2. Buyer Behaviour
Study of processes involved when
individuals or groups, select, purchase,
use or dispose of products, services,
ideas or experience to satisfy needs and
desires
It is a process involving factors
influencing consumer before, during
after purchase
3. Perspective
Purchase status Consumers’ perspective Marketers’ perspective
Pre-purchase
issues
Need of product or
service
Sources of info
Alternative choices
Consumers’ attitude towards
attributes of product or services
How do consumers infer
superiority
Purchase issues Purchase experience
(stressful or pleasant)
What does purchase
reveal about consumer
Situation factors like display,
proximity etc
Other factors affecting
customer choice
Post-purchase
issues
Product performance
Service facilities
Environmental
consequences
Customer satisfaction factor
Will he/she repurchase
Will he/she recommend to
others
4. Consumer Purchase Process
Is a problem solving exercise and
characterised by:
Cost of products
Frequency of purchase
Consumer involvement (selection from
alternatives)
Product familiarity and brand awareness
Thought, search or time given to purchase
5. Problem Recognition
Need recognition:
Example: need for petrol when you run out of it
Opportunity recognition:
Person who craves for a flashier model of car or audio
system
Exposed to better quality & different products
Change in circumstances:
Goes to college from school
Gets a job after degree
Purchases are made to adapt to changes
Advertising that provides information into what is needed to
“live good life”
6. Pre-purchase Information Search
Internal search:
Scanning own memory banks of past data
Experience
External search:
Ads
Friends
Internet
People who are knowledgeable
People who have made similar purchases
Other information:
Heuristics (mental shortcuts)
Brand name
price
Simply imitate others
7. Evaluation of Alternatives
Categorising product evaluation:
Subordinate level: Individual brands
Basic level: classifying products/grouping
Super-ordinate level: more abstract like in case of
dessert, health drink, audio-systems, entertainment etc
Evoked set Inert set Inept set
• Products/brands
already in memory
• Prominent products/
brands consumer like
to consider
• Consumer is aware of, but
would not consider buying
• Not at all in
consumer’s mind
8. Product Categorisation – Strategic Implication
Product positioning: ex. Pepsi AM
Identifying competitors:
Entertainment: dance, drama, bowling
Not many would consider one as substitution for others; not
a trade-off
Exemplar products: brands associated with a
category lead the way and occupy a distinct position.
Others caregorised under general category
Locating products:
Fitting products into recognisable categories
Ex: Frozen dog food along with frozen foods
9. Product Choice
Evaluative criterion would depend more on points of
differences (not similarities) between competing
products/services
Determinable attributes are differentiated
Role of cyber-mediaries
Heuristics
Common market beliefs:
brand/outlets/prices/discounts/ads/sales
promo/product packaging etc
Country of origin effect
Choice of familiar brand: loyalty/habit
Brand switchers
10. Decision Rules
Non-compensatory: product with low standing in one
category can not make up by being on another category
Lexicography rule: select on relatively best attribute
Elimination-by-aspect rule: select on best attribute by special
cut-offs
Conjunctive rule: choice by brands instead of product attributes
Compensatory decision rules: consumers give products
chance to make up for its shortcomings
Additive rule: choosing products with largest positive attributes
Weighted additive rule: considers relative importance of
attributes
Role of internet, e-commerce
11. Consumer Decision Making
Organisational decision making:
Involves many people:
Initiator
Influencer
Gate keeper (who does info search)
Actual buyer
Users
Product spec/technology/knowledge have over-riding priority
Impulse buying is rear
They weigh alternatives
Decisions often are risky
Rupee volume purchases are large
B2B emphasizes more on personal selling
12. Consumer Decision Making
Type of organisational buying decisions
Buying situation Extent of effort Risk Buyers involved
Straight rebuy Habitual decision making Low Automatic reorder
Modified rebuy Limited problem solving Moderate One or few
New task Extensive problem solving High Many
• B2B e-commerce: involves internet transaction for information exchange,
transaction and after sales service
13. Consumer Decision Making
Decision making by family:
House hold needs
Family size
Extended family (3 generations)
Nuclear family
Family composition/structure
Traditional
Non-traditional
Childless married couple
Single person
Single parent
Room-mate
Mixed family
Family life cycle
Identifying influencers and decision makers:
adults/children/age/earning members
14. Family Life Cycle
Bachelor I Bachelor II Bachelor III
Young couple Childless couple Older couple
Full
Nest
I
(<6)
Full
Nest
II
(>6)
Delayed
Full Nest
III
(<6)
SP I SP II SP III
One adult HH
Two adult HH
Two adult +
Children HH
Youngest child age
One adult +
Children HH
Age of person <35 years 35 to 64 years >64 years
SP: Single parent
