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The communication
process
Chapter 5
The Nature of Communication
The communication process is complex, and often unsuccessful
The nature of communication
• Language is one of the
major barriers to effective
communication, as there
are different languages in
different countries,
different languages or
dialects within a single
country, and more subtle
problems of linguistic
nuance and vernacular.
Encoding
• The communication process begins
when the source selects words,
symbols, pictures, and the like, to
represent the message that will be
delivered to the receiver(s).
• This process, known as encoding,
involves putting thoughts, ideas, or
information into a symbolic form.
• The sender’s goal is to encode the
message in such a way that it will be
understood by the receiver.
Message
• The encoding process leads
to development of a
message that contains the
information or meaning the
source hopes to convey. The
message may be verbal or
nonverbal, oral or written,
or symbolic.
Semiotics
The study of signs and symbols
and their use or interpretation.
Semiotics &
Branding
Semiotics- Disneyland
• A good example of branding
according to cultural code is
Disney’s international theme park
business. Disney fits well with
Japan's cultural code because the
Japanese value "cuteness",
politeness, and gift giving as part of
their culture code; Tokyo Disneyland
sells the most souvenirs of any
Disney theme park.
• In contrast, Disneyland Paris failed
when it launched as Euro Disney
because the company did not
research the codes underlying
European culture. Its storybook
retelling of European folktales was
taken as elitist and insulting, and the
strict appearance standards that it
had for employees resulted in
discrimination lawsuits in France.
Disney souvenirs were perceived as
cheap trinkets.
• The park was a financial failure
because its code violated the
expectations of European culture in
ways that were offensive.
Semiotics in Marketing
Channel
• Personal channels of communication
are direct interpersonal (face-to-face)
contact with target individuals or
groups
• Non-personal channels of
communication are those that carry a
message without interpersonal
contact between sender and receiver.
• Non-personal channels are generally
referred to as the mass media or
mass communications, since the
message is sent to many individuals at
one time.
Personal Channels of Communication
Receiver / decoding
• Decoding is the process of
transforming the sender’s
message back into thought.
• This process is heavily
influenced by the receiver’s
frame of reference or field
of experience, which refers
to the experiences,
perceptions, attitudes, and
values he or she brings to
the communication
situation.
Noise
• Throughout the communication
process, the message is subject to
extraneous factors that can distort
or interfere with its reception. This
unplanned distortion or
interference is known as noise.
• Errors or problems that occur in
the encoding of the message,
distortion in a radio or television
signal, or distractions at the point
of reception are examples of noise.
• Noise may also occur because the
fields of experience of the sender
and receiver don’t overlap. Lack of
common ground may result in
improper encoding of the
message—using a sign, symbol, or
words that are unfamiliar or have
different meaning to the receiver.
Some Examples of Noise
Forms of Encoding
Graphic
• Pictures
• Drawings
• Charts
Verbal
• Spoken
Word
• Written
Word
• Song Lyrics
Musical
• Arrange-
ment
• Instrum-
entation
• Voices
Animation
•Action/
Motion
•Pace/
Speed
•Shape/
Form
The Semiotic Perspective
Object brand such as
Marlboro
Sign/Symbol
representing intended
meaning (Cowboy)
Interpretant /
intended meaning
(masculine-rugged-
individualistic)
An Image Can Convey More Than Words
Communication Channels
Personal Channels
Personal
Selling
Word of
Mouth
Nonpersonal Channels
Print
Media
Broadcast
Media
Excellent Examples of Print Advertising
Excellent Examples of Print Advertising
Field of Experience Overlap
Receiver
Experience
Sender
Experience
Different Worlds
Receiver
ExperienceSender
Experience
Moderate Commonality
Receiver
ExperienceSender
Experience
High Commonality
Successful Communication
Receive feedback
Select an appropriate source
Develop a properly encoded message
Select appropriate channel for target audience
Identifying the Target Audience
Mass Markets and Audiences
Markets Segments
Niche Markets
Individual
and Group
Audiences
The Response Process
Obtaining Feedback
Exposure/presentation
Attention
Comprehension
Message acceptance/
yielding
Retention
Purchase behavior
Circulation reach
Listener, reader,
viewer recognition
Recall, checklists
Brand attitudes,
purchase intent
Recall over time
Inventory
POP consumer panel
Scanner data
Effectiveness Tests Persuasion Process
Each stage can be measured, providing the advertiser with feedback regarding the effectiveness of the strategies being
used to move the consumer to purchase.
