Consumer Behaviour
Consumer Behaviour
Theory: Explain observable phenomena (good theory: clear how and why leads to what)
Levels: High abstraction (general; have practically unlimited scope(s)), middle abstraction (limited sets of
phenomena), lower abstraction (empirical generalization, limited scope).
Model: simplified phenomena helping to work in domain; descriptive rather than descriptive.
Framework: structuring concepts within a model without explanation.
Theoretical approaches have three overarching aims: building (process of translating research into practice;
process model), explaining (understanding/explaining what influence implementation outcomes; determinant
frameworks (cause and effect, no explanation), classic theories (how emotions, self-efficacy, confidence
building with psych explained), implementation theories (scientific merit and practical)), evaluation (evaluation
frameworks (determining specific structures if things work or not)).
The use of a single theory that focuses only on a particular aspect of implementation will not tell the whole
story. Choosing one approach often means placing weight on some aspects at the expense of others, thus
offering only particle understanding.
- The world is always more complex than the model
Laws: quantitative rules that explain how the world works, without fail. With exceptions that shouldn’t exist.
Biological/ Physical Structures: physical structures such as the endocrine system or neuroanatomy that describe
how processes work.
Consumer Behaviour: Theories and Models in Behavioural Science and Pseudoscience
Tampering with Behaviour Change Models
- Botching Scientific Models: No evidence they'll work
- Typically we adapt models: it’s normal to adapt models, while respecting their active ingredients.
The simple linear version of the emotional-behaviour model divides the brain into major processes that are
involved when a trigger event impacts how a person feels, thinks and acts.
- The sequential elements move one process to the next
- The cross-cutting processes occur parallel
1. Trigger Events (Signal): any event that a person detects, in their thoughts, body, or the outside world.
2. Sense Perception (Perception): through the sensory systems, the brain receives information about external
events.
3. Schemas & Long-Term Memory (Classification): the brain interprets the outside world through categories,
stored in neutral circuits.
4. Learned Associations: when people experience two things at the same time, those events are recorded into
long-term memory, with associated memory circuits.
5. Emotional Reactions: Emotions are short-term physiological reactions to trigger events that help people
prepare for a threat or opportunity.
6. Behaviour (Habitual): habitual behaviors are actions that do not require much deliberative conscious effort.
7. Consciousness & Working Memory: working memory is the temporary buffer for holding information. It can
hold 3-5 chunks of information for 10-20 seconds. There are distinct systems for visual, temporal and linguistic
memory.
8. Cognitive Appraisal: during cognitive appraisal people become aware of their physical, emotional and
cognitive response. At this stage, they exert deliberate efforts to change their default course of action.
9. Behaviour (Deliberate): this is when a person acts
Cross-Cutting:
10. Decision-Making: decision-making is not a conscious act, but rather the result of multiple interrelated
processes, largely influenced by emotions.
11. Glucose Consumption (Effort): as the processes move from the left to right in the figure above, the brain
consumes greater volumes of glucose.
Consumer Behaviour: Theories and Models in Behavioural Science and Pseudoscience
Signals and Perception:
Notes:
- It’s a myth that we only have 5 senses (scientists argue we have up to 20)
- Every interaction w media triggers some reaction (intended or not)
- Humans are unaware of most perceptual details, but eel the effects
Never design beyond memory limits:
1. Visual Memory: 3-10 seconds
2. Short-Term Memory: 10-20 seconds
3. Memory Span: 3-5 times
Atkinson-Shiffrin multi-store memory model (modified)
Classification
Schemas & Long-Term Memory: the brain interprets the outside world through categories, stored in neutral
circuits.
- These caretories are called schemas, which are stored hierarchies of sensory data.
There are:
1. Mental Representations: an example of this is both a Golden retriever and Schnauzer belonging
to a dog schema.
2. Psychological Schemas: schema is the relationship between mental representations that structure
how we understand the world. Ex. house cats and lions belong to the feline schema.
3. Concrete to abstract and memory decay:
- Idealists: abstract thinkers have greater memory decay. They form broad mental models
that aid abstract thinking and insight. Ex. Cats and Dogs belonging to an Animal schema
- Realsist: concrete thinkers maintain strong memories of experience. They form concrete
mental models tied to actual experience. Ex. Titan and Slyder belonging to a Dog Schema
Schemas: provide a framework into which new information is easily integrated.
- Schemas help us classify situations
Schema Consistency (Congruent) - Schema Violation: (fits stereotype - breaks stereotype), (anticipated -
unanticipated), (prediction success - prediction error).
Defining Emotions
Emotion: a series of physiological responses to a perceived threat or opportunity; help respond to situations.
Note: motivation is an emotion that facilitates action.
Sources and impact of emotions:
Consumer Behaviour: Theories and Models in Behavioural Science and Pseudoscience
Emotion is just one of many affective states (psychological and physiological states of arousal, valence and
motivation intensity) that impacts human behaviour.
- Think: conscious thought that people experience, shaped by their affective states.
- Feel: the sensation that people experience; it lets them know they are experiencing an emotion or are in a
certain mood.
- (Some people feel emotions throughout their body)
- Do: actions that they take, which are influenced by their effective states.
