Session 8 - Ad design II Flashcards

1
Q

Cognitive message strategies (rational arguments, designed to influence beliefs and knowledge)

A
  1. Generic: “The product is good”
  2. Preemptive: “My product is the first with this feature”
  3. Unique selling proposition: “My product is the only one to be good, and it can be tested”
  4. Hyperbole: “My product is best, even on Mars”
  5. Comparative: “My product is better than the competitor’s”
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2
Q

Generic message (cognitive)

A

=> directly promotes a product without claiming superiority to competition (no differentiation)

  • creates brand awareness
  • creates cognitive link to specific product category
  • best when firm is market leader
  • makes brand synonymous with product category
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3
Q

Preemptive message (cognitive)

A

=> makes a claim based on superiority of product’s attribute that has not been used before (and that is not supported by specific evidence)

  • few real differences must exist, but company should be first
  • prevents competition from making same claim
  • strives to make brand synonymous with product feature
  • other brands are seen as “me-too” brand
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4
Q

Unique selling proposition message (cognitive)

A

=> focuses on a testable claim of uniqueness or superiority based on a (seemingly) meaningful benefit

  • provides unique, testable reason to buy brand/product
  • often used to position brand in terms of product attributes
  • best when this aspect cannot be (easily) achieved by competitor
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5
Q

Hyperbole message (cognitive)

A

=> untestable claim based on some attribute or benefit, which does not require substantiation; uses exaggeration

  • works best for non-skeptical persons
  • allows for more creativity and humour in the ad
  • increases interest and awareness, attract new customers
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6
Q

Comparative message (cognitive)

A

=> focuses on a (direct) comparison to a real/ fictitious brand

  • competitor(s) must be wisely chosen
  • advantages: captures attention, increases awareness, differentiates
  • disadvantages: often less believable (too much exaggeration), can create negative attitude, creates awareness for competition
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7
Q

Affective message strategies (invoke feelings or emotions, with the goal of enhancing likeability, recall and comprehension)

A
  1. Resonance:
    - connects with consumer’s experience (nostalgic)
    - useful for socially visible products, not innovations
    - hard to create
  2. Emotional:
    - create positive feelings
    - increase brand choice
    - not connected to prior consumer’s experience
    - useful for products purchased for emotional reasons
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8
Q

Conative message strategies (designed to lead directly to some type of action or response)

A
  1. Action-inducing:
    - encourage action
    - awareness and liking already exist
    - motivate impulse buys
    - useful for low involvement products
  2. Promotional support:
    - combined with some type of promotion (e.g. sweepstakes, coupons,…)
    - motivate purchase and impulse buys
    - useful for low involvement products
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9
Q

To what do the different message strategies relate to?

A

To the Hierarchy of Effect model

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10
Q

What is an Ad appeal?

A

A persuasive pressure that stimulate a person to buy a product by speaking to an individual’s needs or interests

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11
Q

On what should an appeal chosen?

A

On the campaign objectives, the message strategy and the target group

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12
Q

Fear appeal (usage, pros and cons)

A

=> common and used for a variety of products

=> get attention and interest, change behaviour, useful if consumers can easily change behaviour

=> strength should be moderate (if too much, consumer may looks away or does not feel concerned, short-term effect, not effective for everybody

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13
Q

Humour appeal (usage, pros and cons)

A

=> used in about 30% of TV and radio ads

=> get interest, create positive emotions, can increase recall and comprehension

=> difficult to achieve, can overpower message, can be offensive, difficult to translate across cultures

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14
Q

Sex appeal (usage, pros and cons)

A

=> not so commonly used anymore, the shock value has gone

=> get attention, arousal (affective and cognitive response)

=> can be offensive, can overpower message, often sexist and not pleasant

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15
Q

Music appeal (usage, pros and cons)

A

=> using music often connects emotions, translates to product if consumer start thinking about music and product

=> emotions, possible to design song to particular emotion, increase retention of visual info, stored in long-term memory

=> usage rights may be expensive, requires talent, may limit usage of other audio stimuli

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16
Q

Rational appeal (usage, pros and cons)

A

=> uses logic, requires attention first, works best with print media

=> powerful for changing attitudes, highly effective, best for complex products

=> requires attention first, difficult to achieve

17
Q

Emotional appeal (usage, pros and cons)

A

=> works best in TV (see and hear) and in combination with other appeals

=> create bonds, loyalty

=> difficult to achieve, good knowledge of consumer required

18
Q

Scarcity appeal (usage, pros and cons)

A

=> often combined with promotions (e.g. contests, sweepstakes, coupons)

=> increase value, urge consumer to buy (time limit)

=> create pressure (and negative emotions), sometimes regret after purchase