Alternative Response Hierarchies
High Low
HighLow
Involvement
Perceivedproduct
differentiation
Learning
model
Low involvement
model
Dissonance/
attribution model
Cognitive
Affective
Conative
Conative
Affective
Cognitive
Cognitive
Conative
Affective
The Standard Learning Hierarchy = learn
feel do sequence. The consumer is
viewed as an active participant and this
sequence is likely when there is much
differentiation among brands and the
consumer is highly involved in the purchase
process.
The Dissonance/Attribution Hierarchy =
do feel learn sequence. Occurs when
consumers must choose between two
alternatives that are similar in quality but
are complex and may have unknown
attributes. Focus of mass media should be
on reducing dissonance after purchase.
Low involvement Hierarchy = learn –
do feel sequence. Occurs when
involvement in the purchase decision is
low, there are minimal differences among
brand alternatives, and mass-media
advertising is important.
Dissonance Attribution Model
High Involvement Ad.
Low Involvement Ad..
The Low Involvement
Hierarchy
• Another popular creative
strategy used by advertisers of
low-involvement products is
called VIP, or visual image
personality.
The Foot-Conning-Belding Grid
1
Informative
‘The Thinker’
3
Habit
Formation
‘The Doer’
Thinking Feeling
Low
Involvement
2
Affective
‘The Feeler’
4
Self-
Satisfaction
‘The Reactor’
High
Involvement
• Informative – for highly involved purchases where rational thinking
and economic considerations prevail.
• Affective – for highly involved/feeling purchases. These types of
products should be advertised stressing psychological and emotional
motives.
• Habit formation – for low involvement/thinking products where
routine behavior patterns and learning occurs most often after
purchase.
• Self-satisfaction – low involvement/feeling products where appeals to
sensory pleasures and social motives are important
The Foot-Conning-Belding Grid
Example of Ad appealing to ‘Thinkers’
Example of Ad appealing to ‘Feelers’
Example of Ad appealing to ‘Reactor’
A Model of Cognitive Response
Cognitive Responses
• Cognitive responses are the
thoughts that occur while
reading, viewing, and/or hearing
a communication.
• The assumption is that these
thoughts reflect the recipient’s
reactions and help shape
ultimate acceptance or rejection
of a message.
Cognitive Response Categories
Counterarguments Support arguments
Source derogation Source bolstering
Thoughts about
the ad itself
Affect attitude
toward the ad
Product/Message Thoughts
Source-Oriented Thoughts
Ad Execution Thoughts
Cognitive Response Categories
• Product/message thoughts –
directed at the product or
service and/or claims being
made in the communication.
These types of thoughts
include:
• Counterarguments –
thoughts the recipient has
that are opposed to the
position taken in the
message
• Support arguments –
thoughts that affirm or
support the claims made in
the message
Cognitive Response Categories
• Source-oriented thoughts –
directed at the source of the
communication and include:
• Source derogations –
negative thoughts about the
spokesperson or organization
making the claims
• Source bolsters – favorable
thoughts about the
spokesperson or organization
making the claims
Cognitive Response Categories
• Ad execution thoughts – thoughts
about the ad itself, including
execution factors such as
creativity, quality, colors, or voice
tones. Affect/attitude toward the
ad represents the receivers’
feeling of favorability or
unfavourability toward the ad.
