Decision making process: Judgment and making decisions Flashcards

(42 cards)

1
Q

Define Judgement

A

evaluations or estimates regarding the likelihood that offerings possess certain features or will perform in a certain manner

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2
Q

Estimation of likelihood

A

Judging how likely it is that something will occur

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2
Q

Define effort

A

how much extensive thinking/elaboration consumers put forth in making decision

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2
Q

goodness/badness

A

Evaluating the desirability of something

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3
Q

Define mental accounting

A

categorizing spending and saving decisions into ‘accounts’ mentally designated for specific consumption goals (savings account for bills, new car, groceries, entertainment)

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4
Q

Define emotional accounting

A

the intensity of positive or negative feelings associated with each mental ‘account’ for spending or saving

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5
Q

Anchoring and adjustment process

A

Individuals make an initial judgement (anchor), then make adjust judgement as new information comes

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6
Q

Self-positivity bias

A

The tendency for consumers to believe they are less likely than others to experience negative events, which can lead them to ignore warnings or risk-related messages.

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7
Q

Negativity bias

A

Giving negative information more weight

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8
Q

Prior brand evaluation bias

A

When consumers think a brand is good based on past experience, they may ignore new or important information about its actual quality

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9
Q

Difficulty of mental calulations bias

A

When price differences are easy to calculate, consumers may think the savings are bigger than they actually are

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10
Q

Level effect bias

A

$9.99, instead of $10, seen more like 9 dollars

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11
Q

Inert set

A

those they are indifferent towards

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11
Q

Inept set

A

those that are unacceptable

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12
Q

Consideration set

A

more likely to choose from

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13
Q

Attraction effect

A

occurs because the inferior brands increase the attractiveness of the
dominant brand, making the decision easier

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14
Q

Decision-framing

A

initial reference point or anchor in the decision process

Positive frame: “This beef is 75% lean.”

Negative frame: “This beef is 25% fat.”

These are mathematically the same, but the 75% lean version sounds healthier and gets better reactions

14
Q

Compensatory model

A

A decision-making method where consumers weigh the pros and cons of each product attribute—good features can make up for bad ones, and the product with the best total score is chosen. It’s like a mental cost-benefit analysis.

Example: A consumer might dislike that a phone has poor battery life (a negative), but still choose it because it has the best camera and lowest price (positives)

14
Q

Non-Compensatory model

A

A decision-making method where a product is rejected if it fails on any key attribute—no matter how good it is in other areas. Bad features can’t be “made up for” by good ones.

Example: If a phone doesn’t have 5G, a consumer might rule it out completely—even if it’s cheap and has a great camera.

15
Q

Multiattribute model

A

Decision-making models where consumers evaluate multiple product attributes, weigh their importance, and make trade-offs to choose the best overall option. This can be mentally and emotionally demanding—especially when important goals like price and quality conflict

16
Q

Conjunctive model

A

A decision-making rule where consumers set minimum acceptable levels for each important attribute. If a product fails to meet even one of those minimums, it’s immediately eliminated. (reject the bad options)

Example: A car must get at least 20 MPG and cost under $30/hour to be considered—if it fails either, it’s out.

17
Q

Lexicographic model

A

A decision-making method where consumers rank attributes by importance and compare products one attribute at a time—starting with the most important—until one product stands out.

Example: If fuel efficiency is most important, a consumer picks the car with the best MPG. If two cars are tied, they move to the next most important factor, like price.

17
Q

Disjunctive model

A

Disjunctive model: A decision-making rule where consumers set higher, more desirable cutoffs for key attributes, The option only needs to meet the minimum standard on ONE key attribute.

Example: A consumer wants a car that either gets at least 25 MPG or costs under $30/hour. If a car meets either of those, it stays in consideration.

18
Q

Elimination-by-aspects model

A

A decision-making rule where consumers rank attributes by importance, set a minimum acceptable level (cutoff) for each, and eliminate options that don’t meet the cutoff—going one attribute at a time until one option remains.

Example: A consumer first looks at fuel efficiency and eliminates all cars below 25 MPG. Then they check price, eliminating those over $30/hour, and so on until only one car is left.

19
Additive difference model
When consumers compare products by evaluating one attribute at a time across different brands (e.g., comparing all brands on price first, then on quality), adding them up together, same as compensatory, but no importance column, each attribute is the same priority
20
High effort types of decisions (feeling-based)
Decision is not made based on detailed, systematic evaluation - It is made because the choice feels right or feels like a perfect fit
21
Appraisals and Feelings
theory that explains how our emotions are shaped by how we evaluate (or “appraise”) a situation—and how those emotions influence future decisions and judgments.
22
Affective forecasts
Consumers’ predictions about how they will feel in the future as a result of a decision—including what the emotion will be, how strong it will feel, and how long it will last.
23
Imagery
The process of mentally visualizing using a product or service, which can trigger emotions and desires, influence decisions, and make consumers more likely to choose or buy a product.
24
Metacognitive experiences
How the ease or difficulty of thinking, remembering, or processing information influences consumer decisions—sometimes even more than the actual content of the information.
25
Extremeness aversion
The tendency for consumers to prefer middle or moderate options over those that are very cheap or very expensive, often choosing the “compromise” choice.
26
Individual-alone goals
Personal goals that a consumer can achieve by themselves, regardless of what others do (e.g., ordering your favorite meal at a restaurant
27
Individual-group goals
Goals that depend on both the individual's choice and the actions or preferences of the group (e.g., choosing a dish that fits well with what others are ordering to avoid duplication or conflict).
28
Representativeness heuristic
A mental shortcut where consumers judge a product by comparing it to a well-known example or prototype—if it looks or seems similar, they assume it has the same quality.
29
Availability heuristic
A mental shortcut where people judge something based on how easily they can remember past examples—more vivid or recent memories (even if rare) feel more likely or true - base-rate info - law of small numbers
30
Hierarchy of effects
Sequential steps used in decision-making involving thinking → then feeling → then behavior.
31
Base-rate info
how often an event will occur, in favour of things that occur more often/more memorable (is today the only time McDonald's ice cream machine will be broken?),
32
Law of small numbers
bias where people believe that the opinions or experiences of a small group (like friends or family) represent what most people think or experience—often leading to inaccurate judgments.
33
Low-effort Hierarchy of effects
thinking → behaving → feeling pattern
34
Consumers are more willing to satisfice
Choosing an option that is “good enough” rather than the best possible one, to save time and effort—common in low-effort decisions where consumers just want to meet basic needs.
35
Consumers are engaged in choice tactics
Simple decision rules or shortcuts that consumers use in repeat, low-effort purchases to make quick choices—like picking the cheapest, most familiar, best-performing, or most liked option.
36
Operant conditioning
a learning process driven by the use of reward to reinforce desired behaviour and punishment to discourage objectionable behaviour