Consumers Rule

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Consumers Rule

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A consumer's choices are affected by many personal factors... D cor, odors, temperature. Co-consumers as product attribute. Large numbers of people = arousal ... – PowerPoint PPT presentation

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Title: Consumers Rule


1
Buying and Disposing Chapter 10
2
Situational Effects on Consumer Behavior
  • A consumers choices are affected by many
    personal factorsand the sale doesnt end at the
    time of purchase

3
Situational Effects on Consumer Behavior (Contd)
  • Consumption situation
  • Situational effects can be behavioral or
    perceptual
  • We tailor our purchases to specific occasions
  • The way we feel at a particular time affects what
    we buy or do
  • Day Reconstruction Method
  • Situational self-image (Who am I right now?)

4
Situational Effects on Consumer Behavior (Contd)
  • Market segmentation strategies position products
    for important usage situations

Table 10.1 (Abridged)
5
Social and Physical Surroundings
  • Affect a consumers motives for product usage and
    product evaluation
  • Décor, odors, temperature
  • Co-consumers as product attribute
  • Large numbers of people arousal
  • Interpretation of arousal density vs. crowding
  • Type of consumer patrons

6
Temporal Factors
  • Time is money!
  • Careful information search/deliberation luxury
    of time
  • Scooping up anything left on shelves
    last-minute gift

7
Economic Time
  • Time economic variable
  • Timestyle consumers try to maximize
    satisfaction by dividing time among
    activities/tasks
  • Perception of time poverty
  • One-third of Americans report feeling rushed
  • We may just have more options for spending time
    and feel pressured by weight of all choices
  • Marketing innovations that allow us to save time
  • Polychronic activity/multitasking

8
Psychological Time
  • Fluidity of time (subjective experience)
  • Time categories relevant to marketers
  • Good times for ads occasion/leisure times and
    time to kill
  • Bad times for ads flow and deadline times
  • Five time perspective metaphors
  • Time is a pressure cooker
  • Time is a map
  • Time is a mirror
  • Time is a river
  • Time is a feast

9
Psychological Time (Contd)
  • Experience of time results from culture
  • Linear separable time
  • Procedural time
  • Circular/cyclic time
  • Queuing theory mathematical study of waiting
    lines
  • Waiting for product good quality
  • Too much waiting negative feelings
  • Marketers use tricks to minimize psychological
    waiting time

10
Antecedent States
  • Mood/physiological condition influences what we
    buy and how we evaluate product
  • Stress impairs info-processing and problem
    solving
  • Pleasure and arousal
  • Mood combination of pleasure and arousal
  • Happiness high in pleasantness and moderate in
    arousal
  • Mood biases judgments of products/services
  • Moods are affected by store design, music, TV
    programs

11
Dimensions of Arousal
Figure 10.3
12
Shopping A Job or an Adventure?
  • Social motives for shopping are important
  • Shopping for utilitarian or hedonic reasons
  • Women shop to love, while men shop to win
  • The reasons we shop are more complex than may
    appear on the surface!

13
Reasons for Shopping
  • Shopping orientation
  • Varies by product category, store type, and
    culture
  • Hedonic shopping motives include
  • Social experiences
  • Sharing of common interests
  • Interpersonal attraction
  • Instant status
  • The thrill of the hunt

14
E-Commerce Clicks vs. Bricks
  • Is e-commerce destined to replace traditional
    retailing?
  • E-commerce can reach customers around the world,
    but competition increases exponentially and it
    cuts out middleman
  • Benefits good customer service, technology value
    (Virtual ModelTM)
  • Limitations security/identity theft, actual
    shopping experience, large delivery/return
    shipping charges
  • See Table 10.2 for full list of
    benefits/limitations

15
Retailing as Theater
  • Competition for customers is becoming intense as
    nonstore alternatives multiply
  • Malls gain loyalty by appealing to social motives
    (malls as town squares)
  • Retail theming techniques
  • Landscape themes
  • Marketscape themes
  • Cyberspace themes
  • Mindscape themes

16
Store Image
  • Stores have personalities
  • Location merchandise suitability
    knowledge/congeniality of sales staff
  • Some factors in overall evaluation of a store
  • Interior design
  • Types of patrons
  • Return policies
  • Credit availability

17
Atmospherics
  • Conscious designing of space and its dimensions
    to evoke certain effects in buyers
  • Colors/lighting, scents, and sounds/music affect
    time spent in store as well as spending levels
  • Activity stores
  • Build-A-Bear Workshop chain
  • Club Libby Lu
  • Viking Home Chef and Viking Culinary Academy