Elaboration Likelihood Model
Focuses on the way consumers respond to persuasive
messages, based on the amount and nature of elaboration
or processing of information
Peripheral route –
ability and
motivation to process
a message is low;
receiver focuses more
on peripheral cues
than on message
content
Central route –
ability and
motivation to process
a message is high and
close attention is paid
to message content
Routes to attitude change
Central
Route to
Persuasion
Celebrity Endorsers Can Be Peripheral Cues
How Advertising Works
Chapter 5
Chapter 5

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Chapter 5

  • 2. The Nature of Communication The communication process is complex, and often unsuccessful
  • 3. The nature of communication • Language is one of the major barriers to effective communication, as there are different languages in different countries, different languages or dialects within a single country, and more subtle problems of linguistic nuance and vernacular.
  • 4.
  • 5. Encoding • The communication process begins when the source selects words, symbols, pictures, and the like, to represent the message that will be delivered to the receiver(s). • This process, known as encoding, involves putting thoughts, ideas, or information into a symbolic form. • The sender’s goal is to encode the message in such a way that it will be understood by the receiver.
  • 6. Message • The encoding process leads to development of a message that contains the information or meaning the source hopes to convey. The message may be verbal or nonverbal, oral or written, or symbolic.
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  • 14. Semiotics The study of signs and symbols and their use or interpretation.
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  • 17. Semiotics- Disneyland • A good example of branding according to cultural code is Disney’s international theme park business. Disney fits well with Japan's cultural code because the Japanese value "cuteness", politeness, and gift giving as part of their culture code; Tokyo Disneyland sells the most souvenirs of any Disney theme park. • In contrast, Disneyland Paris failed when it launched as Euro Disney because the company did not research the codes underlying European culture. Its storybook retelling of European folktales was taken as elitist and insulting, and the strict appearance standards that it had for employees resulted in discrimination lawsuits in France. Disney souvenirs were perceived as cheap trinkets. • The park was a financial failure because its code violated the expectations of European culture in ways that were offensive.
  • 19.
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  • 25. Channel • Personal channels of communication are direct interpersonal (face-to-face) contact with target individuals or groups • Non-personal channels of communication are those that carry a message without interpersonal contact between sender and receiver. • Non-personal channels are generally referred to as the mass media or mass communications, since the message is sent to many individuals at one time.
  • 26. Personal Channels of Communication
  • 27. Receiver / decoding • Decoding is the process of transforming the sender’s message back into thought. • This process is heavily influenced by the receiver’s frame of reference or field of experience, which refers to the experiences, perceptions, attitudes, and values he or she brings to the communication situation.
  • 28.
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  • 31. Noise • Throughout the communication process, the message is subject to extraneous factors that can distort or interfere with its reception. This unplanned distortion or interference is known as noise. • Errors or problems that occur in the encoding of the message, distortion in a radio or television signal, or distractions at the point of reception are examples of noise. • Noise may also occur because the fields of experience of the sender and receiver don’t overlap. Lack of common ground may result in improper encoding of the message—using a sign, symbol, or words that are unfamiliar or have different meaning to the receiver.
  • 32.
  • 34.
  • 35. Forms of Encoding Graphic • Pictures • Drawings • Charts Verbal • Spoken Word • Written Word • Song Lyrics Musical • Arrange- ment • Instrum- entation • Voices Animation •Action/ Motion •Pace/ Speed •Shape/ Form
  • 36. The Semiotic Perspective Object brand such as Marlboro Sign/Symbol representing intended meaning (Cowboy) Interpretant / intended meaning (masculine-rugged- individualistic)
  • 37. An Image Can Convey More Than Words
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  • 39.
  • 40. Communication Channels Personal Channels Personal Selling Word of Mouth Nonpersonal Channels Print Media Broadcast Media
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  • 42.
  • 43. Excellent Examples of Print Advertising
  • 44. Excellent Examples of Print Advertising
  • 45. Field of Experience Overlap Receiver Experience Sender Experience Different Worlds Receiver ExperienceSender Experience Moderate Commonality Receiver ExperienceSender Experience High Commonality
  • 46.
