual vs collective: are people driven by acting for the good of the community over that of
individual’s good?
2. Romantic vs practical: does the culture believe that “love conquers all?”
3. Adult vs child: is family life organised to meet the needs of the children or the adults?
4. Masculine vs feminine: to what extent does social power automatically go to males?
5. Competition vs cooperation: do people obtain success by excelling over others or by
cooperating with them?
6. Youth vs age: are wisdom and prestige assigned to the younger or the older members of a
culture?
II) ENVIRONMENT-ORIENTED VALUES
1. Maximum vs minimum cleanliness: is cleanliness pursued beyond the minimum level needed
for health?
2. Performance vs status: is the culture reward system based on performance or on inherited
factors such as family or class?
3. Tradition vs change: are existing patterns considered to be superior to new patterns?
4. Risk-taking vs security: are those who take risks admired?
5. Problem-solving vs fatalism: are people encouraged to overcome problems or take a “whatever
will be will be” attitude?
6. Nature threatening v friendly: is nature regarded as something to overcome or admire?
III) SELF-ORIENTED VALUES
1. Active vs passive: is a physically active approach to life valued more highly than a less active
orientation?
2. Material vs non-material approach: how much importance is attached to the acquisition of
material wealth?
3. Hard work vs leisure: is a person who works harder admired?
4. Postponed vs immediate gratification: are people encouraged to “save for a rainy day” or “live
for today”?
5. Sensual gratification vs abstinence: is it good to enjoy sensual pleasure (food, drink, etc)
6. Humour vs seriousness : is life to be regarded as a strictly serious affair or is it to be treated
lightly?