Title: Consumers Rule
1Buying and Disposing Chapter 10
2Situational Effects on Consumer Behavior
- A consumers choices are affected by many
personal factorsand the sale doesnt end at the
time of purchase
3Situational Effects on Consumer Behavior (Contd)
- Consumption situation
- Situational effects can be behavioral or
perceptual - We tailor our purchases to specific occasions
- The way we feel at a particular time affects what
we buy or do - Day Reconstruction Method
- Situational self-image (Who am I right now?)
4Situational Effects on Consumer Behavior (Contd)
- Market segmentation strategies position products
for important usage situations
Table 10.1 (Abridged)
5Social and Physical Surroundings
- Affect a consumers motives for product usage and
product evaluation - Décor, odors, temperature
- Co-consumers as product attribute
- Large numbers of people arousal
- Interpretation of arousal density vs. crowding
- Type of consumer patrons
6Temporal Factors
- Time is money!
- Careful information search/deliberation luxury
of time - Scooping up anything left on shelves
last-minute gift
7Economic Time
- Time economic variable
- Timestyle consumers try to maximize
satisfaction by dividing time among
activities/tasks - Perception of time poverty
- One-third of Americans report feeling rushed
- We may just have more options for spending time
and feel pressured by weight of all choices - Marketing innovations that allow us to save time
- Polychronic activity/multitasking
8Psychological Time
- Fluidity of time (subjective experience)
- Time categories relevant to marketers
- Good times for ads occasion/leisure times and
time to kill - Bad times for ads flow and deadline times
- Five time perspective metaphors
- Time is a pressure cooker
- Time is a map
- Time is a mirror
- Time is a river
- Time is a feast
9Psychological Time (Contd)
- Experience of time results from culture
- Linear separable time
- Procedural time
- Circular/cyclic time
- Queuing theory mathematical study of waiting
lines - Waiting for product good quality
- Too much waiting negative feelings
- Marketers use tricks to minimize psychological
waiting time
10Antecedent States
- Mood/physiological condition influences what we
buy and how we evaluate product - Stress impairs info-processing and problem
solving - Pleasure and arousal
- Mood combination of pleasure and arousal
- Happiness high in pleasantness and moderate in
arousal - Mood biases judgments of products/services
- Moods are affected by store design, music, TV
programs
11Dimensions of Arousal
Figure 10.3
12Shopping A Job or an Adventure?
- Social motives for shopping are important
- Shopping for utilitarian or hedonic reasons
- Women shop to love, while men shop to win
- The reasons we shop are more complex than may
appear on the surface!
13Reasons for Shopping
- Shopping orientation
- Varies by product category, store type, and
culture - Hedonic shopping motives include
- Social experiences
- Sharing of common interests
- Interpersonal attraction
- Instant status
- The thrill of the hunt
14E-Commerce Clicks vs. Bricks
- Is e-commerce destined to replace traditional
retailing? - E-commerce can reach customers around the world,
but competition increases exponentially and it
cuts out middleman - Benefits good customer service, technology value
(Virtual ModelTM) - Limitations security/identity theft, actual
shopping experience, large delivery/return
shipping charges - See Table 10.2 for full list of
benefits/limitations
15Retailing as Theater
- Competition for customers is becoming intense as
nonstore alternatives multiply - Malls gain loyalty by appealing to social motives
(malls as town squares) - Retail theming techniques
- Landscape themes
- Marketscape themes
- Cyberspace themes
- Mindscape themes
16Store Image
- Stores have personalities
- Location merchandise suitability
knowledge/congeniality of sales staff - Some factors in overall evaluation of a store
- Interior design
- Types of patrons
- Return policies
- Credit availability
17Atmospherics
- Conscious designing of space and its dimensions
to evoke certain effects in buyers - Colors/lighting, scents, and sounds/music affect
time spent in store as well as spending levels - Activity stores
- Build-A-Bear Workshop chain
- Club Libby Lu
- Viking Home Chef and Viking Culinary Academy
18In-Store Decision Making
- Store displays are a major information source to
decide to buy - Marketers engineer purchase environments to
increase consumer contact at time of decision
making - Drinks invigoration team share of throat
19Spontaneous Shopping
- Unplanned buying vs. impulse buying
- Sonys Everquest II videogame has command that
takes gamers to the Pizza Hut Web site! - Wider aisles with highest profit margins to
encourage browsing - Portable shopper in grocery stores
- Planners vs. partial planners vs. impulse
purchasers
20Point-of-Purchase Stimuli
- POP can be an elaborate product display or
demonstration, a coupon-dispensing machine, or
even someone giving out free samples - Wal-Marts own in-store TV Network
- Timex watch sitting in bottom of aquarium
- Tower Records music sampler
21The Salesperson
- A very important in-store factor!
