Week 3 - Evaluation and Post Purchase Processes Flashcards

(34 cards)

1
Q

What do consumers consider when evaluating?

A
  • brand name: trust/reputation
  • symbols, images
  • attributes
  • evaluations (e.g., product reviews)
  • experiences (feedback loop)
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2
Q

factors that assist brands in entering consideration set:

A
  • prototypicality: first thing we think of e.g., fast food = McDonalds
  • brand familiarity
  • goals/usage situations
  • retrieval cues: brand elements, images
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3
Q

decision heuristics - 3 types

A
  1. affective evaluation
  2. attitude-driven evaluation
  3. attribute-based evaluation
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4
Q

affective evaluation

A

usually based on a whim
- immediate emotional response to a product or service

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5
Q

attitude-drive evaluation

A

based on summary impressions, intuitions or feelings
- alternatives are not compared according to features
(emotional + cognitive component)

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6
Q

attribute-based evaluations

A

based on judgement of the attributes, or product features, of an alternative

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7
Q

low effort cognitive decision heuristics

A

made in low effort decision making to reduce effort and make quick decisions
- performance (e.g. country of origin as signal)
- habit (e.g., cereal, milk)
- brand loyalty (likely to stay w a product even when another product competes with it)
- price
- normative (buy because everyone else does)

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8
Q

low effort affect decision heuristics

A

choice tactics for feelings-based low effort decision making
- affect/feelings: how you feel based on recall, brand familiarity, visual attributes
- variety seeking
- impulse purchasing: feelings of euphoria and excitement

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9
Q

compensatory decision rules

A
  • brand that rates the highest in total sum of consumers judgements of relevant evaluation criteria will be selected
  • takes into account both positive and negative evaluations/features - a cost-benefit analysis
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10
Q

noncompensatory decision rules

A
  • a negative/poor performance on one evaluative criteria cannot be compensated/offset by another positive aspect of product
  • immediate rejection
  • cognitively easier than compensatory rules
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11
Q

post-purchase processes

A
  • consumer has recognised a problem with their current situation, sought info, evaluated the options and purchased a product
  • self-contained feedback loop
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12
Q

outcomes of post-purchase processes

A
  • post-purchase dissonance
  • regret
  • satisfaction/dissatisfaction
  • non-use
  • disposal
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13
Q

post-purchase/decision dissonance + how to help

A

a general feeling of anxiety over whether the correct purchase decision was made
helping consumers reduce their experience of dissonance crucial for marketing managers:
- after sales support + communication
- post-purchase advertisements
- survey to measure customer satisfaction and to identify consumer concerns

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14
Q

post-purchase/decision regret + how to help

A

a feeling that the wrong purchase decision has been made
can occur when:
- cannot reverse decision
- have experienced a negative outcome of decision
- made a change from status quo
how to reduce (marketing managers)
- anticipate it e.g., money-back guarantees

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15
Q

non-use examples

A
  • returns
  • cancellations
  • on-selling
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16
Q

criticisms of consumer decision making process

A
  1. starts with problem recognition: don’t always buy to solve problems
  2. very deliberate: don’t always think much about a purchase
  3. assumes purchase: sometimes just read about a product/category to learn more
  4. assumes free chouce
  5. assumes consumer has resources
17
Q

why do some technology products enjoy continued use, whereas others are quickly discarded?

A
  • interconnected nature of contemporary technologies means that continued use can depend on tech product’s capacities to interact
18
Q

entropy

A
  • tendency for an assemblage of connections to fall apart
19
Q

entropy work

A

ability of the consumer to hold the connection together to sustain continued use
- shouldering: consumer must perform unexpected entropy work
- offloading: entropy work completed by the tech assemblage

20
Q

supporting trajectories

A

tech assemblages that persist in a low entropy state
components have capacities to perform entropy work to support a tech product’s continued use
- stable continued use.

21
Q

taxing trajectories

A

occur when components immediately fail to territorialise with stable properties
- numerous objects fail to exercise expected capacities
- consumers must shoulder unexpected work to get a tech product to function
- leads to strained continued use, where tech products quickly discarded

22
Q

decaying trajectories

A
  • stable continued use initially, then offloading and shouldering incrementally occurs to lead to strained continued use, and then eroded ease of use.
23
Q

oscillating trajectories

A

occur when components’ capacities are inconsistently exercised, requiring consumers to shoulder unpredictable entropy work to sustain continued use
- consumers shift between periods of stable and strained continued use
- continued use ends due to eroded ease of use/tech products replaced as no longer deemed useful

24
Q

product non-use

A

situation where a consumer either returns the product, or keeps it without using it

25
satisfaction
- consumer makes a positive evaluation and feels happy with their decision - consumers needs/goals met - leads to habitual behaviour and positive world of mouth - firms that rely on repeat/loyal purchases focus on their consumer's satisfaction e.g., Coca-Cola - particularly important when competitor's offerings are readily available and comparable
26
dissatisfaction reasons
- core service failure - service encounter failure - pricing - inconvenience - response to service failure - comparisons to competitors
27
how do consumers respond to dissatisfaction?
- private action - direct action - public action
28
private action - dissatisfaction
- stop buying the product/brand - warn friends about product/brand
29
direct action - dissatisfaction
- complain to manufacturer or retailer - seek redress from business
30
public action - dissatisfaction
- take legal action to obtain redress - complain to private or government agencies
31
disposal options
- sharing - exchanging: - donating - recycling - riddling
32
4 types of consumers + response to dissatisfaction
- passives: rarely take action - voices: direct action but not private/public - irates: private action but not direct action - activists: private, direct + especially public action
33
proactive management of continued use
- aim for supporting trajectories: product design aspects (minimise connectivity), service offerings that anticipate unruly capacities that emerge in assemblages before these take hold - manage for decaying trajectories: upgrades attractive if high-entropy states occur towards end of tech product's life cycle
34
reactive management of continued use
- fight a taxing trajectory: urgent tech help services to fix products - ameliorate an oscillating trajectory: enable customers to offload work on recurring basis if entropy work is likely required again, empower customers. risk of customers feeling "trapped" in service relationships.