Year 13

AQA A level Psychology Consumer Psychology Notes

Consumer Psychology

— Psychology · AS & A Level · Chapter 7 —
★ Exam Tip: This is an applied topic, so every study answer needs: aim → method/design → sample → results → conclusion → evaluation (validity, reliability, ecological validity, ethics) → application to real life. Always link to research methods and issues & debates (everyday application, nomothetic vs idiographic, individual vs situational, culture, determinism vs free will).

0. What is Consumer Psychology?

Definition: a fairly new area of applied psychology looking at why and how individuals and groups engage in consumer behaviours (Boyd-Jannson, 2010).

Consumer = anyone who purchases goods or services (supermarket shopper, diner, car buyer).

Link up! Social = attitudes, other people · Learning = classical/operant in ads · Cognitive = memory, decisions · Biological = fMRI, EEG, eye-scanning.

Approaches you already know that apply here:

  • Social: attitudes & how they change; effect of other people on what/where/how much we buy.
  • Learning: classical & operant conditioning → successful advertising (associations, responses).
  • Cognitive: memory (why we remember adverts) + decision-making.
  • Biological methods: fMRI to predict decisions before we answer; EEG to measure frustration at adverts; eye-scanning to see where we look on a shelf.

Methods theme: real-world behaviour ⇒ laboratory experiments (high control, low ecological validity) vs field experiments (high ecological validity, less control).

1. The Physical Environment

Interior + exterior design of a shop/restaurant, plus sound and scent = the atmosphere that decides if a customer enjoys the experience.

Key idea: S–O–R model (Babin et al., 2003)Stimulus (e.g. physical environment) ⇒ affects consumer’s attitude (organism) ⇒ affects behaviour (response)
STIMULUSshop window, scent, music ORGANISMliking, mood, pleasure RESPONSEenter, buy, stay, return
most store-exterior research uses S–O–R

① Store exterior design

Before even entering: storefront, window displays, landscaping shape first impressions. Especially important for small independent shops (no big brand to pull customers in).

  • Landscaping: vegetation improves mood of people in urban settings (Sheets & Manzer, 1991) ⇒ a shop with plants outside should give a positive impression. Chebat & Morrin (2007): plants & flowers used to decorate malls ⇒ positive effect on shoppers’ perception of the environment and of product quality.
  • Window displays: best chance to show what to expect inside. Edwards & Shackley (1992): sales higher in stores with window displays; bigger display = more effective. A successful display = aesthetically pleasing, uses lighting well, has a theme, warm colours.
Mower et al. (2012)online survey · store exterior

Aim: effect of window display and landscaping on liking, mood and patronage intentions (go into shop, buy, recommend, revisit).

Method: online survey, 180 students (mostly female) at an American university. Imagine needing a new pair of jeans → read a description of a small clothes shop’s exterior. All had building details; they varied whether window display and/or landscaping were described (the IVs).

Results: window display + landscaping both positively influenced liking of the exterior and intention to shop there. Liking ↑ ⇒ pleasure & arousal ↑ ⇒ patronage intentions ↑.

Evaluate: self-report (may be inaccurate / misunderstood ⇒ validity ↓); hypothetical intentions, not real behaviour ⇒ low ecological validity; students, mostly female = limited sample.

Q1 to think about: How could you study exteriors in real life? → e.g. field experiment: change a real shop’s window/plants for a few weeks, record footfall & sales vs a control period.

② Store interior design — 3 layouts

GRID FREEFORM RACETRACK displays impulse items at front →
grid = long aisles · freeform = wander · racetrack = one loop past everything
Layout What it is / used by Pros ✓ Cons ✗
Grid Long aisles, customers weave up & down. Most supermarkets & convenience stores. Impulse items at front, essentials (milk, rice) at back ⇒ walk past other items ⇒ spend more. Easy & familiar; similar items grouped, different apart; predictable traffic flow ⇒ easy to decide promotions; easy to build shelving Confusion if grouping not understood; frustration if can’t go straight to item; lack of creativity/interest
Freeform No rules; customers not forced in any direction; encouraged to wander & browse ⇒ impulse buys. Best for boutiques / gift shops (less merchandise, higher value). Positive experience if done well Hard to get right; cluttered / confusing
Racetrack Route = loop from start round the whole store past all merchandise to checkout & exit. IKEA, department stores. Max exposure of merchandise ⇒ more purchases; predictable traffic ⇒ place promotions/high-end where most visible Can’t browse as they wish; frustrating & time-consuming for specific items
Activity 7.1 idea: high-end gift shop ⇒ freeform interior (few valuable items, browsing), attractive window display + landscaping outside, warm lighting, themed window. Justify every feature with research.
Vrechopoulos et al. (2004)lab experiment · virtual grocery store layout

Aim: do real-life layouts (grid/freeform/racetrack) work the same online? Four hypotheses (all based on physical-shop research):

  • H1 grid most useful for planned purchases
  • H2 freeform easier to use in general
  • H3 racetrack more entertaining
  • H4 more time shopping in freeform

Method: 120 participants (Greece + UK), lab experiment, one of 3 virtual layouts. Budget £20 (12 000 drachmas); whatever was ‘bought’ was really delivered. Mostly European brands (Coca-Cola, Pringles) + own-brand. Blank shopping list + info on what’s in store. Other features (background colour, images, speed) kept constant.

  • Grid = hierarchical (category → sub-category → product)
  • Freeform = reach any product directly (search button / item on page)
  • Racetrack = forced paths; each page a choice of two ‘corridors’

Results: freeform = most useful for finding shopping-list items and most entertaining; grid = easiest to use, racetrack hardest; layout affected time — racetrack & freeform kept shoppers longer.

Conclusion: none of the 4 hypotheses supported ⇒ real-shop theories can’t simply be applied to online grocery retail. Customers prefer a hierarchical/tree structure (grid) and being able to reach any place directly (freeform).

Evaluate: lab = high control (↑validity) + standardised procedure (↑reliability) but lacks ecological validity.

Research methods: Self-report (surveys/questionnaires, e.g. Mower) shows thoughts & feelings but may be inaccurate/misunderstood (validity ↓) and hypothetical (ecological validity ↓). Vrechopoulos: lab ⇒ high control, standardised. Issues & debates: application to everyday life — findings let shop owners attract customers & raise profit.

2. Sound & Consumer Behaviour

★ Key study: North, Shilcock & Hargreaves (2003)

The effect of musical style on restaurant customers’ spending. Environment and Behavior, 35(5), 712–718.

Context

Lighting, decoration, smell all shape atmosphere. North & Hargreaves (1998): student cafeteria — classical music ⇒ seen as more upmarket, people said they would spend more: 20.5% more than no music, 18.8% more than easy listening, 3.7% more than pop. But only intentions, not actual spending.

Why might music change spending?

  • Like the music ⇒ stay longer ⇒ spend more
  • Genre sets a mood: excite/arouse (impulse buys) or relax (spend freely)
  • Priming: classical ⇒ associated with affluence & wealth ⇒ primes spending more
Key word: primed = ‘ready’/‘prepared’ to act in a certain way in a particular scenario.

Aim: effect of musical style on money spent in a restaurant. Predicted: classical > pop; unsure about no music vs classical/pop.

Design & procedurefield experiment · independent measures
  • Real restaurant. 1 week classical, 1 week pop, 1 week no music. Volume constant; two 76-minute CDs per condition of well-known classical or pop. Everything else same (lighting, temperature, menu).
  • IV: background music (pop / classical / none). DVs: spend on starters, mains, desserts, coffees, bar drinks, wine, total food, total drink, total spend. Time from seating to paying also recorded (affects spend).
  • Bills collected & analysed by an experimenter working as a waitress.
  • Sample: 393 customers, Feb–Mar 2002; about equal males/females and about equal numbers per condition; opportunity sampling (whoever ate there).
Results · conclusion · evaluation

Results: significant differences for starters, coffee, total food, total overall spend — each highest in the classical condition.

Conclusion: classical ⇒ significantly higher spending than pop or no music (in line with previous research).

Strengths: field ⇒ high ecological validity; highly controlled (all else constant, same volume & CDs) ⇒ confident change was due to music (validity ↑); large sample (~400) ⇒ lots of data.

Application: real nights, real restaurant, real bills ⇒ owners/managers can change music to raise profit.

Background noise & the taste of food

Sounds linked to the food affect eating: Zampini & Spence (2004) — recorded the sound of biting a crisp, made it louder, played through headphones ⇒ changed ratings of crispness & freshness.

Woods et al. (2011)lab · repeated measures

Aim: can sounds not associated with eating still change perception of food?

Method (Study 1): 48 participants; each did 25 trials in each of 3 conditions — loud white noise / quiet white noise / no white noise (order counterbalanced). Seated, eyes closed, headphones, bite-sized foods. Soft & hard foods in salty (cheese, crisps) and sweet (flapjack, biscuit). Rated sweetness, saltiness, liking.

Results: sweetness & saltiness rated lower in loud than quiet. Soft vs hard foods not affected differently. Liking lowered by loud noise but not statistically significant.

Conclusion: taste reported as less intense in noise — for crunchy and soft food ⇒ not due to sounds associated with eating.

Research methods: Repeated measures ⇒ each person in every condition ⇒ removes participant variables ⇒ validity ↑. Counterbalancing ⇒ cancels order effects. What would change with independent groups? ⇒ participant variables return, need more people, no order effects.

Why does sound influence taste? (4 explanations)

Explanation Idea Evidence
① Direct interaction of sensory cortices Each sense is processed in its own part of the cerebral cortex, but they can interact (taste area ↔ sound area) Teichert & Bolz (2018). Wesson & Wilson (2010): continuous tone activated 19% of neurons in rats’ olfactory tubercle; 29% of those changed their response to odour
② Cross-modal contrast Contrast effect: perception distorted when comparing two things (drink tastes sweeter after something less sweet) — can happen across senses: loud noise ⇒ taste less intense —
③ Attentional Loud noise takes attention away from taste ⇒ taste not fully perceived Boyle et al. (2006): pain ratings lower in loud noise (distraction)
④ Implicit association Certain noises are associated with certain tastes (cause unknown) ⇒ noise type changes taste differently Crisinel & Spence (2010): bitter & salty foods ↔ low pitch; sweet & sour foods ↔ high pitch
Key words: sensory cortices · cerebral cortex (outer layer: thought, perception, memory) · olfactory tubercle (odour/taste centre) · contrast effect
Issues & debates — individual vs situational: Woods studied a situational factor (noise); all 4 explanations are situational ⇒ taste experience partly situational. Individual factors may matter too but weren’t explored.
Q3 idea: another situational factor = lighting/colour of the room or plate colour; test with repeated-measures taste ratings under different lighting, counterbalanced.

