Consumer Behaviour Summary
Consumer Behaviour Summary
BEHAVIOUR
Group is a number of people that are gathered together and share a set of norms, values, or
beliefs and have certain implicitly or explicitly defined relationships to one another such that
their behaviors are interdependent.
Reference Group includes individuals or groups that influence our opinions, beliefs, attitudes
and behaviors. Consumers view reference groups with which they have personal contacts as
MORE CREDIBLE than advertisements that we’ve seen on TV’s and other promotions by
marketers. Reference groups have a high degree of source credibility and a source of
persuasive impact.
1. Membership.
2. Strength of Social Tie
3. Type of Contact
4. Attraction.
Membership Group, a group which a person belongs to. The influenced and influencer have a
high chance of knowing each other and aware of the influence. Example is when a group of
men who plays golf weekly.
Symbolic Group, a group to which an individual is unlikely to belong, but whose values and
behaviours that person adopts. High degree of influence, although the influenced know that they
will never join the influencers. Ex: professional tennis player may constitute a symbolic group for
an amateur tennis player, since their behaviours are quietly the same (buy tennis shoes and
racquet).
a. Friendship Groups
Friendships lah intinya, usually formed at work or school.
b. Shopping Groups
Groups who enjoy shopping together, or to have someone bring a new friend who is
expert at making correct and valuable purchases of a product. Ex: Membership cards in
Starbucks, where you can get rewarded if you convince others to join / get a free drink.
c. Virtual Communities
People sharing their interests and hobbies through online community, where everyone is
anonymous so everyone in the internet can express their views freely and benefit from
other’s views as well. Ex: A Games of Thrones fans were commenting on Twitter about
how bad Episode 13 is. So, the scripwiters of Game of Thrones might read them and
later in the next episode can improve their scripts.
d. Advocacy Groups
Assist consumers in making decisions and support costumer’s rights. Ex: Feeding
America and Share Our Strength advocate for ending hunger and MADD (Mothers
Against Drunk Driving) to reduce drunk driving in America.
● Be transparent.
● Be a part of the community.
● Take advantage of the unique capabilities of each venue.
1. Informational Influence
2. Normative Influence (a.k.a. utilitarian influence)
3. Identification Influence (a.k.a value expressive)
1. Opinion Leaders
An opinion leader is the ‘go-to person’ for specific types of information (in this matter we are
talking about products). They are highly knowledgeable regarding a particular product
(category-specific), and are self-confident and love to discuss products with others. They go on
a lot of product websites and make recommendations and share their experiences to others.
They also express satisfaction and complain about a product / services.
2. Word-of Mouth
May start by having one party offering advice or informations about a product or service to
another party.
Microblog: has less content than the traditional blog and allow users to exchange contents
usually via Twitter.
Viral marketing: uses social networks and other tech and use ‘pass-it-along’ strategy to
increase brand awareness using subjects that are fun and enjoyable.
The exchange of advice and information between group members can occur directly via WOM
in the following situations:
Emotion in Advertising
Emotion in Advertising
Communications within Groups and Opinion Leadership
1. Advertising.
2. Product Sampling
3. Retailing/Personal Selling
4. Creating Buzz.
Categories of Innovations:
1. Continuous Innovation
Adoption of this type of innovation requires relatively minor changes in behavior(s) that are
unimportant to the consumer.
3. Discontinuous Innovation.
Adoption of this type of innovation requires major changes in behavior of significant importance
to the individual or group.
Adopter Categories:
1. Innovators: are the earliest to buy new products, and they take risks whether the new
product will not work or to be quickly replaced by a new model.
2. Early adopters: consumers who buy new products within a relatively short period
following introduction, but not as fast as Innovators. Ads targeting members of this
segment is by showing them praising new products.
3. Early majority: beli products nya abis Early adopters. This segment is larger than two
segments above combined. Mereka beli products nya abis prices decline and they buy
the new model. Ads targeting members of this segment is by assuring them that the
product has been successful.