- Exchange theory every interaction involves an
exchange of value - Expertise, likeability (similarity, appearance),
commercial friendship - Dyadic relationship between buyer/seller
- Identity negotiation
- Salespersons interaction styles differ
- Discussion What qualities seem to differentiate
good and bad salespeople?
22Discussion
- The mall of the future will most likely be less
about purchasing products than exploring them in
a physical setting - This means that retail environments will have to
become places to build brand images, rather than
just places to sell products - What are some strategies stores can use to
enhance the emotional/sensory experiences their
customers receive?
23Postpurchase Satisfaction
- CS/D determined by attitude about product after
purchase - Marketers constantly on lookout for sources of
consumer dissatisfaction - United Airlines United Rising campaign
24Perceptions of Product Quality
- We want quality and value in our products!
- Product quality competitive advantage
- Cues for quality and reduced risk
- Brand name
- Price
- Advertising campaign expenditures
- Product warranties
- Follow-up letters from company
- Discussion What is quality?
25Quality Is What We Expect It to Be
- Marketers quality good
- Expectancy disconfirmation model of product
performance - Expectations determine satisfaction and/or
dissatisfaction - Importance of managing expectations
- Marketers should not promise what they cant
deliver! - Product failure marketers must reassure
customers with honesty of problem
26Customer Expectation Zones
27Acting on Dissatisfaction
- Voice response
- Private response
- Third-party response
- Marketers need to encourage/respond to customers
complaints! - Shoppers who get their problems resolved feel
even better about the store than if nothing had
gone wrong - Factors in customer dissatisfaction response
- Expensive products
- Products from a store
- Older people
28Discussion
- Is the customer always right? Why or why not?
29TQM Going to the Gemba
- How people actually interact with their
environment in order to identify potential
problems - Gemba the one true source of information
- Need to send marketers/designers to the precise
place of product consumption - Host Foods study in airport cafeterias
30Product Disposal
- Strong product attachment painful disposal
process! - Possessions identity anchors
- Ease of product disposal is now a key product
attribute to consumers - Disposal options
- Keep old item
- Temporarily dispose of it
- Permanently dispose of it
31Disposal Options
- Reasons for product replacement
- Desire for new features
- Change in consumers environment
- Change in consumers role/self-image
- Public policy implications of product disposition
- Recycling is a priority in many countries
- Means-end chain analysis study of lower-order
goals linked to abstract terminal values when
consumers recycle - Perceived effort involved in recycling as
predictor
32Lateral Cycling Junk vs. Junque
- Already purchased products are sold to others or
exchanged for still other things - Flea markets, garage sales, classified ads,
bartering for services, hand-me-downs, etc. - 850,000 for Jerry Garcias guitar!
- Divestment rituals
- Iconic transfer
- Transition-place
- Ritual cleansing
- Internet has revolutionized lateral cycling
33Discussion
- Interview people who have sold items at a flea
market or garage sale - Ask them to identify some items to which they had
a strong attachment - See if you can prompt them to describe one or
more divestment rituals they went through as they
prepared to offer these items for sale