3. Retail Atmospherics

① PAD model (Mehrabian & Russell, 1974)

Physical environments influence people through their emotional impact. Three dimensions:

Pleasure = happy / content / satisfied
Arousal = stimulated / excited
Dominance = feeling of being in control

Donovan & Rossiter (1982) applied it to shops: dominance not significant; pleasure and arousal interact. Ambience (atmosphere/‘feel’; sound, scent, sight) ⇒ happiness + excitement ⇒ approach behaviours (enter, explore, interact with staff, be satisfied, buy, return). Dissatisfaction + boredom ⇒ avoidance (don’t spend time or money).

AMBIENCE pleasure + arousal ↑ boredom / dissatisf. APPROACH → buy, return AVOIDANCE → leave
PAD: emotions mediate between atmosphere and behaviour

② Odour & shoppers

Scent is increasingly used (air fresheners → advanced aroma tech). Bakeries/cafés have used synthetic scents (baking, fresh coffee) to attract customers (Hunter, 1995).

Chebat & Michon (2003)field · PAD vs cognitive theory

Aim: compare PAD (scent ⇒ mood ⇒ approach/avoid, via pleasure × arousal) with Lazarus’ cognitive theory (scent is perceived but doesn’t change mood).

Method: shopping mall in Canada. Control week = no odour; next week a light, pleasant citrus scent diffused in main corridor (citrus = effectively pleasing: Spangenberg et al., 1996). Sample of shoppers each week did a questionnaire about their shopping trip; not told the real purpose.

Results: scent ⇒ arousal ↑ but pleasure not ↑ ⇒ pleasure & arousal do not mediate the effect. Light pleasant scent directly improved perception of the shopping environment and product quality.

Conclusion: positive effect of scent on perception ✓, but supports the cognitive model, not PAD (direct effect on perception, no change in mood).

citrus scent mood: pleasure ✗ perception ✓ direct view of mall + products
PAD’s mood route (red, dashed) not supported — the direct cognitive route (green) was

③ Crowding

Perceived crowding = demand for space exceeds supply (Stokols, 1972). Affects where we shop and satisfaction (Eroglu & Machleit, 1990).

Key words: spatial crowding = too many physical objects; human crowding = too many people; mediating factor = variable/process affecting the stimulus–response link.
  • Spatial crowding — number of physical objects in a space
  • Human crowding — number of people in a space
Machleit et al. (2000)2 field + 1 lab experiment

Aim: how does perceived crowding affect shopper satisfaction, and do emotions moderate this?

Method: 3 studies. 2 field experiments: students and non-students did a questionnaire about shopping across a range of retail environments. 1 lab experiment: students imagined going to a bookstore, watched a video clip with spatial and human crowding density manipulated, then a questionnaire (thoughts, feelings, perceptions).

Results: perceived crowding (spatial and human) lowers satisfaction; effect bigger for spatial crowding. Field studies: when pleasure & arousal are included as mediating factors, the crowding→satisfaction link drops but stays significant.

Conclusion: pleasure/arousal partly mediate the effect (PAD gets some support) but other factors matter too — e.g. expectation and tolerance.

Research methods: using 2 field + 1 lab experiment = best of both worlds. Trade-off: field = high ecological validity, can generalise, but less control; lab = high control but low ecological validity.
Issues & debates — culture: odour (Canada) & crowding (Canada/USA) studies are all Western developed cultures where large malls are the norm and shopping = leisure. In some cultures malls don’t exist and shops are small and need-based ⇒ findings not applicable to all cultures.
Compare PAD vs cognitive theory: PAD = emotion (pleasure+arousal) mediates · Cognitive (Lazarus) = environment affects perception directly, no mood change. Chebat & Michon backed cognitive; Machleit gave partial support to PAD.

4. Wayfinding & Shopper Movement

① Wayfinding in shopping malls

Wayfinding = our ability to know where we are and to plan a route to where we are going. Tools: maps, signs. A mall trip involves several shops ⇒ how easily a consumer finds their way directly affects satisfaction (Arthur & Passini, 1992).

Weisman (1981): 4 groups of environmental variables that help wayfinding① visual cues / landmarks inside or outside the building
② architectural differences between parts of the building
③ signs and room numbers
④ building configuration (overall size, shape and layout)
Dogu & Erkip (2000)case study · mall in Ankara, Turkey

Aim: how do spatial factors (signs, maps…) aid wayfinding in a mall?

Method: case study: spatial layout analysed + questionnaires to shoppers. Mall evaluated on architecture, graphics, verbal information:

  • Architecture: central atrium at main entrance, shops lead off main corridor; almost symmetrical; 3 other entrances; 3 floors with circular corridors showing direction of travel; lifts & escalators link floors.
  • Graphics: consistent style, almost all pictographs (not text) except ‘WC’ & ‘Exit’. Door numbers confusing: ground floor in 100s, but not every 2nd-floor shop in 200s / 3rd in 300s; not in order; some shops split later so new numbers out of order. ‘You Are Here’ map & directory just across from main entrance but parallel to direction of approach ⇒ hard to see. Directory confusing/illogical, perhaps organised in a bureaucratic hierarchy (biggest payers get best spaces) rather than for wayfinding.
  • Verbal: information desk prominent in atrium; security guards helpful when approached.

Results: signage not seen as more important than building configuration, yet a significant relationship between rating the mall for wayfinding and its signage. Those finding it easy found signs significant; many didn’t notice signs, others found them insufficient. Most thought ‘You Are Here’ maps useful, but 47% didn’t think there were any (poorly placed). Slight link with door numbers; no architectural characteristic significant.

Conclusion: signage = most important for wayfinding. Building configuration, visual access, circular paths affect individuals differently ⇒ more research.

Key words: pictographs = info using images only · bureaucratic hierarchy = decisions based on who pays most · building configuration = size, shape & layout.
Research methods: Case study ⇒ lots of detailed info, good insight into many factors. But only one mall ⇒ can’t generalise; low reliability (unique ⇒ can’t be replicated).
Q4: a designer should put ‘You Are Here’ maps facing the direction people walk, clearly visible & accessible.

② Spatial movement patterns

Trip purpose (big weekly shop vs popping in) and shopper type (list-focused vs wanderer) change movement.

Gil et al. (2009)non-experimental · supermarket tracking

Aim: does store layout affect movement patterns, shopping duration and product interaction? Find distinctive patterns; link to shopper groups. No variables manipulated ⇒ non-experimental.

Method: 480+ shoppers approached → survey (age, gender, group size). CCTV (normally for security) tracked them using a coloured tag. On leaving: detailed interview (purpose of trip, shopping list use, satisfaction, money spent, habits e.g. frequency). CCTV gave areas visited, time per area, product interactions.

Results: behaviour strongly affected by product location; busiest = milk, fruit & veg, bread; least busy = non-food & baby. 4 movement patterns (below). No significant differences in who made which trip ⇒ individual preference.

Short (32)Round (173) Central (110)Wave (166) few targeted itemstop, then main + detours enter/exit, top then bottomzigzag, exit far end
four movement patterns (number of shoppers) — schematic, not to scale
Movement pattern Description
Short trip (32) short, simple; few targeted items; only most popular products
Round trip (173) up & along the top corridor, back along main corridor with detours into aisles
Central trip (110) main corridor to enter & exit; down various aisles — mostly top aisles first, bottom ones on the return
Wave trip (166) linear progression along main corridor, zigzagging through aisles, exiting near far end

Also 5 types of spatial behaviour (shopper profiles):

Type Behaviour Numbers
Specialist few products, lots of time with each, not necessarily buying; ‘top-up’ or ‘non-food’ mission 19 shoppers; 25% male; 58% baskets; 85% < 20 min
Native long trip, relevant aisles; interactions most likely ⇒ purchases; ‘main’ / ‘top-up’ 161; 98% trolley; 90% satisfied
Tourist fast, stay near entrance & main corridor; look more than buy; some ‘non-food’ 101; 80% short/medium trips; 35% mature; only 28% very satisfied
Explorer longest trip, all aisles, often revisits; lots of time with products, buys a lot; ‘main’ mission 67; 62% female; 87% alone; 43% trolley; 43% have list (highest)
Raider fast movements & decisions; main corridor, goes where necessary; ‘top-up’ / ‘food for tonight’ 113; 33% male (highest share); 100% medium/fast speed

Gil’s conclusion: investigate in other stores with other layouts.

Research methods: Non-experimental = just gathers data from people’s normal lives (no manipulation). CCTV (observable behaviour) + interviews (attitudes/feelings) = fuller picture.
Issues & debates — holistic: Gil and Dogu & Erkip use several approaches (CCTV + interviews; case study + questionnaires) ⇒ holistic understanding. Q5: using both CCTV (what they did) and interviews (why) is important to link behaviour with thoughts. Individual vs situational: layout (situational) vs shopper preference (individual).

5. Menu Design Psychology

The menu = the most important marketing tool for a restaurant (the ‘silent salesperson’). Key items = biggest profit margins, signature dishes, or ones quick/easy to prepare.

① Eye movements, framing & common mistakes — Pavesic (2005)

  • Average time reading a menu = 109 seconds.
  • Eye tracking (computer records eye-movement pattern) shows the typical way customers scan a menu ⇒ tells designers where to place key items.
  • The pattern isn’t fixed — eye magnets can redirect it: box around an item, different coloured background, larger/bolder font, photo or illustration.
  • Framing: borders/boxes or a confined space group similar items (e.g. all appetisers in one box ⇒ read as a unit).
first eye focus ULURBLBR
eyes start near the centre, then move to the corners (Pavesic)

Mistakes that hurt a menu (Pavesic):

  • Inadequate management commitment — not investing time/effort; not seeing its value.
  • Hard to read — crowded pages, poor font size/style, paper colour.
  • Overemphasising prices — diners dismiss items on price alone.
  • Poor use of space — front/back cover wasted (put restaurant details on front).
  • Incongruence — menu doesn’t fit the ambience (style, décor); it should give a feel for the type of place.
Key words: eye tracking · eye magnets (anything that interrupts eye-movement & draws attention) · framing (borders/boxes group items & draw the eye).

② Primacy & recency effects and item position

Memory research: recalling a list, the first items (primacy) and last items (recency) are remembered best, the middle worst. Same idea tested on menus: are items at the start/end of a category ordered more?

%position in list → primacyrecency middle: lowest
items at either end win
Dayan & Bar-Hillel (2011)2 studies · lab then field

Aim/prediction: items at the beginning and end of a menu category will be ordered more.

Study 1 (lab): 240 students randomly allocated to 4 menu designs differing only in order within each category (4 appetisers, 10 entrées, 6 soft drinks, 8 desserts). Names/descriptions copied from an Israeli pizza chain, in Hebrew, no prices. Menus: baseline (arbitrary order) · mirror (reverse of baseline) · inside-out baseline (reverse order within top half and bottom half separately ⇒ middle items become top/bottom and vice versa) · inside-out mirror. Each chose one item per category.