4. Late majority: gak mau take risks and slow to adopt to new innovations. They are likely
to buy for older models from marketers who sell at lower prices, contoh beli iPhone 8 pas
iPhone X keluar.
5. Laggards: very last consumers to adopt innovations, and the last one to recognize the
value of innovative products.
6. Non-adopters: ada dua macem, “Prospective adopters” are potentially become
costumers dan “Persistent non-adopters” are very unlikely to become costumers.
CHAPTER 8: PERCEPTION
Types of Exposure:
Exposure itself occurs when a stimulus comes within range of a person’s sensory receptor
nerves (vision)
1. Selective Exposure
The highly selective nature of consumer exposure is a major concern for marketers, since failure
to gain exposure results in lost communication and sales opportunities.
Ad avoidance: ways of consumers selectively avoid exposure of ads messages (Zipping:
nge-skip ads, Zapping: switching channels, Muting: turning the sound off)
Product Placement: involves incorporating brands into movies, tv programs and other
entertainment for ads purposes.
2. Voluntary Exposure
Although consumers often avoid commercials and other marketing stimuli, sometimes they
actively seek them out for various reasons including purchase goals, entertainment, and
information. Ex: consumer clicks on a banner / pop up (contohnya kayak pas kita lagi nonton
INDOXXI) so we are voluntarily being exposed to the target site and marketing messages.
1. Stimulus Factors
Are physical characteristics of the stimulus itself. Factors including: Size, Intensity, Attractive
visuals, Color and Movement, Position, Isolation, Format, Contrast and Expectations,
Interestingness, Information Quantity.
Contoh: Intensity (loud sounds, strong odors), Contrast (when other sentences are printed
non-italic, there’s one word that’s in italic, repetitions also a part of contrast), Isolation
(separating stimulus object from others such as ‘The use of stand-alone kiosks in Starbucks’),
Expectations (ads that differ from expectations for a product often motivate more attention).
Adaptation level theory suggests that if a stimulus doesn’t change over time we habituate to it
and begin to notice it less.
2. Individual Factors
Are characteristics which distinguish one individual from another. Factors including: Motivation
(is a drive state created by customer interest and needs, can use Product Involvement to
increase motivation), Ability (the capacity of individuals to attend and process info, often related
to knowledge and familiarity to a product).
3. Situational Factors
Include stimuli in the environment other than the focal stimulus and temporary characteristics of
the individual that are induced by the environment. Factors including: Clutter (research suggest
that cluttering the point-of-purchases may increase the attention of consumers of a given display
- intinya ya kalo mau jualan produk jangan lebay aja bro advertisingnya, nanti costumers malah
kayak ‘ah ini mah terlalu iklan’), Program Involvement.
Non-focused Attention
1. Hemispheric Lateralization: activities that take place on each side of the brain. Kalo
left side controls activities related to RATIONAL THOUGH. Kalo right side deals with
IMAGES and PERCEPTIONS.
2. Subliminal Stimuli: a message is presented so fast that consumers are not aware /
having trouble in detecting the hidden message. Subliminal Stimuli often inserted into
other media such as TV commercials or songs. This kind of messaging can be used to
strengthen or heighten the persuasiveness of advertisements. Subliminal ad is to hide
the key persuasive information biar orang-orang makin kepo dan focus on the ad.
INTERPRETATION
1. Individual Characteristics, including Trait (traits that drive our needs and desires and
influence how a stimulus is interpreted) dan Trait dibagi dua yaitu Physiologically (consumers
differ in their sensitivity to stimuli contohnya taste) dan Psychologically (consumers have natural
emotion). Terus ada lagi Learning and Knowledge dan Expectations (consumers usually
compare products from a well-known brand to identical product from an unknown brand).
