TACTILE BRANDING Flashcards

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1
Q

tactile

A

perception by touching with the hands

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2
Q

haptic

A

cutaneous or kinesthetic perception (via skin and body movements, respectively)

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3
Q

Tactile Marketing:

A

aspects of marketing that can use touch include product, package, adv, retailing.

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4
Q

packAGING

A

A packaging with a strong and unique tactile element can increase diversification

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5
Q

Tactile branding can achieve:

A

 Brand image
 Differentiation  recognition  increase purchasing

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6
Q

Touch in advertising:

A
  • Visual detail of texture
  • Scrolling
  • Swiping
  • Vibrating
  • Touchsense ads (vibration in key moments of the adv)
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7
Q

retailing

A

product touch  example: apple stores set their notebooks at a 70° angle, in this way they’ll go an fully open it, hence touching the product.

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8
Q

mere touch effect

A

just by touching things people get more engaged (decrease frustration and increase confidence in purchase)

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9
Q

visual preview model

A

vision provides a fast initial estimate of tactile properties, tactile exploration then confirms or revises those properties.

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10
Q

need for touch

A

an individual’s preference and motivation for touching objects.

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11
Q

instrumental NFT

A

functional aspects of touch, like texture  need to know the shape by touching. Only way to make sure if a product is worth buying is by touching it.

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12
Q

autotelic NFT

A

hedonic aspects of touch, enjoyment  don’t need to know how it feels, you just enjoy feeling. I like to touch products even if I have no intention of touching them.

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13
Q

results of impulsivity

A

People with high NFT purchase more impulsively than low NFT, and touching increases impulsivity of purchase in both cases.

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14
Q

why does touch improve evaluations

A
  • psychological ownership
  • processing fluency
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15
Q

psychological ownership

A

a feeling that the target object belongs to oneself.

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16
Q

endowment effect

A

sellers who were given a mug were willing to give it up for 7$ minimum, while buyers would have purchased it for at most 2$.  when you touch something it starts to feel yours.

17
Q

processing fluency

A

a metacognitive evaluation of the ease with which something is perceived or understood. Touching a product increases the fluency of evaluating the product, and fluent processing increases liking.

18
Q

Visuo-Tactile Integration: how does touch increase fluency?

A

Touch and vision help identify an object’s size, shape, and texture. Vision provides a preview of tactile properties, while touch provides a slower, more detailed confirmation.  touch and vision are complementary senses, touching something improves the visual fluency of it.
grasping a product with a distinctive packaging facilitates visual recognition of it.

19
Q

visuo-tactile priming

A

As a result, people with the visuo-haptic experience considered the can much more visually fluent than the bottle, while the ones with visual-only perceived them as equally fluent.  it refers to how exposure to certain visual cues (such as images or pictures) can influence subsequent processing of tactile (touch-related) stimuli, and vice versa.

20
Q

optimal integration theory

A

Haptic and visual info contribute of object recognition in a compensatory manner. When one of the two is less reliable, the other compensates. Visuo-Tactile priming is stronger when target is visually degraded.