Result 1: significantly more likely to choose items at beginning or end than middle; advantage = 56%. No sig. difference between primacy and recency.

Study 2 (field): small coffee shop in Tel Aviv, 30 days; 60 items in 3 categories (coffee, soft drinks, desserts). Baseline menu alternated with inside-out version; staff recorded orders (orders without reference to a menu excluded). 459 orders baseline, 492 inside-out.

Result 2: mean advantage 55% (confirms Study 1). Bigger gain when moved from exact middle to extreme end (55%) than near-middle to near-end (51%). Hint of 59% advantage for being in the top half (no mirror condition used).

Application: put higher-profit items at beginning/end of category; could also nudge people to healthier options (salads at start/end).

Research methods: lab ⇒ high control (validity + reliability) but hypothetical choices ⇒ low ecological validity ⇒ followed by a field experiment that supported it ⇒ can generalise.

③ Effect of food name on menu choice

Lockyer (2006)focus groups + survey · content analysis

Aim: does the name/description of a dish change how likely it is bought?

Method: 4 focus groups, 48 self-selecting participants (mixed gender/age/income) replying to a letter. Shown 5 menus describing the same dish differently (e.g. consommé julienne · clear soup with julienne of vegetables · spring vegetables in fresh clear soup · ‘delicious flavourful…freshest, most tasty’ · organic naturally grown…crystal clear). Rated appeal 1 (most) – 5 (very unappealing); wrote reasons; group discussion. Then a postal survey (~1800 sent to local NZ homes, 200 usable replies; mixed) to check validity of focus-group findings.

Content analysis: discussions transcribed; software counted words/groupings ⇒ turns qualitative → quantitative data.

Results (focus groups): no differences by age/gender/income. 42% rated menu 1 (French) ‘very unappealing’; menu 3 (seasonal) = highest appeal; menu 5 (organic) ‘very appealing’ 27% but ‘very unappealing’ 22%. Word groups: fresh–interesting; trends, organic, season / pure, natural, products (importance of organic & fresh trends); mystique–occasion (the occasion affects the feel wanted); produce, actually, expect, understand, clear (clear language that really describes the dish).

Survey: occasion affects choice — menu 4 (elaborate) most selected overall; mother-in-law dinner: menu 5 joint top; business meeting: menu 3 joint top. Chicken-dish reasons: M1 ‘feels romantic / sophisticated’ · M2 ‘sounds delicious’ · M3 ‘not too fussy, tells me what I get’ · M4 ‘mouth-watering / sounds tender’ · M5 ‘organic / I like to know what I’m eating’.

Conclusion: words on a menu do influence choice; most preferred items that are clear, tasty, fresh and natural; but big individual differences ⇒ further research.

Activity 7.2 (healthy café menu): use descriptive names (Lockyer), healthy dishes at the start/end of categories (Dayan), boxes/framing + eye magnets for healthy items, readable font, menu matching café ambience (Pavesic).
Issues & debates — everyday application: menu changes are simple and low-cost compared with other restaurant changes ⇒ cheap ways to boost sales & loyalty.

6. Personal Space & Queues

① Personal space at restaurant tables

Personal space = area around a person that they consider psychologically theirs. Invasion ⇒ discomfort, anxiety, anger. Balance: closer tables = more diners = more profit (in theory) but crowded customers feel invaded ⇒ negative experience.

intimate personal social public
Hall’s four zones
Zone (Hall) Distance For
Intimate < 18 in (46 cm) touching, whispering; close, romantic connection
Personal 18 in – 4 ft (46–122 cm) good friends & family
Social 4 – 12 ft (1.2–3.7 m) acquaintances
Public 12 ft+ (3.7 m+) public speaking, formal

Why invasion feels bad (3 concepts):

  • Overload — we keep personal space to control the amount of information to process; too close ⇒ must process features, smell, body heat, touch ⇒ info overload + lack of control ⇒ stress.
  • Arousal — invasion ⇒ heightened arousal; can be positive (hug, concert) or negative (stranger too close).
  • Behaviour constraint — freedom to choose how to behave is taken away. Crowds ⇒ more aggression, fewer prosocial/helping behaviours — maybe due to stress of lacking space.

★ Key study: Robson, Kimes, Becker & Evans (2011)

Consumers’ responses to table spacing in restaurants. Cornell Hospitality Quarterly, 52(3), 253–264.

Context
  • Diners need personal space; invasion ⇒ discomfort & avoidance.
  • Individual differences: men & older people need more space than women & younger people; bigger groups need more space per person (Knowles & Bassett, 1976); varies by culture and situation; and spatially — personal space is not a round bubble: narrower at the sides, broader in front/behind (Hayduk, 1981).
  • Restaurant balance: fit more tables vs a pleasant place. If people feel invaded ⇒ uncomfortable, stay less (spend less), less likely to return/recommend.
  • Gap: earlier work looked at chairs/spacing around a table (Sommer, 1969); Robson looked at space between tables.

Aim: how do diners perceive specific table distances in particular dining experiences, and how do these perceptions affect attitudes/preferences ⇒ give the industry guidance on table distances.

Design & procedureweb questionnaire · independent measures
  • IVs: table spacing (6, 12, 24 inches = 15, 30, 60 cm) × scenario (business / friend / romantic) ⇒ 9 conditions; participants randomly allocated to one. DVs: emotional & behavioural responses on Likert-type scales. Same images, distances, statements used for all (control).
  • Sample: just over 1000 USA participants; balance of gender and urban/suburban/rural; range of age & ethnicity; volunteer sampling.
  • Part 1: gender, age, ethnicity, residence, restaurant use frequency, worked in restaurant industry? Part 2: imagine one scenario, view images of 2 tables 6/12/24 in apart; rate 32 statements (1 = strongly disagree … 7 = strongly agree) on emotional, intentional & anticipated behavioural responses. Emotional items from the Stress Arousal Check List (SACL) (separates stress and arousal). Behavioural items: perceived control, physical & sensory privacy, goal blocking, general comfort; also perceived crowding.
Results · conclusions · evaluation
  • Significant differences on almost all responses across 6/12/24 in. Close spacing ⇒ less private, more crowded, less positive experience, more dissatisfied with table. 6-inch = more worried about being overheard / disturbing others. Arousal didn’t vary significantly but stress was higher at 6-inch; control & comfort markedly lower.
  • Scenario: romantic ⇒ highest stress, least control, most discomfort at 6-inch. Business ⇒ no effect except comfort. Friend ⇒ moderate stress/discomfort.
  • Gender: women more stress, less control, more discomfort; men more arousal. Frequent diners = more comfortable at all spacings. Some age/location/ethnicity differences but inconsistent, no significant interactions.
  • Conclusion: strongly negative to 6-inch tables; 70% would have asked to be re-seated. The common 12 inches was also less desirable, especially for romantic. ⇒ tight seating ⇒ shorter stay, less spend, less return, less recommendation.

Strengths: large sample (1000+), balanced gender/location/age/ethnicity ⇒ representative ⇒ generalise; Likert = quantitative data easy to compare. Weaknesses: all USA ⇒ culture limits generalisation (Lomranz, 1976: personal-space comfort differs across cultures); Likert gives no detail & relies on subjective interpretation of scales ⇒ qualitative data (open questions/interviews) could add depth.

Issues & debates: Robson highlights individual explanations (gender, age, ethnicity affect personal-space feelings) as well as situational ones (romantic vs business). Q6 – costs/benefits: closer = more covers/profit but crowding, stress, shorter stays; further = comfort/loyalty but fewer tables. Consider scenario, gender, age, culture, diner frequency.

② Defending your place in a queue

Queue = a social structure (system of rules & expectations). Pushing in goes against expectations ⇒ seen as unacceptable. Response depends on the nature of intrusion, number of intruders, and the queue’s social structure.

Milgram et al. (1986)covert observation · field experiments, New York City

Method: train stations, convenience shops etc. A confederate (someone in the study who acts as if they aren’t) calmly approached a point between the 3rd and 4th person and said neutrally ‘Excuse me; I would like to get in here’, joined without waiting for a reply. If explicitly told to leave they left; otherwise stayed 1 minute. Observer nearby recorded physical, verbal and non-verbal reactions. 129 intrusions.

IVs: number of intruders (1 or 2) × buffers (0, 1, 2) = 6 conditions. A buffer = confederate passively standing between the intrusion point and the next ‘naive’ queuer ⇒ tests if responsibility to object is displaced to others.

123 ★intruder buffer naive queuer queue → objections come mainlyfrom those behind the intruder
intruder pushes in at position 3–4; a buffer shields the naive queuer
Milgram — results & conclusion
  • Queuers behind the intruder far more likely to object than those ahead. Two intruders ⇒ much greater reaction than one; buffers dampened the response.
  • Verbal objections (polite → hostile; ‘excuse me, this is a queue’; ‘go to the back’) most common: 21.7% of queues. Non-verbal (disapproving looks, glares, gestures to move to the end): 14.7%. Physical action (tap shoulder, tug sleeve, push out): 10% — usually from the person immediately behind.
  • Conclusion: queue = social system with shared beliefs ⇒ instils social order; the people ahead expect those who come after to wait their turn. Most believe it’s unacceptable to push in even though we’d love to ourselves. The anger comes from the injustice of violating the rules of the system (Cooley, 1902), not just the extra seconds. The queue doesn’t defend itself as a whole — it’s the job of those behind, especially the person directly behind. Defence is almost always normative (expectations of the group): ‘this is a queue’, ‘you can’t push in here’.
Research methods — covert observation: + natural behaviour (people don’t know ⇒ don’t change), measures real response (not socially-desirable self-report). − ethics: no informed consent + deception; observer bias (interpret to fit hypothesis, subjective, may miss things); one observer ⇒ low inter-observer reliability.
Issues & debates — culture: personal space & queuing both vary between cultures; NYC results may only represent NYC / roughly the USA ⇒ generalise with caution.

7. Models & Strategies of Decision-Making

① Three models of consumer decision-making

Model Who Idea Car example
Utility theory Von Neumann & Morgenstern (1944) Decision made rationally by optimising the likely outcomes of actions Evaluate every car on all variables (cost, size, mileage, make…), pick highest score. Not practical; consumers aren’t that rational or even aware of the process
Satisficing Simon (1956) Go ‘approximately where they wanted to go’ then stop — option is ‘good enough’ Look at a few cars, stop when one is good enough. May explain behaviour better than utility but still a poor predictor for retail use
Prospect theory Kahneman & Tversky (1970s) Adds value (instead of utility) and endowment (item more precious when owned). Gains and losses are valued differently; decisions based on likelihood of gains rather than likelihood of losses We buy a lottery ticket because we might win, not because we’re likely to lose
Key words: utility theory · satisficing · prospect theory

② Strategies of decision-making (Green et al., 1973)

Consumers may use any, and vary by individual and by purchase.