15. Life Cycle Effects on Buying
Young bachelors & newly weds:
“modern” sex-roles & attitudes
Bars, concerts, movies, restaurants, branded goods,
above average spending
Families with young children: health foods, baby
products
Families with older children: junk foods,
education, games, outings
Single parents: baby sitters
Older couples/bachelors: home maintenance, lawn
maintenance, clubs, religious discourses
16. Family Decision Making
(The Intimate Corporation)
HH decisions:
Consensual purchase decision:
Pre-purchase discussions
Post-purchase responsibilities
Accommodative purchase decisions: conflict resolution;
prioritize needs & desires
Interpersonal need (family HH vs bachelor HH)
Product utility
Responsibility (for purchase, payment & maintenance)
Power of influence of some over others within HH
17. Family Decision Making
(The Intimate Corporation)
Sex-roles & decision making responsibilities:
“who wears pants” in the HH
Autonomic decision:
Car selection – male
Interior decoration – female
Syncratic decision: vacation destination
Identifying decision maker:
FFO: family financial officer
Traditional ‘male’/’female’ tasks
Individual decisions
High/low class socio-economic
Purchasing ‘masculine’ & ‘feminine’ products
Spousal resources (who contributes more)
Experience of previous purchase
18. Family Decision Making
(The Intimate Corporation)
Children as decision makers (consumers-in-
waiting):
Sex-role socialisation by children: pick-up concept of gender
identity at very early age in the choice of:
Toys
Games
Books/Cartoons
Cognitive development: children pass through distinct stages of
cognitive development in handling info & taking decisions
Limited: <6 years age – do not employ storage and retrieval
Cued: between 6 to 12 years – employ storage and retrieval
Strategic: >12 years age – spontaneously employ storage &
retrieval
20. Perception
Is the process by which sensations (sight, sound,
smell & touch) are selected, organised &
interpreted
Sight: vision – color –
product/packaging/logo/cultural preferences
Sound: relaxation/stimulate/disturb/annoy/destroy
Smell: (odor) evoke memories/relieve stress
good/bad feelings
Brain vs fragrance
One smell masking other smells (liquor/cigarettes)
21. Perception
Taste: strong preferences to sweet, sour, spicy,
bitter (macho!), combination tastes
Smell and taste combination
Touch: skin sensation at different parts of body
Perception Male Female Remarks
High class Wool Silk Fine
Low class Denim Cotton Coarse
22. Perception
Sublimal perception:
Stimulus below level of consumer’s awareness, but
when discovered creates excitement
Sublimal techniques: in print, sound & images
Interpretation by consumers to different sensatory
stimulus
Consumer assigns meanings based on beliefs
“Eye of the beholder” – interpretational biases
based on color, smell, taste and touch
23. Learning & Memory
Classical conditioning: (Pavlov theory): combine
sensatory impulses with external influence
(pictures, sound, smell) to condition for products
Repetition: invokes top of the memory state (only
with a picture/tune recognise brand)
Consumers associate their likes and dislikes with
brands & companies with repeated positive
experiences
Instrumental conditioning: experiencing reinforces
perception – car trials, soft drink tasting, perfume
smelling
24. Learning & Memory
Cognitive learning: observational learning from
role models - young to old
Role of memory in learning:
Meanings (sensory)
Short-term / long-term
Knowledge structure within persons
Retrieving information for purchase needs:
Age dependent
Familiarity & recall (radio+TV+hoarding)
Pictorial backed up info has higher recall
25. Motivation & Values
Motivational strengths:
Biological vs learned need
Hunger – type of food – delay to get better food
Motivational direction:
Needs vs wants
Needs depend on history, culture & learning
experiences
Wants define forms of consumption to satisfy needs
26. Motivation & Values
Motivational conflicts:
Approach – approach conflict:
Making a decision between going home for holidays or go
trekking
Theory of ‘cognitive dissonance’: resolving conflict between
choices by cognition / previous experience to eliminate
unpleasant tension
Approach – avoidance conflict: buying with guilt
Fur coat, ice-creams, cigarettes
Avoidance – avoidance conflict: caught between two
undesirable choices
Upgrading an old car or buying a new one
27. Motivation & Values
Values:
A belief that some conditions are better than
the opposite
Core values are those imparted by society
(culture) to its members
Global values segment ( next slide)
28. Global Values Segments
Segment Profile
Strivers Emphasis on material & professional goals. In Asia 1/3rd
population.
Devotes Tradition & duty are important. Common in Asia, ME & Africa.
22% of adults
Altruists Interested in social issue & welfare of society. Mostly in Latin
America/Russia. 18% of adults.
Intimates Personal relationship & family. Enjoy cooking & gardening.
15% adults.
Fun-seekers Youngest groups. Frequent restaurants, bars, movies etc
Creatives Interest in education, knowledge, technology. More common
in Western Europe/Latin America. 10% of population.
(Ref: Roper Reports)