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Goals
The nature and characteristics of perception
The connection between knowledge acquired through
Chapter 6 learning and marketing strategies
Perception, learning & Distinguish types of memories and how to increase the
recall of memories
memories How marketers apply perception, learning and memories
in marketing
1. Perception
1.1. Definition
Perception is the process by which people select, organize,
and interpret these sensations.
Solomon
1.2. The process of perception 1.2.1. Sensory stimuli
Sensation refers to the immediate response of our sensory
receptors (eyes, ears, nose, mouth, fingers, skin) to basic
stimuli such as light, color, sound, odor, and texture.
Sensory marketing occurs when companies think
carefully about the impact of sensations on our product
experiences
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1.2.1. Sensory stimuli 1.2.1. Sensory stimuli
Vision
• visual elements in advertising, store design, and packaging
• communicate meanings on the visual channel through a
product’s color, size, and styling
• colors may even influence our emotions more directly
• gender differences in color preferences
• some colors become some companies’ trade dress
1.2.1. Sensory stimuli 1.2.1. Sensory stimuli
Scent
• our brains process scents in the limbic system, the most primitive
part of the brain and the place where we experience immediate
emotions.
Sound
• Music and other sounds affect people’s feelings and behaviors.
• Sound symbolism is the process by which the way a word
sounds influences our assumptions about what it describes and
attributes
1.2.1. Sensory stimuli Sensory Marketing
Touch
• important role the haptic (touch) sense plays in consumer
behavior.
• natural user interface
• endowment effect
Taste
• All foods are a combination of five basic tastes: sweetness,
sourness, bitterness, saltiness, and umami (a savory taste)
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1.2.2. Exposure 1.2.2. Reception
Exposure occurs when a stimulus comes within the range of Absolute threshold.
someone’s sensory receptors. Consumers concentrate on Example:
some stimuli, are unaware of others, and even go out of their • Human hearing threshold: 20Hz-20,000Hz
way to ignore some messages. • Visible light spectrum: not seeing infrared and ultra violet rays
absolute threshold • Sight
difference threshold
1.2.2. Exposure 1.2.2. Exposure
Difference threshold: refers to the ability of a sensory Subliminal Perception
system to detect changes in or differences between two
stimuli
Ex: 100,000vnd difference
• shirts: 200,000 vnd vs 300,000 vnd
• Laptop: 13,500,000 vnd vs 13,600,000 vnd
1.2.2. Exposure 1.2.2. Exposure
Application: Organization and display of goods
Product display in stores
Advertising slots and channels
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1.2.3. Attention 1.2.3. Attention
Factors influencing attention Personal selection factors
Personal selection factors • Perceptual vigilance means we are more likely to be
Stimulus Selection Factors aware of stimuli that relate to our current needs
• Perceptual defense: we tend to see what we want to
see and we don’t see what we don’t want to see
• Adaptation: the degree to which consumers continue
to notice a stimulus over time
1.2.3. Attention
Stimulus Selection Factors
• Size
• Color
• Motion
• Position
• Seperation
• Novelty
1.2.3. Attention
Application
The location and characteristics of advertisements and
other marketing stimuli
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1.2.4. Interpretation
Interpretation refers to the meanings we assign to
sensory stimuli.
The meaning we assign to a stimulus depends on the
schema, or set of beliefs, to which we assign it.
People can have different interpretation for the same event
1.2.4. Interpretation Closure principle
Interpretational Biases: our brains tend to relate
incoming sensations to others already in memory, based
on some fundamental organizational principles.
Gestalt psychology: whole, pattern, or configuration
closure principle
similarity principle
figure-ground principle
Similarity principle
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Figure-ground principle 1.2.4. Interpretation
To help them understand how consumers interpret the
meanings of symbols, some marketers turn to semiotics, a
discipline that studies the correspondence between signs
and symbols and their roles in how we assign meanings.
From a semiotic perspective, every marketing message has
three basic components:
• Object (the product that is the focus of the message)
• Sign (or symbol) (the sensory image that represents the intended
meaning of the object
• Interpretant (the meaning we derive from the sign)
1.2.4. Interpretation
Signs relate to objects in one of three ways: They can
resemble objects, connect to them, or tie to them
conventionally.
• An icon is a sign that resembles the product in some way
• An index is a sign that connects to a product because they
share some property
• A symbol is a sign that relates to a product by either
conventional or agreed-on associations
1.2.4. Interpretation 1.2.5. Perceptual Positioning
Hyperreality refers to the process of making real what is Our perception of a brand comprises both its functional
initially simulation or “hype.” Advertisers create new attributes (e.g., its features, its price, and so on) and its
relationships between objects and interpretants when they symbolic attributes (its image and what we think it says
invent connections between products and benefits about us when we use it)
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1.2.5. Perceptual Positioning 2. Learning
Learning is a relatively permanent change in behavior caused by
experience.
The learner need not have the experience directly
Information
Stimuli Learning Memory
process
2.1. Behavioral learning theories 2.1.1. Classical conditioning
Behavioral learning theories assume that learning takes
place as the result of responses to external events.
Two major approaches to learning represent this view:
classical conditioning and instrumental conditioning.