Decision-making strategies COMPENSATORY one attribute can makeup for another PARTIALLY COMP. compare items onkey attributes NON-COMPENSATORY each attribute judgedon its own • equal weight• weighted additive • majority of conforming dims• frequency good/bad features • satisficing• elimination by aspects• lexicographic
three families of strategy (Green et al., 1973)
Strategy How it works Example (car / kettle)
COMPENSATORY (Richarme, 2005) — value of one attribute can compensate for another
Equal weight all attributes equally important mileage and colour equally important
Weighted additive some attributes matter more low mileage valued far more than make or colour
NON-COMPENSATORY (Simon) — each attribute evaluated individually; a good one can’t make up for a bad one
Satisficing first product meeting basic requirements is chosen; no further thought kettle breaks ⇒ buy the first kettle you see
Elimination by aspects set a cut-off for the most important attribute, drop everything below; then next attribute… minimum capacity first, then efficiency, for the remaining kettles
Lexicographic compare on most important attribute; if one item is superior, stop & choose; else go to next attribute large family ⇒ kettle with biggest capacity, ignore other factors
PARTIALLY COMPENSATORY — middle ground
Majority of conforming dimensions compare two products on all attributes, keep the better, compare with the next… until one left compare two kettles on price, drop the pricier, compare the cheaper with another…
Frequency of good & bad features compare all products to cut-off values; choose the one with most positive features exceeding cut-offs compare all kettles on capacity, efficiency, price; pick the best overall
Key words: compensatory · non-compensatory · partially compensatory strategies
Non-compensatory car example:
ideal make, great price, low mileage — but wrong colour ⇒ immediately discounted (colour can’t be compensated).

③ Strategies applied to internet shopping

Jedetski et al. (2002)lab · independent measures

Aim/predictions: consumers use compensatory strategies on a site designed for comparison and non-compensatory when it isn’t available; the number of alternatives also affects the strategy.

Method: 24 participants read a document on 3 compensatory + 3 non-compensatory strategies, did a quiz to test understanding. Then used one of two websites with very different designs — CompareNet (comparison technology) or Jango (no comparison). Lists of alternatives found, refined etc.; spoke aloud (think-aloud) while deciding which item to buy. Then a questionnaire (strategy used, satisfied/frustrated, confidence). Experimenter recorded item selected, number of alternatives, time taken. Repeated for 4 items each.

Results: significantly more compensatory on CompareNet, more non-compensatory on Jango. < 30 alternatives ⇒ more compensatory; > 100 alternatives ⇒ more non-compensatory. No sig. difference between strategies in confidence, satisfaction, frustration, perceived or actual time. But participants more satisfied with CompareNet ⇒ comparison technology is more satisfying.

Research methods — independent measures: + no order effects; less chance of guessing the aim ⇒ validity ↑. − participant variables (groups may differ, e.g. in decision style); also participants were told the strategies first ⇒ reduces ecological validity (not natural).
Issues & debates — nomothetic: models aim at a universal set of rules from lots of data ⇒ good for predictions & accurate for most; vs idiographic (individual detail) = very accurate for a person but impractical. Q7: nomothetic useful since retailers need general rules. Consider culture too.

8. Heuristics, Point of Purchase & Styles

① Choice heuristics

Heuristics = mental shortcuts/cognitive strategies for easier decisions. Usually helpful but can cause errors in judgement. We use different ones for different decisions, maybe several at once.

Heuristic Meaning Example
Availability judge by how easily something comes to mind. Can make us cautious, but based on inaccurate info — we ignore base-rate (how often something really happens) Hoyer et al. (2010): DVD player kept breaking ⇒ ‘available’ negative view of brand ⇒ won’t buy again. A friend’s bad experience (isolated case) also biases you
Representativeness compare with the best-known (most representative) example of a category new phone similar to market leader ⇒ assume quality. Makers copy established products’ looks/packaging
Recognition familiar item has more value ⇒ chosen two phones identical specs, one a familiar brand ⇒ choose it
Take-the-best decide on one single ‘good’ reason (the attribute that best discriminates), ignore all other info pick the phone with the best camera, regardless of anything else
Anchoring give most weight to the first bit of info; later adjustments are from it; start point has huge impact see average car price online ⇒ jump at dealer price slightly under it; had you seen a lower price you’d have bargained harder
Key word: heuristics = mental shortcuts that help decisions but can lead to errors in judgement.
Activity 7.4: buying a new phone — likely recognition (known brand), take-the-best (camera/battery), anchoring (first price seen), availability (friend’s broken phone).

② Point-of-purchase decisions

  • Multiple unit prices — reduced price if you buy several (e.g. $1 per bottle, 5 for $4). Even with no real saving, ‘On Sale – 6 cans for $3’ beats ‘On Sale – 50c’ (same price per item) — maybe because we expect the multiple price to be cheaper.
  • Suggestive selling — something is ‘suggested’: earrings matching a necklace, waitress suggesting a salad with the main.
Wansink et al. (1998)field + lab experiments

Field experiment: 1 week, 86 stores, same-size shelf label showing original price (99 cents) and either single-unit promo (75 cents) or multiple-unit (2 for $1.50). 13 common food items.

Results: multiple-unit pricing = 32% increase in sales vs single-unit control; higher for 12 of 13 products, significant for 9.

Limits: no self-report ⇒ can’t know why (maybe confusion); data only showed total sales ⇒ don’t know if more people bought or same people bought more.

Lab experiment (suggestive selling): shopping scenario, 120 undergraduates, 6 well-known products at one of 3 price levels (actual convenience-store price, 20% off, 40% off). Suggestive slogans: either no quantity anchor (‘Snickers bars – buy them for your freezer’) or an explicit anchor (‘…buy 18 for your freezer’). Not told whether the price was a discount; gave purchase quantity intentions.

Results: both suggestive selling and discount level ↑ intended quantity; suggestive selling ↑ it even without a discount; the quantity anchor ↑ it too, even with no discount.

Research methods: Field exp = high ecological validity (natural behaviour) but only quantitative sales data. Lab exp used only students ⇒ can’t generalise to wider population — important since different households/budgets/priorities behave differently. How improve? add self-report/interviews; use a representative sample of shoppers; measure real purchases in the lab study.
Issues & debates — application: shows which promotions work ⇒ shops can raise sales/profit & shift excess stock; consumers can learn the psychology ⇒ check if an offer is really a benefit.

③ Decision-making styles (Scott & Bruce, 1995)

1 Rational logical, considers options for a specific goal
2 Intuitive decisions that ‘feel right’; trust intuition
3 Dependent consult others, rely on their help
4 Avoiding put off decisions / decide only at the last minute
5 Spontaneous quick, impulsive decisions

The Scott & Bruce instrument gives each person a score on every dimension (not one single style). Heuristic use is influenced by task/context (Payne et al., 1993) and by personal factors like intelligence and personality (e.g. neuroticism). Time pressure ↑ likelihood of using a heuristic (Hilbig et al., 2012).

del Campo et al. (2016)2 lab-style experiments · Vienna & Madrid

Aim: relationship between heuristics and decision-making styles (not studied before).

Method: 320 participants (wide age range, ~equal M/F), computer task choosing between 5 egg cartons — with or without time pressure (40 s). Four cartons designed to target take-the-best (cheapest, only €2.99), recognition, an emotional response, or higher cognitive processing (extra info: GM-free, salmonella-free, guaranteed origin…); the 5th was a filler (barn eggs, grade B). After: questionnaire (reasons, buying behaviour, attitudes) + Scott & Bruce style test.

Results: many differences between the 2 experiments ⇒ cultural differences to investigate. Vienna: time pressure ⇒ significant shift from ‘cognitive’ to ‘take-the-best’; Madrid: not ⇒ limited evidence time pressure ↑ heuristics. Vienna: high spontaneous ⇒ more likely to pick ‘recognition’ (as expected). Unexpected: high rational ⇒ chose take-the-best more than cognitive, regardless of time pressure. Madrid: high rational less likely to choose take-the-best vs cognitive without time pressure; reversed with time pressure.

Applications: retailers can use this to maximise sales and profit and target products with excess stock; consumers can think whether offers really benefit them.

9. Mistakes in Decision-Making

① Thinking fast & slow — System 1 & System 2 (Kahneman, 2011)

System 1 — ‘thinking fast’ System 2 — ‘thinking slow’
Nature automatic, intuitive, unconscious, effortless conscious, controlled, deliberate
Based on associations & heuristics, not statistics statistical analysis; needs time & attention ⇒ costly
Use ‘normal’ approach most of the time, even for big decisions (investments, purchases); quick & easy ⇒ lives easier we can do it but don’t often ⇒ why decisions are hard to predict
Weakness lack of deliberate thought ⇒ errors not flawless either (can also err)
Steve the librarian:
‘shy, withdrawn, helpful, meek, tidy, passion for detail’ — librarian or farmer? System 1 says librarian (sounds like one). System 2: there are ≥ 5× more farmers than librarians in the USA ⇒ farmer far more likely (base rate!). Quick answers like ‘bread and … ’, 2 + 2, driving on an empty road = System 1.
Problems with the theory: ① systems vary between people (20 × 20 is System 1 for a mathematician, System 2 for others). ② We focus on System 1 errors, but System 2 also errs (miscalculating 20 × 20) ⇒ hard to tell which caused an error. ③ If info isn’t ‘sent’ from S1 to S2, what triggers System 2 to engage? (e.g. who would trigger thinking about male librarians : farmers?). Unclear how the two systems differ & interact.
Issues & debates — determinism: if errors are due to automatic System 1 ⇒ deterministic. But free will: our choice not to engage System 2 could be our own responsibility. Q: idiographic vs nomothetic ⇒ general laws of S1/S2 vs individual differences in when each is used.

② Choice blindness

Key word: choice blindness = inability to notice mismatches between intention and outcome in a decision.

Johansson et al. (2005): chose the more attractive of two women’s faces; photos secretly swapped; asked to justify the (swapped) pick — participants noticed in only 26% of trials. Hall et al. asked: does it extend to real-life consumer decisions?

Explanations: complex, no clear one; implicit (non-conscious) influences — preference fluency (how easy/difficult the choice feels) and the placebo effect of marketing (people think a product is less effective if bought at a reduced price). Explicit influences = what you actually see/hear about the product. Choice blindness shows the interaction between explicit choice and implicit (secret) change.

★ Key study: Hall, Johansson, Tärning, Sikström & Deutgen (2010)

Magic at the marketplace: choice blindness for the taste of jam and the smell of tea. Cognition, 117(1), 54–61.

Aim: is choice blindness shown in consumer decision-making in a naturalistic setting?