3. Stimulus Characteristics
Traits (contohnya kayak size, shape and color and consumers appear to prefer stimuli that are
easy to process, tapi Incongruity juga bisa increase attention), Organization (physical
arrangements of the stimulus object)
Ambush Marketing: draws a proximity by making it appear that a company is associated with an
event when it’s not.
Closure: presenting an incomplete stimulus with the goal of consumers becoming more
engaged and involved.
Figure-ground: stimulus perceived as the focal object and other stimuli as background.
Lanjut dari Organization, terakhir ada Changes dan dibagi jadi dua yaitu Sensory Discrimination
(ability of an individual to distinguish between similar stimuli) dan Just Noticeable Difference
(minimum amount that one brand can differ from another with the difference still being noticed).
CONSUMER INFERENCES
1. Quality Signals
Yaitu when some product quality inferences (kesimpulan) are consistent across consumers.
Quality signals include: Price-perceived quality, Advertising intensity, Warranties, Country of
Origin and Brand name. Quality signals tend to operate more strongly WHEN consumers lack of
expertise, when involvement in decision is low and when other quality-related information is
lacking.
2. Interpreting Images
1. Retail Strategy
Contohnya ada Store Interiors (store layout, lighting so that consumers will travel more of the
store), Shelf position (eye level for adults and children) and Cross-promotions.
Contohnya ada Linguistics Considerations where brand names start out having nama-nama
yang gak jelas / inherent meaning, but gain associations over time as consumers gain
experiences with them, Brand extension (existing brand but extends to a new category),
Co-branding (alliance between two brands on a single product).
4. Media Strategy
Package must attract attention and convey infos, must be functional with bright colors and usual
shapes and contain product information and warnings such as cigarettes, alcoholic beverages
and over-the-counter drugs.
CHAPTER 9: LEARNING, MEMORY, AND PRODUCT
POSITIONING
Learning: Any kind of change in the organization of long-term memory or behavior. One of the
essentials to consumers’ consumption process. As a consumer’s behavior mostly consisted of
learned behaviors.
•Attitudes, values, taste, behavior, etc. is acquired through the process of learning.
•Culture, family, friends, media, and advertising affect an individual’s lifestyle and their
chosen consumed products.
2. Message Involvement
•When a consumer is not motivated to learn the material, processing can be increased
by causing the person to become involved with the message itself e.g playing an
instrumental version of a popular song with lyrics related to product attributes (“Like a
rock” in Chevrolet pickup ads) may cause people to “sing along,” either out loud or
mentally\
3. Mood
•Positive mood enhances learning
4. Reinforcement
•Anything that increases the likelihood that a certain response will be repeated in the
future.
•Positive reinforcement is a pleasant/desired consequence. E.g. Somebody who likes
eating Indonesian food saw an ad for Nasi Padang nearby and decided to try it out and
liked every aspect i.e. food, atmosphere, service. Thus, they are more likely to eat nasi
padang next time.
•Negative reinforcement involves the removal or avoidance of an unpleasant
consequence. E.g. freshcare promises to relieve clogged nose
•Punishment is opposite of reinforcement
5. Repetition
•Repetition enhances learning and memory by increasing the accessibility of information
in memory or by strengthening the associative linkages between concepts
6. Dual Coding
•Consumers can store (code) information in different ways. Storing the same information
in different ways (dual coding) results in more internal pathways (associative links) for
retrieving information. This in turn can increase learning and memory.
•E.g. two different ads for the same brand
1. A
void Competing Advertising
2. S
trengthen Initial Learning
● Unique ads can break through advertising clutter to garner greater attention,
unique ads are also more resistant to competitive memory interference
A motive is why an individual does something. The terms need and motivation are often used
interchangeably. This is because when a consumer feels a gap between a desired state and his
or her actual current state, a need is recognized and experienced as a drive state referred to as
motivation. Needs and motives influence what consumers perceive as relevant and also
influence their feelings and emotions. For exam- ple, a consumer who feels hungry is motivated
to satisfy that need, will view food and ads for food as personally relevant, and will experience
negative emotions prior to eating and positive emotions after eating.
