Week 3 - Evaluation and Post Purchase Processes Flashcards
(34 cards)
What do consumers consider when evaluating?
- brand name: trust/reputation
- symbols, images
- attributes
- evaluations (e.g., product reviews)
- experiences (feedback loop)
factors that assist brands in entering consideration set:
- prototypicality: first thing we think of e.g., fast food = McDonalds
- brand familiarity
- goals/usage situations
- retrieval cues: brand elements, images
decision heuristics - 3 types
- affective evaluation
- attitude-driven evaluation
- attribute-based evaluation
affective evaluation
usually based on a whim
- immediate emotional response to a product or service
attitude-drive evaluation
based on summary impressions, intuitions or feelings
- alternatives are not compared according to features
(emotional + cognitive component)
attribute-based evaluations
based on judgement of the attributes, or product features, of an alternative
low effort cognitive decision heuristics
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)
low effort affect decision heuristics
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
compensatory decision rules
- 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
noncompensatory decision rules
- 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
post-purchase processes
- consumer has recognised a problem with their current situation, sought info, evaluated the options and purchased a product
- self-contained feedback loop
outcomes of post-purchase processes
- post-purchase dissonance
- regret
- satisfaction/dissatisfaction
- non-use
- disposal
post-purchase/decision dissonance + how to help
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
post-purchase/decision regret + how to help
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
non-use examples
- returns
- cancellations
- on-selling
criticisms of consumer decision making process
- starts with problem recognition: don’t always buy to solve problems
- very deliberate: don’t always think much about a purchase
- assumes purchase: sometimes just read about a product/category to learn more
- assumes free chouce
- assumes consumer has resources
why do some technology products enjoy continued use, whereas others are quickly discarded?
- interconnected nature of contemporary technologies means that continued use can depend on tech product’s capacities to interact
entropy
- tendency for an assemblage of connections to fall apart
entropy work
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
supporting trajectories
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.
taxing trajectories
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
decaying trajectories
- stable continued use initially, then offloading and shouldering incrementally occurs to lead to strained continued use, and then eroded ease of use.
oscillating trajectories
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
product non-use
situation where a consumer either returns the product, or keeps it without using it