Design & procedurefield experiment · supermarket tasting stall
  • 180 participants (118 female), aged 16–80, Sweden; opportunity sampling — passers-by asked to join a ‘quality control test’ of teas & jams (pairs). Each tasted/smelled then said which of each pair they preferred. For each participant either the jam or the tea condition was manipulated. Half told they’d get their chosen tea/jam as a thank-you gift (incentive). Order, manipulation type and which jams/teas were randomly allocated.
  • Manipulation: Experimenter 1 asked questions, took notes, ran recorder; Experimenter 2 ran the test. Participant tasted two jars/teas and rated liking (1–10); while rating, Exp 2 secretly turned the jar upside-down so the other sample was now on top (each ‘jar’ was really two jars attached bottom to bottom, with screw lids and a paper label hiding the join). Participant asked to taste preferred option again, defend choice, rate difficulty and confidence. Then asked if anything odd, debriefed, asked again if suspected.
  • 3 detection criteria: concurrent (noticed something unusual immediately after tasting/smelling) · retrospective (said they noticed the trick after the experiment, before/after debrief) · sensory-change (didn’t say they noticed, but commented on the change in taste/smell). Concurrent detectors finished the taste study but their results were excluded.
jam A jam B secret flip jam B jam A tastes A (chosen) now tastes B ‘defend your choice!’ — most don’t notice
two jars joined bottom-to-bottom; turned upside down so the other sample is on top
Results · conclusions · evaluation
  • Detected concurrently: jam 14.4%, tea 13.8%. Retrospectively: jam 6.2%, tea 6.9%. Sensory-change: jam 12.4%, tea 11.5%. Total detected: 33.3% jam, 32% tea ⇒ no more than a third.
  • Those offered the tea as a gift were less likely to detect (opposite to prediction); no incentive differences for jam. In two-thirds of detected trials, participants didn’t react at the time. Even very different pairs (cinnamon-apple vs grapefruit; mango vs Pernod, strong aniseed) were detected concurrently in < half and ≤ one-fifth of trials.
  • For non-manipulated trials and non-detected manipulated trials, ease of distinguishing samples scored high (7.3 jam, 8.0 tea) and confidence was high ⇒ they could easily tell the two apart but still didn’t notice the switch ⇒ real choice blindness, not just hard-to-tell samples.
  • Conclusion: in most trials people were blind to the mismatch between intended and actual choice, believing the taste/smell matched their first choice — even with real-world consequences.
  • Eval + opportunity sampling = quick, easy, convenient; reasonable spread (16–80, men + women); pilot testing to pick easily distinguishable jams/teas ⇒ validity ↑. Eval − no control over who the sample is ⇒ may not be representative.
  • Application: low-stakes here, but could matter in high-stakes cases — e.g. a crime witness who wrongly picks a suspect from photos, then defends it at trial.
Q9: three detection criteria are used so that every way a participant could notice (immediately, later, or only by remarking on a taste change) is captured ⇒ more valid estimate of choice blindness.

③ Consumer memory for advertising

Adverts only work if consumers remember them. Old view: memory simply fades with time (Zielske & Henry, 1980). Better evidence: forgetting is due more to what happens in between (McGeoch, 1932) — people remember better if little new learning occurs in the interval (Roediger & Crowder, 1976).

old (target) adNEW ads RETROACTIVE: new blocks old old adstarget (new) ad PROACTIVE: old blocks new both ⇒ retrieval failure (info stored, cue can’t find it; more similar info ⇒ harder)
two types of interference
Key words: retroactive interference · proactive interference · retrieval failure (forgetting from either).
  • McKinney (1935) — retroactive: everyone studied one full-page magazine advert. Rest group had a rest; work group learned 2 more adverts. Cued recall of slogan: 94% rest vs 72% work ⇒ later learning interfered with the original advert.
  • Blankenship & Whitely (1941) — proactive: learn one list of 18 store items & prices, or the list after a previous list. 48 hours later, those who learned only one list recalled more ⇒ previous information interfered.
Burke & Srull (1988)lab experiments · competitive interference

Aim: is memory for an advert hindered by a later (or earlier) similar advert for another brand or the same brand? Role of information processing objective (the reason for looking: decide on purchase vs just rate interest). 3 experiments reported; first 2 here.

Exp 1 (retroactive): shown 12 adverts (3 targets near the beginning). Objective manipulated: decide how likely to buy vs rate interest. The other adverts were similar products by different brands, different products by the same brand, or a range of products & brands. Then a questionnaire on magazine/TV viewing as a distractor task (stops conscious rehearsal), then a surprise recall test (given brand name + product number, 2 minutes to recall info).

Results 1: recalled on average twice as much when rating purchase intention (closer attention). Recall significantly lower after similar-product or same-brand adverts ⇒ retroactive interference. Objective mediated it: purchase-intent adverts were less affected.

Exp 2 (proactive): same design but targets shown later in the series. Purchase-intent group recalled more; similar-product adverts remembered less (proactive interference); but the objective had no significant mediating effect on similar-product interference here.

Key words: information processing objective (reason for looking at the advert) · distractor task (stops rehearsal between learning & recall).
Research methods: lab ⇒ high control ⇒ validity (same order, same exposure length ⇒ differences in recall can’t be due to longer viewing) & reliability (standardised instructions, times, order, distractor task, cues). But low ecological validity.
Issues & debates — determinism: if System 1 / interference automatically cause errors, behaviour looks determined; but people can choose to engage System 2 ⇒ free will.

10. The Product — Packaging & Positioning

① Gift wrapping

Wrapping signals ‘this is a gift’ with no ambiguity ⇒ giver & receiver know their roles. Gifts can be: unwrapped / wrapped non-traditionally (e.g. a bag, hard to tell it’s a gift) / wrapped traditionally. Howard: people were happier with a traditionally wrapped gift than non-traditional or unwrapped. Unwrapped can be fine (box of chocolates taken to a dinner) but a birthday present would normally be wrapped.

Porublev et al. (2009)observation + interviews + workshops (qualitative)

Method — 3 techniques: ① observations at a Christmas gift-wrapping stall ② 20 in-depth interviews (‘Do you prefer to receive wrapped gifts?’, ‘In what instance do you wrap / not wrap gifts?’) ③ 6 workshops: in pairs, wrap two gifts — one for someone close, one for an acquaintance — while talking about gift wrapping.

Results: most preferred to receive wrapped gifts; clear expectations of what a gift looks like. Interviewees liked the ‘reveal’ and saw wrapping as a sign of extra thought. All 24 workshop gifts looked like gifts (traditional paper, decorative bags, ribbons, bows) ⇒ social expectations. For an acquaintance → ‘playing it safe’; for a close friend/family → tailored colours/patterns to the person. Wrapping is traditional — ‘what you do’, done without much thought.

Conclusion: gifts should be wrapped — makes the exchange easier because giver and receiver fall into their roles without confusion.

Activity 7.5: close person ⇒ personal colours/patterns, themed to them · acquaintance ⇒ safe, traditional paper + ribbon. Reason: social expectations & knowing the person.

★ Key study: Becker, van Rompay, Schifferstein & Galetzka (2011)

Tough package, strong taste: the influence of packaging design on taste impressions and product evaluations. Food Quality and Preference, 22(1), 17–23.

Context & theory
  • Package = first thing a consumer sees ⇒ must stand out; helps decisions when there’s no other info (new products). Affects perception (taste, quality, price expectation) and even actual experience of the product. Key features: colour and shape.
  • Colour (Bloch, 1995) sways taste: Hine (1995) added 15% more yellow to the green of 7-Up ⇒ people tasted more lemony though the drink was unchanged.
  • Shape: angular ⇒ energy, toughness, strength; rounded ⇒ approachability, friendliness, harmony (Berlyne, 1976). Shape also affects perceived quality and price expectation (Chitturi et al., 2019).

4 hypotheses: H1 angular ⇒ taste more intense · H2 highly saturated colour ⇒ taste more intense · H3 shape–colour congruency (angular + highly saturated, or rounded + lowly saturated) ⇒ more positive attitude than incongruency · H4 all effects greater for people sensitive to design.

angularhigh saturation angularlow saturation roundedhigh saturation roundedlow saturation
the four lemon-yoghurt package variants (shape × colour saturation)
Design & procedurefield experiment · independent measures

151 participants, customers of a large German supermarket; equal split men/women; 15–81 yrs; approached at the entrance ⇒ opportunity sampling; each in one condition only. Asked to do a ‘taste test’ for a new yoghurt brand. Pre-testing (different participants rated 3 angular + 3 rounded shapes, and 2 pairs of lemon-green saturations) chose the pairs with the biggest rating difference ⇒ 4 lemon yoghurt package variants. Each saw a 20-second 3D clip of one package on a laptop, then tasted a sample (same sample for all), then a computer questionnaire with 7-point Likert-type scales: taste experience, product evaluation, price expectation, + sensitivity to design.

Results · conclusions · evaluation
  • Potency (‘strikes me as potent’ = powerful, intense, strong): angular shape sig. more potent; colour no overall effect except for high design sensitivity (highly saturated more potent).
  • Taste intensity: neither shape nor colour sig. overall — except high design sensitivity where angular ⇒ more intense.
  • Attitude: colour no effect, but angular ⇒ more positive attitude than rounded.
  • Price expectation: angular ⇒ sig. higher; lowly saturated colour ⇒ marginally higher than highly saturated. Angular ⇒ higher price because seen as more potent.
  • Conclusion: shape & colour affect potency ⇒ higher price expectation; angular pack ⇒ intense taste (cross-modal correspondence, Schifferstein & Spence, 2008), esp. for design-sensitive people. Colour didn’t act as expected (variation maybe too subtle). Practical: low-saturation colour ⇒ higher price expectation than high saturation — goes against the common sale strategy of bright colours (could signal ‘cheap/low quality’).
  • Eval + field ⇒ high ecological validity; participants didn’t know the aim ⇒ less demand characteristics; balanced gender, wide age; standardised (same instructions/clips/sample/questions) ⇒ reliability; Likert ⇒ quantitative, comparable.
  • Eval − all from one area of Germany ⇒ culture; no open questions ⇒ no qualitative detail (thoughts/feelings/reasons).
  • Application: designers can use shape/colour info to guide packaging decisions — packaging is a main component of the purchase decision.

② Attention & shelf position

Where a product sits on a shelf shows how likely it is to be chosen (Atalay et al., 2012). Central gaze cascade = tendency to focus more and more attention on the central option right before deciding.