2.1.1. Classical conditioning 2.1.1. Classical conditioning
Stimulus Generalization
Stimulus generalization refers to the tendency of stimuli
similar to a conditioned stimulus to evoke similar,
conditioned responses.
The halo effect occurs when people react to other, similar
stimuli in much the same way they respond the original
stimulus.
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2.1.1. Classical conditioning 2.1.1. Classical conditioning
Marketing Applications of Classical Conditioning Marketing Applications of Repetition
Pairing nonsense syllables (meaningless sets of letters) Some research says three exposures to an ad is ideal: 1st
with such evaluative words -> brand equity exposure creates awareness; 2nd shows relevance of
product; 3rd reminds of benefits.
Advertising wear-out occurs when the marketing stimulus
no longer has an impact on the consumer.
2.1.1. Classical conditioning 2.1.2. Instrumental conditioning (operant
conditioning)
Marketing Applications of Stimulus Generalization Instrumental conditioning (or operant conditioning)
• Family branding occurs when we learn to perform behaviors that produce
positive outcomes and avoid those that yield negative
• Product line extension
outcomes
• Licensing
• Look-alike packaging
2.1.2. Instrumental conditioning (operant 2.1.2. Instrumental conditioning (operant
conditioning) conditioning)
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2.1.2. Instrumental conditioning (operant Gamification
conditioning)
Reinforcement schedule
• Fixed-interval
• Variable-interval
• Fixed-ratio
• Variable-ratio
Marketing application
• Frequency marketing
• Gamification
2.1.2. Instrumental conditioning (operant 2.2. Cognitive Leaning Theory
conditioning)
Important elements of gaming include
Cognitive learning theory stresses the importance of
internal mental activities
• A dynamic digital environment that resembles a videogame
• Multiple short- and long-term goals
• Rapid and frequent feedback
• A reward for efforts in the form of a badge or a virtual product
• Friendly competition in a low-risk environment
• A manageable degree of uncertainty
Many domains of activity share the need to motivate and reward
people to achieve ascending levels of mastery.
2.2.1 Observational Learning 2.2.1 Observational Learning
Observational learning occurs when we watch the In these situations, learning occurs as a result of vicarious
actions of others and note the reinforcements they receive rather than direct experience.
for their behaviors. We mimic others’ behaviors as a social default.
Modeling is the process of imitating the behavior of
others.
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2.2.1 Observational Learning 2.2.2 How Do We Learn to Be Consumers?
Four conditions must be met for observational learning in Consumer socialization is the process used to acquire
the form of modeling to occur: skills and knowledge
• The consumer’s attention must be directed to the appropriate • Parent’s Influence
model. • Television and the Internet: Electronic Babysitters
• The consumer must remember what the model says or does. • Cognitive Development
• The consumer must convert this information into actions. • Message Comprehension
• The consumer must be motivated to perform these actions.
3. Memory 3. Memory
Memory is a process of
acquiring information and
storing it over time so that it will
be available when we need it.
3 types of memories:
Sensory memory
Short-term memory
Long-Term Memory
3. Memory 3. Memory
Short-term memory (STM)
Long-term memory (LTM)
• STM stores information for a limited time and has limited
capacity. This system is working memory. Memories may be • LTM is the system that lets us store information for long
either acoustic (sounds) or semantic (meaning). periods of time.
• We combine smaller pieces of information into larger chunks • Elaborative rehearsal allows information to move rom STM
of information. This is known as chunking into LTM.
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3.1. How Our Memories Store Information 3.1 How Our Memories Store Information
Associative Networks
Spreading Activation
Levels of Knowledge
• Meaning concepts are stored as individual nodes.
• When combines into larger unites they are propositions
(or beliefs)
• Combined propositions are known as a schema.
üA script is a schema that guides behavior
üService scripts guide behavior in commercial settings
3.2. How We Retrieve Memories When We 3.2. How We Retrieve Memories When We
Decide What to Buy Decide What to Buy
Ways to recall memories
We retrieve information on a pioneer brand (first brand to
enter a market) from memory better than for follow brands State-Dependent Retrieval
The spacing effect is the tendency to recall printed material Familiarity and Recall
easier when the advertiser repeats the information Salience and Recall
periodically
The Viewing Context
Pictorial Versus Verbal Cues
4. Marketing application (summary) 4. Marketing application (summary)
4.2. Learning
4.1. Perception
Classical conditioning
- Product positioning
Celebrity endorsement
- Product display in stores
Repetition
- Advertising slots and marketing channels Stimulus generalization
- The location and characteristics of advertisements and other Operant conditioning
marketing stimuli to catch attention Positive reinforcement: loyalty programs, discounts, vouchers, etc
Negative reinforcement: fear advertising
Gamification
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4. Marketing application (summary) Discussion
4.3. Memory
Repeat periodically to enhance memory of brand Find 2 examples applying classical conditioning and
instrumental conditioning in marketing programs for the
Make the message more memorable (size, position, novelty,
following industries and explain how the 2 theories are
etc.)
applied in the examples
Put the product / brand in appropriate contexts
Industries: Dining service, tourism, consumer goods
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