18
In-Store Decision Making
  • Store displays are a major information source to
    decide to buy
  • Marketers engineer purchase environments to
    increase consumer contact at time of decision
    making
  • Drinks invigoration team share of throat

19
Spontaneous Shopping
  • Unplanned buying vs. impulse buying
  • Sonys Everquest II videogame has command that
    takes gamers to the Pizza Hut Web site!
  • Wider aisles with highest profit margins to
    encourage browsing
  • Portable shopper in grocery stores
  • Planners vs. partial planners vs. impulse
    purchasers

20
Point-of-Purchase Stimuli
  • POP can be an elaborate product display or
    demonstration, a coupon-dispensing machine, or
    even someone giving out free samples
  • Wal-Marts own in-store TV Network
  • Timex watch sitting in bottom of aquarium
  • Tower Records music sampler

21
The Salesperson
  • A very important in-store factor!
  • Exchange theory every interaction involves an
    exchange of value
  • Expertise, likeability (similarity, appearance),
    commercial friendship
  • Dyadic relationship between buyer/seller
  • Identity negotiation
  • Salespersons interaction styles differ
  • Discussion What qualities seem to differentiate
    good and bad salespeople?

22
Discussion
  • The mall of the future will most likely be less
    about purchasing products than exploring them in
    a physical setting
  • This means that retail environments will have to
    become places to build brand images, rather than
    just places to sell products
  • What are some strategies stores can use to
    enhance the emotional/sensory experiences their
    customers receive?

23
Postpurchase Satisfaction
  • CS/D determined by attitude about product after
    purchase
  • Marketers constantly on lookout for sources of
    consumer dissatisfaction
  • United Airlines United Rising campaign

24
Perceptions of Product Quality
  • We want quality and value in our products!
  • Product quality competitive advantage
  • Cues for quality and reduced risk
  • Brand name
  • Price
  • Advertising campaign expenditures
  • Product warranties
  • Follow-up letters from company
  • Discussion What is quality?

25
Quality Is What We Expect It to Be
  • Marketers quality good
  • Expectancy disconfirmation model of product
    performance
  • Expectations determine satisfaction and/or
    dissatisfaction
  • Importance of managing expectations
  • Marketers should not promise what they cant
    deliver!
  • Product failure marketers must reassure
    customers with honesty of problem

26
Customer Expectation Zones
  • Figure 10.6

27
Acting on Dissatisfaction
  • Voice response
  • Private response
  • Third-party response
  • Marketers need to encourage/respond to customers
    complaints!
  • Shoppers who get their problems resolved feel
    even better about the store than if nothing had
    gone wrong
  • Factors in customer dissatisfaction response
  • Expensive products
  • Products from a store
  • Older people

28
Discussion
  • Is the customer always right? Why or why not?

29
TQM Going to the Gemba
  • How people actually interact with their
    environment in order to identify potential
    problems
  • Gemba the one true source of information
  • Need to send marketers/designers to the precise
    place of product consumption
  • Host Foods study in airport cafeterias

30
Product Disposal
  • Strong product attachment painful disposal
    process!
  • Possessions identity anchors
  • Ease of product disposal is now a key product
    attribute to consumers
  • Disposal options
  • Keep old item
  • Temporarily dispose of it
  • Permanently dispose of it

31
Disposal Options
  • Reasons for product replacement
  • Desire for new features
  • Change in consumers environment
  • Change in consumers role/self-image
  • Public policy implications of product disposition
  • Recycling is a priority in many countries
  • Means-end chain analysis study of lower-order
    goals linked to abstract terminal values when
    consumers recycle
  • Perceived effort involved in recycling as
    predictor

32
Lateral Cycling Junk vs. Junque
  • Already purchased products are sold to others or
    exchanged for still other things
  • Flea markets, garage sales, classified ads,
    bartering for services, hand-me-downs, etc.
  • 850,000 for Jerry Garcias guitar!
  • Divestment rituals
  • Iconic transfer
  • Transition-place
  • Ritual cleansing
  • Internet has revolutionized lateral cycling

33
Discussion
  • Interview people who have sold items at a flea
    market or garage sale
  • Ask them to identify some items to which they had
    a strong attachment
  • See if you can prompt them to describe one or
    more divestment rituals they went through as they
    prepared to offer these items for sale
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