Key words: eye fixations (where participants focused on the screen) · planogram (diagram showing where to place retail products to ↑ purchases) · central gaze cascade.
Atalay, Bodur & Rasolofoarison (2012)eye-tracking · lab + real shop

Study 1A: screen with a planogram (3 brands, each appearing 3 times) of vitamin supplements / meal-replacement bars, shown on a 3 × 3 matrix. Discreet infrared camera recorded eye gaze (eye fixations). Participants reviewed each product ‘as if on a shop shelf’, pressed enter when ready (stimulus then disappeared) and ticked the matching box. Result: centre brands got more fixations, longer looking (esp. near decision time = central gaze cascade) and were chosen more often — unrelated to other inferences about the product; purely due to increased visual attention.

Study 1B: same but array shown to the left or right of the screen centre (centre of array ≠ centre of visual field; no repositioning allowed). Result: same ⇒ being central in the array (shelf position) is what matters, not the visual field.

Study 2: more realistic — pick from 3 fictitious energy-drink brands. A real-shop study also showed centre items chosen more. Interesting: central brand got more attention and was chosen more but wasn’t rated more positively ⇒ more research needed on why.

centre = most chosen
3×3 shelf array: gaze & choice favour the centre
Research methods: high validity: different studies test that DV changes are truly due to the IV — 1A showed centre items chosen, but they were also in the centre of vision ⇒ 1B separated these; a real-shop study ⇒ ecological validity ⇒ effect isn’t just a computer-lab artefact.
Issues & debates — nomothetic: eye-tracking = objective and gives universal rules from lots of data, but ignores individual thoughts/feelings (idiographic). For consumer psychology nomothetic is most practical: lets retailers lay out stores for most customers.

11. Selling the Product

① Sales techniques

Technique Focus Notes
Customer-focused
(‘solution-selling’)
seller looks at potential customers, finds wants & needs, tailors the pitch needs lots of info about customers; long-term positive buyer–seller relationship ⇒ loyal customers spread the word and return (car dealer listens ⇒ finds perfect car ⇒ returns, recommends)
Competitor-focused how the seller compares to competitors common in supermarkets (price comparisons in ads); essential if your product is similar in price ⇒ convince customer of other advantages ⇒ customer service, after-sales care, guarantees
Product-focused primarily the quality of the product assumption: best product ⇒ customers come; a new high-quality product can create a need. Apple = example. Negative for the relationship — individual buyer’s needs ignored
Remember: in reality these techniques overlap — a customer-focused pitch may include competitor comparison and product quality.

② Interpersonal influence — disrupt-then-reframe (DTR)

DTR techniqueDisrupt (confuse with a disruptive message) ⇒ reframe (reduce the confusion/ambiguity by restating the message) ⇒ more compliance
  • Davis & Knowles (1999): charity Christmas cards — ‘The price is 300 pennies … I mean 3 dollars’ ⇒ doubled sales.
  • Fennis et al. (2004): DTR reduces the number of counterarguments and disagreements.
  • Need for cognitive closure (NFCC) (Kruglanski & Webster, 1996) = desire for a firm answer and aversion to ambiguity. High NFCC ⇒ unsettled by confusion ⇒ grabs info that eases ambiguity ⇒ quick decision/agree to purchase ⇒ DTR works. Low NFCC ⇒ less bothered ⇒ DTR less effective.
Key words: DTR · NFCC (dislike of ambiguity, desire for firm answer).
Kardes et al. (2007)2 field + 1 lab experiment

Aim: effect of DTR on money contributions; does NFCC affect DTR success?

Study 1 (field): European supermarket stand, special offer on Christmas candy. DTR: ‘The price is now 100 eurocents (2-sec pause), that’s one euro. It’s a bargain!’ Control (reframe only): ‘The price is one euro. It’s a bargain!’ Adding boxes to trolley = complied. 147 customers listened in full; 54% bought; 65% DTR vs 44% control.

Study 2 (field): male confederate (fictitious student interest group), Dutch university campus, asked students to join for 3 euros (‘…300 eurocents (pause) that’s three euros. That’s a really small investment.’). Half DTR, half not; then a 20-item NFCC scale. Overall 22% joined: 30% DTR vs 13% control. High NFCC: 43% DTR vs 17% control; low NFCC: 16% vs 9% (not significant). DTR stronger for high NFCC.

Study 3 (lab): random assignment to DTR / reframe-only / disrupt-only video — actor says Student Advocacy Council wants a tuition rise of 7500 pennies (pause) $75 — ‘a really small investment’. Then NFCC scale + ambiguity/attitude/compliance scales.

Results 3: low NFCC ⇒ DTR didn’t change perceived ambiguity; high NFCC ⇒ disruption raised ambiguity and reframing reduced it. High NFCC ⇒ more favourable attitudes in DTR than reframe-only, and reframe-only more than disrupt-only. Low NFCC ⇒ DTR no better than reframe-only but better than disrupt-only. Same on behavioural measures.

Conclusion: DTR effectiveness increases as NFCC increases; disruption motivates consumers to accept a reframed message that gives closure by reducing ambiguity.

Research methods: field experiments = real behaviour; passers-by didn’t know they were in an experiment ⇒ genuine responses, high ecological validity, less demand characteristics. Q11: lab + field combine control and realism. Problem with opportunity sample of shoppers: only people who happened to be there ⇒ may not represent all consumers.

③ Cialdini’s six ways to close a sale (Cialdini 1984 / 2006)

Principle Idea Real-life examples
Reciprocity if someone gives us something, we feel we must give back free samples; free gift with purchase (cosmetics); free products in return for a review ⇒ positive review
Commitment & consistency a small commitment ⇒ more likely to make a larger one free newsletter sign-up ⇒ later purchase; signing up to exercise/de-clutter ⇒ buying related things; free returns ⇒ order several, but usually keep all
Liking we buy from people/brands we like (friendly salesperson, liked celebrity) celebrity perfumes; Facebook showing a friend likes a product; ‘5 rooms booked in the last hour’; eBay views
Authority authority is powerful (cf. lab coat in Milgram’s obedience study) ads with ‘scientific’ or ‘expert’ evidence
Social proof we like decisions ‘supported’ by others ‘best sellers’; Amazon reviews; hotel booked by many
Scarcity fear of missing out ⇒ buy now, even if we hadn’t known we wanted it ‘last few days’ signs; ‘only 3 rooms left’; limited-time sales like Black Friday
Trick to remember — R·C·L·A·S·S: Reciprocity, Commitment, Liking, Authority, Social proof, Scarcity.
Issues & debates — everyday application: useful to retailers (train staff, ↑ sales, esp. with strong competition) and to consumers (know the psychology ⇒ only buy what you’re happy with, at a price you’re happy with).

12. Buying the Product

① Engel–Kollat–Blackwell (EKB) model (1968)

Describes the active information-seeking and evaluation processes of the buyer. 5 activities occur over time:

① Problemrecognition ② Informationsearch ③ Alternativeevaluation ④ Choice ⑤ Outcome actual ≠ ideal statefits existing beliefsmotives & beliefsintention, attitude, othersloyal / won’t return
five activities of the EKB buyer-decision model
  1. Problem recognition — realise a difference between actual and ideal state ⇒ a problem needs solving.
  2. Information search — gather info from many sources; likely to accept info consistent with prior beliefs/attitudes. Stimuli catch attention → received → stored in memory.
  3. Alternative evaluation — compare brands; factors depend on underlying motives and beliefs.
  4. Choice — depends on intention, attitude, circumstances; influenced by views of others (friends/family).
  5. Outcome — positive ⇒ repeat purchase & loyal customer; negative ⇒ unlikely to return.

② Deciding where to buy

Depends on the product, the shop and the shopper.

  • Dash et al. (1976) (audio equipment): pre-purchase info about the brand influenced store choice — high info ⇒ speciality stores; low info ⇒ department stores. Store chosen by confidence in the nature/quality of product & service.
  • Kahn & Schmittlein (1989): type of trip — small top-ups ⇒ local shops; bigger weekly shops ⇒ bigger grocery shops.
  • Shopper: Dodge & Summer (1969) — socioeconomic background, personality, past purchase experience. Age (Lumpkin & Robert, 1985): older people see shopping as recreation (entertainment value matters) with less focus on cost/proximity.
Sinha, Banerjee & Uniyal (2002)structured questionnaire · Indian town

Aim: factors influencing shoppers’ choice of shops (grocery, chemist, lifestyle, books & music, clothes…) — in India, where little retail-behaviour research existed (most was Western).

Method: shoppers given a structured questionnaire as they left the shop — open questions + Likert-scale statements on shop choice and reasons. Asked for up to three reasons (only 40% gave three; most gave one or two).

Results: main two factors = convenience and merchandise (70% gave these as first reason); then ambience, patronage (visited before), service. Convenience most important for groceries, chemists, lifestyle; merchandise for durables, books & music, clothes & accessories. Age weak effect: proximity & merchandise primary; 30–40 and 41–50 higher preference; merchandising also important for 25–29 & 30–40; ambience for 25–29 & 30–40. Gender: men more by proximity, women by merchandise; men see shopping as a chore to finish fast, women spend more time/effort. Proximity valued, but shoppers travel further for good value merchandise and (less so) good ambience.

Eval: open Qs = qualitative detail; Likert = quantitative, easy to compare, covers all areas quickly; many shop types ⇒ ↑ validity; asking reasons for the trip they were just making ⇒ more valid than hypothetical lab questionnaires.

Issues & debates — culture: done in India because Western findings may not generalise; interestingly results broadly supported earlier findings ⇒ cultural differences in retail behaviour may be smaller than thought. Individual vs situational: age/gender (individual) vs type of trip/merchandise (situational). Q12 alternative method: observe/track shoppers (e.g. CCTV), or interviews.

③ Post-purchase cognitive dissonance

Cognitive dissonance = discomfort from holding two conflicting beliefs, or from behaviour that conflicts with beliefs. Something must change to reduce it.

3 factors that increase dissonance① Type of belief: more personal ⇒ more dissonance (engagement ring: partner dislikes it)
② Value of belief: more important ⇒ more (strong environmental beliefs + buying a car that’s bad for the environment)
③ Size of disparity: bigger gap ⇒ more (‘always careful with money’ + buying a high-brand phone costing hundreds when a cheaper one is as good)
Nordvall (2014)rate–choose–rate · virtual shopping

Aim: does dissonance occur choosing between organic and non-organic food — i.e. low-involvement shopping (most dissonance work is on big purchases like cars)?

Method: 100 participants, individual virtual shopping spree ~20 min. Phase 1: 50 common grocery items one at a time (25 organic, 25 non-organic) — rated how often they buy it (1 never – 7 buy very often; used instead of ‘desirability’). Pairs (one organic, one not) scoring similarly (≤ 2 points apart) re-shown ⇒ choose which goes into basket (dissonance since previously rated alike). Phase 2: re-rate all items (reminded which was chosen/rejected) + select reasons for choice (price, environment, health…). Social-responsibility questionnaire.