  • 47. Successful Communication Receive feedback Select an appropriate source Develop a properly encoded message Select appropriate channel for target audience
  • 48. Identifying the Target Audience Mass Markets and Audiences Markets Segments Niche Markets Individual and Group Audiences
  • 50. Obtaining Feedback Exposure/presentation Attention Comprehension Message acceptance/ yielding Retention Purchase behavior Circulation reach Listener, reader, viewer recognition Recall, checklists Brand attitudes, purchase intent Recall over time Inventory POP consumer panel Scanner data Effectiveness Tests Persuasion Process Each stage can be measured, providing the advertiser with feedback regarding the effectiveness of the strategies being used to move the consumer to purchase.
  • 51. Alternative Response Hierarchies High Low HighLow Involvement Perceivedproduct differentiation Learning model Low involvement model Dissonance/ attribution model Cognitive Affective Conative Conative Affective Cognitive Cognitive Conative Affective The Standard Learning Hierarchy = learn feel do sequence. The consumer is viewed as an active participant and this sequence is likely when there is much differentiation among brands and the consumer is highly involved in the purchase process. The Dissonance/Attribution Hierarchy = do feel learn sequence. Occurs when consumers must choose between two alternatives that are similar in quality but are complex and may have unknown attributes. Focus of mass media should be on reducing dissonance after purchase. Low involvement Hierarchy = learn – do feel sequence. Occurs when involvement in the purchase decision is low, there are minimal differences among brand alternatives, and mass-media advertising is important.
  • 55. The Low Involvement Hierarchy • Another popular creative strategy used by advertisers of low-involvement products is called VIP, or visual image personality.
  • 56. The Foot-Conning-Belding Grid 1 Informative ‘The Thinker’ 3 Habit Formation ‘The Doer’ Thinking Feeling Low Involvement 2 Affective ‘The Feeler’ 4 Self- Satisfaction ‘The Reactor’ High Involvement
  • 57. • Informative – for highly involved purchases where rational thinking and economic considerations prevail. • Affective – for highly involved/feeling purchases. These types of products should be advertised stressing psychological and emotional motives. • Habit formation – for low involvement/thinking products where routine behavior patterns and learning occurs most often after purchase. • Self-satisfaction – low involvement/feeling products where appeals to sensory pleasures and social motives are important The Foot-Conning-Belding Grid
  • 58. Example of Ad appealing to ‘Thinkers’
  • 59. Example of Ad appealing to ‘Feelers’
  • 60. Example of Ad appealing to ‘Reactor’
  • 61. A Model of Cognitive Response
  • 62. Cognitive Responses • Cognitive responses are the thoughts that occur while reading, viewing, and/or hearing a communication. • The assumption is that these thoughts reflect the recipient’s reactions and help shape ultimate acceptance or rejection of a message.
  • 63. Cognitive Response Categories Counterarguments Support arguments Source derogation Source bolstering Thoughts about the ad itself Affect attitude toward the ad Product/Message Thoughts Source-Oriented Thoughts Ad Execution Thoughts
  • 64. Cognitive Response Categories • Product/message thoughts – directed at the product or service and/or claims being made in the communication. These types of thoughts include: • Counterarguments – thoughts the recipient has that are opposed to the position taken in the message • Support arguments – thoughts that affirm or support the claims made in the message
  • 65. Cognitive Response Categories • Source-oriented thoughts – directed at the source of the communication and include: • Source derogations – negative thoughts about the spokesperson or organization making the claims • Source bolsters – favorable thoughts about the spokesperson or organization making the claims
  • 66.
  • 67. Cognitive Response Categories • Ad execution thoughts – thoughts about the ad itself, including execution factors such as creativity, quality, colors, or voice tones. Affect/attitude toward the ad represents the receivers’ feeling of favorability or unfavourability toward the ad.
  • 68. Elaboration Likelihood Model Focuses on the way consumers respond to persuasive messages, based on the amount and nature of elaboration or processing of information Peripheral route – ability and motivation to process a message is low; receiver focuses more on peripheral cues than on message content Central route – ability and motivation to process a message is high and close attention is paid to message content Routes to attitude change
  • 70. Celebrity Endorsers Can Be Peripheral Cues