Analyzing Consumer Behavior & The Buying Process Flashcards

1
Q

CONSUMER BEHAVIOR

A

Study that consists of how the consumer’s emotions, attitudes, and preferences affect buying behavior.

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2
Q

PATTERNS OF BUYING BEHAVIOR

A

Driven by:

  1. Product/Service under consideration.
  2. Context in which the buying takes place.
  3. People involved in the process.
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3
Q

WHY UNDERSTAND HOW CONSUMERS THINK?

A

By understanding the patterns of buying, marketers can anticipate consumer’s behavior and tailor their selling efforts to better match consumers’ buying processes.

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4
Q

CONSUMER DECISION-MAKING PROCESS (CDMP)

A

The process by which consumers identify their needs, gather information, evaluate alternatives, and make their buying decision.

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5
Q

PHASES OF CONSUMER DECISION-MAKING

A
  1. Pre-Purchase Phase
  2. Purchase Phase
  3. Post-Purchase Phase
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6
Q

PRE-PURCHASE PHASE

CDMP

A
  1. Trigger
    (recognition of need)
  2. Search & consideration (alternatives to satisfy need)
  3. Evaluation of alternatives (total set to a consideration set to a choice set)
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7
Q

PURCHASE PHASE

CDMP

A

Making choices about which brand to buy, what seller to buy from, and how many of the offering to buy, and how to pay.

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8
Q

POST-PURCHASE PHASE

CDMP

A

Likelihood to buy again (if happy); dealing with returns/complaints; next purchases.

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9
Q

CONSUMER DECISION-MAKING FRAMEWORK

A

Mapping out the buying process:

  1. Cognitive vs. Emotional
  2. High vs Low Involvement
  3. Optimizing vs Satisficing
  4. Compensatory vs Non-compensatory
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10
Q

COGNITIVE DECISION MAKING

FRAMEWORK

A

Mind-driven decisions based on deliberate, information-based processing.

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11
Q

EMOTIONAL DECISION MAKING

FRAMEWORK

A

Heart-driven decisions that entail a subject liking for one product over another.

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12
Q

HIGH-INVOLVEMENT DECISION-MAKING

FRAMEWORK

A

Decision making is effortful, consumes a lot of time, and the consequences of making a good vs bad decision tends to be significant for the buyer.

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13
Q

LOW-INVOLVEMENT DECISION-MAKING

FRAMEWORK

A

Decisions that require far less efforts, happen more quickly, and are perceived as having far lower risk.

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14
Q

OPTIMIZING DECISION-MAKING

FRAMEWORK

A

Consumers are always motivated to purchase the best alternative they can.

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15
Q

SATISFICING DECISION-MAKING

FRAMEWORK

A

Consumers settle for an alternative that is good enough. Consumer feels that the added benefit does not warrant the added cost of the search.

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16
Q

COMPENSATORY DECISION-MAKING

FRAMEWORK

A

For the consumer some product characteristics outweigh others (ex., higher price for better styling)

17
Q

NON-COMPENSATORY DECISION-MAKING

FRAMEWORK

A

A products failure to reach an acceptable threshold on one attribute cannot be compensated for by high performance on another attribute.

18
Q

HOW TO DETERMINE IF BUYING PROCESS IS COGNITIVE, EMOTIONAL OR BOTH?

A

Three factors to consider:

  1. Product Type
  2. Context
  3. Individual Preferences
19
Q

PRODUCT TYPE FACTOR

A

Products serving two types of purposes:

  1. Utilitarian (cognitive; purchase motivated by functionality of product)
  2. Hedonic/Self-Expressive (emotional; consumer think product says something about them)
20
Q

DECISION SEQUENCES

PRODUCT TYPE FACTOR

A
  1. Think: rationally coming to some decision.
  2. Feel: emotionally coming to some decision
  3. Act: taking action; purchasing decision
21
Q

INDIVIDUAL PREFERENCES

A

Same products in the same context elicit different decision processes based on an individual’s natural tendencies. (Some are governed by emotions, others by facts/figures)

22
Q

HOW TO REDUCE THE CONSUMER’S PERCEIVED RISK?

HIGH-INVOLVEMENT PURCHASES

A

Easy return policies, offering guarantees, provide price comparisons.

23
Q

HOW TO HAVE OFFERINGS READY AVAILABLE?

A

Have products on physical checkout aisles; Online have “products you may like”

24
Q

HOW TO TARGET OPTIMIZERS?

A

Emphasize the superiority of the product/service.

25
HOW TO TARGET SATISFIERS?
Make the purchase easy (availability, packaging, etc)
26
CONSUMER DECISION-MAKING UNIT (DMU)
Individuals who affect, influence, and take part in a purchase-making process. 1. Buyer 2. Influencer 3. Gatekeeper 4. Approver
27
FORCES CHANGING CONSUMER BEHAVIOR & BUYING PROCESS
1. Social Media 2. Co-creation & consumer involvement 3. Conscience Marketing
28
CO-CREATION & CONSUMER INVOLVEMENT
Companies involving customers in the co-creation of products, services, and even marketing materials.
29
CONSCIENCE MARKETING
Consumers wanting to buy socially and environmentally responsible products and services.
30
WHY CAN'T QUALITY BE ASSESSED AT THE PURCHASE PHASE?
Due to the reality of perception. Every consumer values a product/service differently.