Results: chosen item rating rose significantly (2.62 → 2.9) ⇒ dissonance reduced by raising chosen item’s rating. Expected lowering of rejected item — not found. Total reduction tended that way but not significant; no difference organic vs non-organic. Reasons: non-organic chosen ⇒ price, then physical appearance (‘more attractive’ or ‘looked familiar’?); organic chosen ⇒ environmental concerns, animal welfare. Participants scored higher than average on social responsibility yet didn’t choose organic more ⇒ attitude–behaviour discrepancy; ability to rationalise explains why people keep deciding against their values.

Research methods: rate–choose–rate gives quantitative measure of dissonance. Lab-like virtual shopping ⇒ control but lower ecological validity (virtual, 20 mins).

13. Advertising — Types & Techniques

① The Yale model of communication

Hovland et al. (1953), first to understand wartime propaganda (information spread to support a cause, often negative with false claims). Summary: ‘who said what to whom?’ McGuire (1996) broke it into 6 stages: presentation → attention → comprehension → yielding → retention → behaviour (a message must be presented, noticed, understood and remembered for attitude change).

① SOURCEwho says it ② CONTENTwhat is said ③ CHANNELhow delivered ④ AUDIENCEto whom ⑤ EFFECTattitude → behaviour
five factors in the Yale model
Factor Key points
1 Source more persuasive if seen as credible — expert (skincare advert uses ‘skincare expert’ in white coat) and trustworthy (may not relate to expertise). It’s the audience’s perception that matters.
2 Content aim must be clear + strong argument. Two-sided message more effective than one-sided (baby-formula ad mentions breast-feeding first, then formula benefits). Evidence/statistics persuade.
3 Channel verbal/written, TV, newspapers, internet, social media. Social media/TV better for younger; radio/newspaper for older.
4 Audience Age: 18–25 most persuaded, older people less. Less intelligent audience more persuaded (rely on an expert); intelligent audience persuaded only if argument is valid & evidence-based.
5 Effect attention + retention ⇒ message can change opinions/thoughts ⇒ possibly beliefs/attitudes ⇒ truly effective only when it changes behaviour.

② Advertising media

Print, TV, internet, smartphones. Newspapers are read less, but adverts are less effective online than on paper (Lindstädt & Budzinski, 2011) — maybe banner blindness (tendency to avoid looking at banner adverts on websites; Benway, 1998). Hervet et al. (2011): 63.3% of banners not looked at; Lohse (1997): only 10% of adverts not looked at in print.

Ciceri et al. (2020)lab · eye tracking + EEG

Method: mock newspaper in 3 media: website on laptop, printed paper, PDF on tablet; 25 real static adverts in each. 72 participants read at own pace on one medium while eye tracking + EEG (scalp electrodes record cortical activity; here to measure frustration). Then 1 hour distraction task, then recognition test: 50 adverts (25 seen, 25 unseen) — say if seen.

Results: fixation time on adverts differed significantly: most on tablet, least on website. Recognition: most accurate for tablet, least for website. EEG: less frustrated on tablet & paper, more frustrated on websites (internet ads perceived as irritating; ads accepted as part of newspaper on paper/tablet). Paper vs tablet not sig. different, but website sig. different from tablet on all measures.

Conclusion: the medium matters — marketing should consider it.

Key words: banner blindness · fixation time (time attention is focused on the stimulus in eye tracking).
Research methods: lab ⇒ control ⇒ confident DV change (cued recall) is due to medium ⇒ validity; replicable ⇒ reliability. But low ecological validity (mock newspaper; may not reflect real life).

③ Lauterborn’s 4Cs marketing mix (1990)

A customer-focused take on the classic 4Ps (product, price, place, promotion).

4Ps → 4Cs Meaning
Product Consumer wants & needs shift focus from product to what the consumer actually wants
Price Cost to satisfy more than price: also time taken, cost of conscience to use the product, cost of moving to a new product and of not choosing an alternative
Place Convenience to buy most purchases online now; no need to visit a shop; baskets/trolleys can be saved
Promotion Communication promotion = one-way from company; communication = two-way conversation (grown with digital marketing)
Q13: Lauterborn moves emphasis from the product to the customer because marketing is more effective when it starts from customer wants/needs, cost, convenience and a two-way relationship.
Issues & debates — everyday application: adverts are everywhere & the best marketing tool; how advertising works has changed (technology/media, seller–consumer relationship) ⇒ marketing teams must keep up with new research.

14. Advertising–Consumer Interaction

★ Key study: Snyder & DeBono (1985)

Appeals to image and claims about quality: understanding the psychology of advertising. Journal of Personality and Social Psychology, 49(3), 586.

Context & theory
  • No single advertising approach always wins. Depends on the product (luxury vs budget, practical vs fun) and the consumer’s personality (Fox, 1984) — here self-monitoring.
  • High self-monitors adjust their behaviour to fit each situation (Snyder & Monson, 1975). Low self-monitors aren’t changed by the situation — guided by their own attitudes/feelings, so private attitudes match behaviour (Snyder & Swann, 1976).
  • ‘Soft-sell’ = product image central (e.g. coffee ad with a handsome well-dressed man). ‘Hard-sell’ = product quality central (taste/blend info). Both work (Fox, 1984).
Soft-sell (image) Hard-sell (quality)
High self-monitor ✓ prefer, pay more ✗
Low self-monitor ✗ ✓ prefer, pay more
Aims
  • Study 1: do high and low self-monitors respond differently to image-focused vs quality-focused adverts?
  • Study 2: does the advert type affect how much they’re willing to pay?
  • Study 3: do these differences extend to the likelihood of trying/consuming a product?
Design & procedure
  • Study 1 (lab): American undergraduates (male + female) did the Self-Monitoring Scale; 50 participants — half low, half high. 3 sets of 2 magazine adverts for whisky, cigarettes, coffee: same picture, slogan varied (image vs quality). Looked at all 3 sets; order counterbalanced; then a 12-item questionnaire comparing the two adverts in each set.
  • Study 2: 40 participants, same adverts; groups of 3–4, randomly assigned image- or quality-oriented adverts; questionnaire after each advert — critical item: ‘How much would you be willing to pay?’ (range of prices).
  • Study 3 (field-like): 40 participants; an experimenter (blind to self-monitoring scores) phoned, claimed to be a market researcher asking about trying a new shampoo. Image message: lab tests ⇒ average on cleaning but above average on how it makes hair look. Quality message: average on looks, above average on cleaning. Then rated willingness (definitely not … definitely yes) + percentage (0–100%).
Results · conclusions · evaluation
  • Study 1: high SM more positive about the image advert; low SM more favourable to quality adverts — for all 3 products.
  • Study 2: high SM would pay more for image-advertised products; low SM would pay more for quality-advertised. Strongest for whisky, less for coffee, least for cigarettes.
  • Study 3: high SM more likely to try shampoo if it would leave hair looking good; low SM if it would leave hair very clean.
  • Conclusion: S1 = different preferences; S2 = preference changes the price they’d pay; S3 = also changes willingness to use the product.
  • Eval + lab (S1, S2) ⇒ high control ⇒ validity; same images, only the slogan changed ⇒ confident response is due to the slogan; reliable (replicable procedure); counterbalancing removes order effects; S3 = field experiment (thought they spoke to a genuine market researcher) ⇒ ecological validity.
  • Eval − S1 & 2 lack ecological validity — participants asked to view & comment on adverts, not real life.
  • Application: examined real-world factors — how much they’d pay and whether they’d try it (what matters in sales) ⇒ campaigns for high and low self-monitors to maximise sales.
Activity 7.7 (sunglasses): High SM ad = cool celebrity-style image, ‘be the one everyone notices’ · Low SM ad = ‘100% UV protection, scratch-resistant lenses’. Justify with Snyder & DeBono.

15. Product Placement, Brand Awareness & Slogans

① Product placement in films

Key word: product placement = a branded product given a prominent position within a scene in a TV programme/film (e.g. characters drinking a branded soft drink).

Thought to be highly influential, yet few studies. Works in two ways:

  • Mere exposure — product repeatedly on display in scenes ⇒ repeated exposure ⇒ increased positive feeling (Harmon-Jones & Allen, 2001). Works even when we’re unaware we were exposed ⇒ e.g. watch characters eat a cereal brand ⇒ later choose it without realising why.
  • Reminders — if already exposed to a product, placement reminds you ⇒ ↑ positive feeling & likely choices.
Auty & Lewis (2004)experiment · children · implicit preference test + interview

Aim: effect of product placement on children’s subsequent choices; does age matter?

Sample: 105 children, UK state schools, two age groups: 6–7 yrs (‘limited processors’ — struggle with storage/retrieval cues even when prompted) and 11–12 yrs (‘cued processors’ — can use cognitive strategies if prompted). Randomly allocated to experimental or control.

Method: Experimental: clip from Home Alone — family eating pizza, drinking milk and Pepsi; Pepsi also named in dialogue. Control: similar-length clip where Kevin eats macaroni cheese and drinks milk (no Pepsi). Individually asked if they’d like a drink from a table with 2 cans Pepsi + 2 cans Coca-Cola (implicit preference test). Choice recorded while describing what they remembered about the film; if Pepsi not mentioned, a series of prompts to recall the brand (number of prompts recorded); asked if seen the film before and how often. Control asked what was drunk in the clip (to check for mistaken Pepsi identification).

6242 saw Pepsicontrol %
% choosing Pepsi (62:38 vs 42:58)
4.432.06 6–7 yrs11–12 yrs prompts
mean prompts needed to name Pepsi
Auty & Lewis — results & evaluation
  • Experimental group more likely to choose Pepsi: ratio 62:38 vs control 42:58.
  • No sig. age difference in ability to recall Pepsi, but younger needed more prompts (mean 4.43 vs 2.06). The more times they’d seen the film, the fewer prompts needed.
  • Reminders: children who had seen the film before were sig. more likely to choose Pepsi if in the experimental group (saw Pepsi in clip that day) — effect even greater with previous viewing. Prior exposure to the brand only influenced choice for those reminded that day.
  • Conclusion: product placement is effective.
Research methods: implicit preference test (choice between 2 drinks) ⇒ quantitative data easy to compare + interview ⇒ qualitative detail ⇒ validity ↑. Semi-structured interview: identical prompts, same order ⇒ reliability ↑. Q (interview vs questionnaire): young children can’t easily write/read questionnaires, interview allows prompting/probing.
Q14 (control group watched a different Home Alone scene): to check that any difference in drink choice was due to Pepsi in the clip, not the film itself (or mistaken identification).
Issues & debates — determinism vs free will: results suggest behaviour is determined/influenced by the film (viewers more likely to choose Pepsi). But not everyone who saw Pepsi chose it ⇒ free will also plays a part.

② Brand awareness & recognition in children

Key words: brand recognition (recognise a brand from visual/auditory cues like logos/slogans) · brand awareness (how familiar consumers are with a brand) · ratio (proportion of one item to another).