McGuire first divides motivation into four main categories using two criteria:
need for being adaptively oriented toward the environment and achieving a sense of meaning.
Affective motives deal with the need to reach satisfying feeling states and to obtain personal
otives emphasize the individual as striving to maintain
goals. Preservation- oriented m
otives emphasize development. These four main categories are then
equilibrium, while growth m
fur- ther subdivided on the bases of source and objective of the motive:
McGuire’s 16 motives and their implications for marketing are briefly described in the
following sections.
This set of motives deals with our need to deter- mine who or what causes the
things that happen to us and relates to an area of research called attribution
theory.
People have a need to categorize and organize the vast array of information and
experiences they encounter in a meaningful yet manageable way. so they
establish categories or mental partitions to help them do so.
These motives reflect needs for observable cues or symbols that enable people
to infer what they feel and know. Impressions, feelings, and attitudes are subtly
established by viewing one’s own behavior and that of others and drawing
inferences as to what one feels and thinks.
All individuals in all cultures have this need at some level.Owning or using
products and services that are unique is one way consumers express their
autonomy.9 Marketers have responded to this motive by developing limited
editions of prod- ucts and providing wide variety and customiza- tion options.
This motive propels people to prefer mass media such as movies, television pro-
grams, and books with outcomes that match their view of how the world should
work.
People encounter situations in their daily lives that create uncomfortable levels of
stress.Recreational products and activities are often promoted in terms of tension
relief.
A consumer who feels insecure may rely on well-known brands for socially visible
products to avoid any chance of making a socially incorrect purchase.
4. Need for Reinforcement (passive, external)
People are often motivated to act in certain ways because they were rewarded
for behaving that way in similar situations in the past.
The need for identification results in the consumer playing various roles like
student,employess ,any others.
Personality Personality is an individual’s characteristic response tendencies across similar situations.
Multitrait Approach
Some trait research attempts to examine a consumer’s entire personality profile across a set of relatively
exhaustive dimensions. Specifically, multitrait personality theory i denti- fies several traits that in
combination capture a substantial portion of the personality of the individual.
Single-Trait Approach
Emotions are strongly linked to needs, motivation, and personality. or example, some people are more
onsumers higher in affect intensity
emotional than others, a consumer trait termed affect intensity. C
experience stronger emotions and are more influenced by emotional appeals. First, emotions are often
triggered by environmental events (e.g., viewing an ad, consuming a product that meets a need).
Types of Emotions
Some researchers have suggested that three basic dimensions—pleasure, arousal, and dominance
(PAD)—underlie all emotions. Specific emotions reflect various combinations and levels of these three
dimensions.
● DEFINITION
- All the three (3) Attitude components are having an impact among others:
● FACTORS FOR INCONSISTENCIES
- Lack of Need
- Lack of Ability
- Failure to consider relative attitudes
- Attitudes Ambivalence
- Weakly held Beliefs and Affect
- Failure to Consider interpersonal influence
ELM MODEL
- Core Tenants of ELM : Part 1
- Stronger
- More resistant to counter-persuasion attempts
- More accessible from memory
- More predictive of behaviors
BUT there are caveats and expectations relating to cue relevance and
competitive situation
ex: An attractive model (plus her hair) may be decision irrelevant (PC) in an ad
for a car, but decision relevant (CC) in an ad for shampoo. In this case, the attractive
model would influence persuasion under high involvement for shampoos but not for cars
- Discrediting
- Discounting
- Containment
Ex: 80% fat free (positive frame) or 20% fat (negative frame)
c. Nonverbal Components
- Influence attitudes thorough affect, cognition, or both
- Emotional ads often rely primarily or exclusively on nonverbal content to
drive emotional responses, these may include: pictures, music,
surrealism.