- Emotion: immediate affective states, in response to specific threats or opportunities.
- Is situation based on what is happening (something you’re facing that you have to deal with)
- Mood: long-term affective states lasting from a few days to several months
- Most of use cycle through difference moods, they depend on environment
- Personality: a person’s disposition, sometimes called their temperament
Occurrences within emotional states:
1. Appraisal: Cognitive appraisal of objects and events, CNS. ex. is this a threat or opportunity?
2. Physiology: Neurological and physiological preparation, CNS, NES, ANS. ex. this is an opportunity, so
get the body ready to act
3. Executive: Motivation, focus, and preparation to act, CNS. ex.focus on the task ahead, and start planning
4. Behaviour: Motor and communication of responses, SNS. ex.show excitement in facial expressions, tone
and body language.
5. Monitoring: Feelings that help monitoring self and environment, CNS. ex. help monitoring events
through subjective feelings.
Feelings: are awareness of physiological changes (the emotion) as the brain prepares the body for a predicted
situation
- Conscious: sensory input & motor output (controls skeletal muscles)
- Less Conscious: sympathetic (arousing) & parasympathetic (calming)
- Parasympathetic Nerves: safety (rest and digest)
- Sympathetic Nerves: danger (fight or flight)
Physiology of emotional responses:
- Homeostasis: fixed EQ metaphor, where the system always seeks a state of equilibrium.
- Allostasis: adaptive EQ metaphor, where multiple systems are activated for optimal configuration based
on anticipation of immediate response.
Motivational Hierarchy (renovated from Maslow’s 1943 model:
Survival
- Physiological survival (Immediate Survival): people are motivated to satisfy their basic biological needs.
- Safety & Security (Self-Protection): when people believe they are vulnerable to threats, they feel uneasy
and are driven to avoid any perceived threats.
Consumer Behaviour: Theories and Models in Behavioural Science and Pseudoscience
Social
- Relationships & Community (Trusted Social Networks): people are motivated to connect with other
people and to form social bonds.
- Status & Self-Esteem (Social Rank and Resources): people seek social rank/status as a way of increasing
access to resources, obtaining numerous social benefits and boosting their odds of finding good mates.
Reproductive
- Sex (Mating): people are driven to satisfy their sexual needs and look for potential partners.
- Love (Pair Bonding and Nest Building): people are motivated to form a pair bond, which is driven by
the emotional motivator better known as love.
- Parenting (Legacy Survival): people are driven to ensure their children’s well-being and to promote their
children’s long-term success.
Neural Impact Shapes pathway around threat Shapes pathway towards reward
Note: the same value feels greater when presented as a loss
Intro to Dopamine
Dopamine:
- Trigger: perceiving anything that promoted survival, achieving goals.
- Duration: various timelines in pursuit of a goal, then after attainment, it clears quickly.
- Schema/ Learning Impact: shapes neural pathways towards rewards.
- Emotional Impact: pleasure, curiosity, interest, anticipation and excitement
- Behavioural Impact: creates anticipation of reward, driving us to pursue goals with rewards.
Triggering Dopamine
Reward prediction errors: consist of the differences between received and predicted rewards.
- Error: refers to the difference between the can that came out and the low expectation of getting exactly
that one, irrespective of whether I made an error or something else went wrong
- Reward: is any object or stimulus that I like and of which I want more
- If the reward is better than predicted (positive prediction error) (red)
- If the reward is worse than predicted (negative prediction error) (red)
- If the reward is exactly as predicted (green)
Consumer Behaviour: Theories and Models in Behavioural Science and Pseudoscience
- Reward prediction error: then means the difference between the reward I get and the reward that was
predicted.
1. Trigger
2. Motivation to act
3. Outcome
4. Learning
Dopamine Graphs:
Overcoming Habituation
Habituation: when the brain habituates to old rewards, things that triggered dopamine in the past, no longer
trigger dopamine.
- When habituation occurs users still seek rewards but the offer loses its ability to trigger dopamine.
- Drives innovation and new functionality across many markets
Brain fact: reaches decisions 7-10 seconds before consciously deciding, 95-99% of decisions can be made from
preconscious emotions, “post hoc rationalization” inaccurate explanation that was really made from stereotypes,
habits, emotions, etc.
How emotions shape decisions: damage to brain regions that are emotional will not make better decisions,
emotions mark memories as good, bad, or indifferent.
Memories with emotional associations: emotionally marked memories shape future intuition through
association of good, bad, or indifferent. The more emotion experienced, the stronger the memory.
Glucose Consumption and Cognitive Lead: Colour and font spelling comparisons.
Learned helpless torture: pessismistic, induced depression by making them feel helpless and powerless, freeze
state
Consumer Behaviour: Theories and Models in Behavioural Science and Pseudoscience
Reducing cortisol/stress:
Simplifying processes, error free design, reassuring the goal will be met, social contact, reducing cognitive load,
reduce ambiguity.
Reducing cortisol/stress
-Simplifying processes (checkouts)
-Error free design
-Reassuring that goal will be met
-Social contact
-Reducing cognitive load
-Reduce ambiguity