Brand recognition in children is thought to be acquired early and explained through learning theory: classical conditioning (learning by association) is the most widely used mechanism to influence brand attitudes (Gresham & Shimp, 1985). Two ways: associate a brand with a positive feeling, and associate a brand with its logo (Schachtman et al., 2011). Repeated pairings (e.g. TV advert showing McDonald’s logo + name with film of restaurant & food) ⇒ logo alone is recognised as the brand.

Brand awareness has 2 dimensions: ‘knowing the brand’ and ‘remembering the brand’ (Fischer et al., 1991); children’s knowledge measured via brand logo, character, advertisement.

Fischer et al. (1991)classroom matching game · USA

Aim: investigate brand awareness in children; a game technique to measure logo recognition.

Method: 22 brand logos on cards, no clues to the product: 10 children’s brands (Disney, Disney Channel, McDonald’s, Cheerios…), 7 adult brands (Ford, Apple, Kodak…), 5 cigarette brands. Children matched each logo to one of 12 product categories pictured on a game board (cigarettes, television, cereal…). 229 children aged 3–6, USA.

Results: good recognition of children’s brands: 91% (Disney Channel) to 25% (Cheerios). All cigarette brands well recognised; one by over half. Other adult products 16%–54%, car logos most. Recognition increased with age for children’s, cigarette and adult brands; no effect of race or gender; children of smoking parents more likely to recognise cigarette logos.

Conclusion: high recognition for products aimed at children and adults. Unsurprising for McDonald’s/Disney/cars — but surprising and worrying that children recognise cigarette brands (not allowed to advertise on US TV for decades) ⇒ shows the power of ‘environmental advertising’ (billboards, sponsorship displays, T-shirts).

Research methods: classroom = natural setting ⇒ children relaxed, natural behaviour; but still control + standardised (same instructions, same adverts, same categories) ⇒ reliability. Matching game ⇒ ↑ validity (written questionnaires too hard for young children).
Issues & debates — ethics with children: harder to give informed consent ⇒ parents consent too; protection from harm (may respond differently, find it hard to express feelings); right to withdraw (may not understand it or how to say it).

③ Brand image & effective slogans — Kohli, Leuthesser & Suri (2007)

Reviewed many articles/industry publications ⇒ produced guidelines for effective slogans (types: jingle vs non-jingle, simple vs complex; functions: ↑ brand awareness & positively affect brand image).

Element What it is
Brand name company’s key identity; cannot easily be changed
Logo visual cue ⇒ faster processing & recognition across languages/cultures (McDonald’s golden arches); rarely changed much
Slogan short memorable phrase; communicates much more than name/logo; can be updated (Pepsi changed it many times)

Name changes (UK): Opal Fruits → Starburst, Marathon → Snickers — kept packaging design/colours so still recognisable. Brand awareness = brand recall (remember brand without help/cues) + brand recognition (identify from a given list ⇒ easier). Brand image = type and strength of brand associations.

Slogans — 2 functions: enhance brand awareness and positively affect brand image. Effects on awareness work through priming (exposure to something can influence behaviour/thoughts later): a slogan about taste heard repeatedly ⇒ you rate taste higher (Boush, 1993).

Kohli’s guidelines for an effective slogan:
  1. Keep your eye on the horizon — don’t define the brand too narrowly; usable for years, allows scope for change.
  2. Every slogan is a positioning tool — position the brand on features/benefits clearly.
  3. Link the slogan to the brand — on adverts and packaging; include the brand name in the slogan.
  4. Please repeat that — different adverts per campaign, slogan = the one consistent feature; repetition ⇒ memorable ⇒ consistent image.
  5. Jingle, jangle — jingle slogans better for unprompted recall (Yalch, 1981); with a recognition task (list given) no sig. difference. Use with care: music can interfere with other cognitive processing. Suit small companies with limited budgets advertising on radio.
  6. Use slogans at the outset — brand image is formed early in the marketplace.
  7. It’s okay to be creative — most slogans are simple (easier recall) but moderately complex slogans need deeper processing ⇒ may give better recall.
Q15 — why slogans matter: they enhance awareness (priming, recall), build brand image, position the brand, carry far more info than name/logo and can be updated without losing the identity.

16. Chapter Questions — Quick Answers

Q Quick answer
1 Mower: store exterior in real life ⇒ field experiment — vary window display / landscaping on a real shop for set periods; record footfall, sales, observe; or interview shoppers on leaving.
2 North: volume and well-known music controlled so that any change in spending is due to the music genre, not loudness or liking/unfamiliarity ⇒ validity + reliability.
3 Other situational factor: lighting/colour — repeated-measures taste ratings under different lights, counterbalanced.
4 Dogu & Erkip: put ‘You Are Here’ maps facing the direction of approach, clearly visible & accessible; use consistent clear signage + ordered numbering.
5 Gil: CCTV shows what people do (objective behaviour); interviews show why (thoughts, purpose, satisfaction) ⇒ holistic, higher validity.
6 Robson: close tables = more customers/profit but stress, crowding, shorter stays, fewer returns; far apart = comfort & loyalty but fewer tables. Consider scenario (romantic/business), gender, age, culture.
7 Nomothetic = universal rules from large data ⇒ predictions, accurate for most people, practical for retailers.
8 Heuristics: + quick, effortless, usually good; − errors & biases (ignores base rates, anchoring, availability).
9 3 detection criteria ⇒ capture every way a participant might notice the manipulation (immediately, later, via comments on change).
10 Atalay: centre items get more fixations, more attention ⇒ easier to see/process (central gaze cascade); but not rated more positively.
11 Kardes: 2 field + 1 lab = ecological validity of field + control of lab (+ lab could check NFCC mechanism).
12 Sinha alternative: observe/track shoppers, interviews, or compare real store loyalty data.
13 Lauterborn: marketing should start from customer needs, cost, convenience, communication — not the product.
14 Auty & Lewis control group: shows differences are from Pepsi in the clip, not the film/other factors.
15 Slogans: awareness + image, priming, positioning, carry more info, can be updated (Kohli).
Project idea (market a new restaurant): brand = catchy name + logo that relates to it + slogan (Kohli) · magazine advert + TV storyboard consistent with each other · menu: layout, order (primacy/recency), boxes/framing, readable font/colour, descriptive names, matching ambience (Pavesic, Dayan, Lockyer). Justify with studies.

17. Cheat-Sheet — Studies at a Glance

Study Topic Method / sample Key finding
Mower (2012) store exterior online survey, 180 students window display + landscaping ↑ liking → pleasure/arousal → patronage
Vrechopoulos (2004) virtual layouts lab, 120 (Greece/UK) hypotheses not supported; grid easiest, freeform most useful & entertaining
★ North (2003) music & spending field, 393 diners, indep. measures classical ⇒ highest spend (starters, coffee, food, total)
Woods (2011) noise & taste repeated measures, 48 loud noise ⇒ sweet/salty rated lower
Chebat & Michon (2003) odour field, Canadian mall citrus ⇒ arousal ↑, not pleasure; supports cognitive not PAD
Machleit (2000) crowding 2 field + 1 lab crowding ↓ satisfaction (spatial > human); emotions partly mediate
Dogu & Erkip (2000) wayfinding case study, Ankara mall signage most important; 47% didn’t notice ‘You Are Here’
Gil (2009) movement non-exp., 480+ CCTV + interview 4 trip patterns; 5 shopper types
Pavesic (2005) menu design review / eye tracking 109 s reading; eye magnets & framing
Dayan & Bar-Hillel (2011) menu position lab 240 + field café 30 days ends of list +56% / +55% more likely ordered
Lockyer (2006) food names focus groups 48 + survey 200 clear, fresh, natural wording preferred; occasion matters
★ Robson (2011) table spacing web questionnaire, 1000+ US 6-inch ⇒ stress, crowding; 70% would ask to be moved
Milgram (1986) queues covert field obs., 129 intrusions those behind object; 2 intruders ↑, buffers ↓
Jedetski (2002) online strategies 24, indep. measures comparison site ⇒ compensatory; >100 items ⇒ non-comp.
Wansink (1998) point of purchase field 86 stores + lab 120 multiple-unit price +32% sales; suggestive selling ↑ intentions
del Campo (2016) heuristics & styles Vienna + Madrid, 320 time pressure ↑ take-the-best (Vienna only)
★ Hall (2010) choice blindness field, 180, supermarket ≤ 1/3 of manipulations detected
Burke & Srull (1988) ad interference lab experiments similar ads ⇒ interference; purchase intent ⇒ 2× recall
Porublev (2009) gift wrapping observation, 20 interviews, 6 workshops people prefer traditionally wrapped
★ Becker (2011) packaging field, 151, Germany angular ⇒ potent, higher price; low saturation ⇒ higher price
Atalay (2012) shelf position eye-tracking centre of array chosen most (central gaze cascade)
Kardes (2007) DTR 2 field + 1 lab DTR ↑ compliance, esp. high NFCC
Sinha (2002) store choice questionnaire, India convenience & merchandise main reasons
Nordvall (2014) cog. dissonance rate–choose–rate, 100 chosen item rated higher (2.62→2.9); rejected not lowered
Ciceri (2020) ad media lab, 72, eye-track + EEG tablet best; website worst
★ Snyder & DeBono (1985) self-monitoring 3 studies, undergrads high SM ⇒ image; low SM ⇒ quality; also pay/try
Auty & Lewis (2004) product placement 105 children, UK Pepsi choice 62:38 vs 42:58
Fischer (1991) brand recognition 229 children aged 3–6 91% Disney Channel; cigarette logos well known
Kohli (2007) slogans review of literature guidelines for effective slogans
✓ Quick Recap — Theories & Terms
  • S–O–R: stimulus → organism → response · PAD: pleasure, arousal, dominance → approach / avoidance
  • Layouts: grid (impulse at front, essentials at back), freeform (boutiques), racetrack (IKEA, max exposure)
  • Personal space (Hall): intimate < 46 cm · personal 46–122 cm · social 1.2–3.7 m · public 3.7 m+ ; invasion ⇒ overload, arousal, behaviour constraint
  • Decision models: utility · satisficing · prospect (value + endowment) · strategies: compensatory / non- / partially
  • Heuristics: availability, representativeness, recognition, take-the-best, anchoring · Styles: rational, intuitive, dependent, avoiding, spontaneous
  • System 1 fast/automatic · System 2 slow/deliberate · choice blindness · retroactive / proactive interference
  • Sales: customer / competitor / product-focused · DTR + NFCC · Cialdini: R C L A S S · EKB 5 stages · cognitive dissonance (belief type, value, disparity)
  • Ads: Yale (source, content, channel, audience, effect) · banner blindness · 4Cs · soft vs hard sell · mere exposure / reminders · brand name, logo, slogan