Consumer Behaviour and Technology
Consumer Behaviour and Technology
Consumer Behaviour
and Technology
Consumer Behaviour
Learning Objective 1:
What is consumer
behavior?
MARKETING is a process
for creating,
communicating, and
delivering offerings that
have value for is the
activity, set of institutions,
customers, clients,
partners, and society
Consumer Behaviour
Consumer behavior is the study of consumers’ choices during searching, evaluating,
purchasing, and using products and services that they believe would satisfy their needs
1 2 3
How do you decide that What about a purchase When using the product,
you need a product? makes it pleasant or what determines if the
stressful for you? experience is pleasant?
DIFFERENT CONCEPTS
But before
PRODUCTION CONCEPT, PRODUCT CONCEPT,
SELLING CONCEPT, MARKETING CONCEPT,
RELATIONSHIP MARKETING CONCEPT
CUSTOMERS ARE
DIFFERENT AND EVER
CHANGING
Marketers have to understand the
wants and needs of different
consumer segments
They differ in more
than any number of
ways you could think
of
Consumers are different
Big data is a term that describes large, hard-to-manage volumes of data – both structured and
unstructured – that inundate businesses on a day-to-day basis. But it’s not just the type or amount of data
that’s important, it’s what organizations do with the data that matters. Big data can be analyzed for
insights that improve decisions and give confidence for making strategic business moves.
Learning Objective 3: Does marketing imitate
life or life imitate marketing?
Music
Popular Sports
Culture Movies
People
often buy
products
not for what
they do but
for what Interdependence Love
they mean.
Learning Objective 5:
Technology and culture
create a new “always-
on” consumer.
Horizontal revolution
the information doesn't just flow from big companies or
governments down to the people; today each of us can
Digital Native:
communicate with huge numbers of people with a click on a keypad,
so information flows across people as well.
User-generated content
Living a social Probably the biggest marketing phenomenon of this decade is user-
generated content, whereby everyday people voice their opinions
(media) life about products, brands, and companies on blogs, podcasts, and
social networking sites such as Facebook and Twitter, and even film
The term digital native originated in a 2001 their own commercials that thousands view on sites such as
article to explain a new type of student who YouTube.
was starting to turn up on campus. These
Synchronous interactions and asynchronous
consumers grew up "wired” in a highly
networked, always-on world where digital
interactions
technology had always existed. Facebook, a social utility that offers synchronous interactions (those
that occur in real-time, like when you text back-and-forth with a
friend) and asynchronous interactions (those that don't require all
participants to respond immediately, like when you email a friend
and get an answer the next day), photo-sharing, games, applications,
groups, e-retailing, and more has as of the
time of this writing more than 600 million active users.
Digital Native