GP5-Behavior.ppt 1123KB Jun 23 2011 10:28:38 AM

Mata Kuliah Geografi Pemasaran (GP-5)
Triarko nurlambang
2007

The aim of marketing is to meet and satisfy
target customers’ needs and wants. The field of
consumer behavior studies how individuals,
groups, and organizations select, buy, use and
dispose of goods, services, ideas, or
experiences to satisfy their needs and desires.
Understanding consumer behavior and
“knowing customers” are never simple. (Kotler,
2000, p.160)

Sebagai tindakan yang langsung terlibat dalam
mendapatkan, mengkonsumsi, dan menghabiskan
produk dan jasa, termasuk proses keputusan yang
mendahului dan mengikuti tindakan ini. (Engel, 1992)

The study of the buying units and the exchange
processes involved in acquiring, consuming and

disposing of goods. (Moven and Minor, 2000)

Definition of Consumer
Behavior
The study of processes involved when
individuals or groups select, purchase,
use, or dispose of products, services,
ideas, or experiences to satisfy needs and
desires
 Process
 Exchange
 Players

1. Perilaku konsumen adalah pondasi bagi manajemen pemasaran.
Dapat dimanfaatkan untuk:
a. Merancang marketing mix
b. Merumuskan segment marketplace
c. Merumuskan analisa lingkungan
d. Mengembangkan riset pasar tingkat lanjut


2. Dapat dikembangkan sebagai bahan penting bagi penetapan
kebijakan publik
3. Pemahaman akan perilaku konsumen akan memberi peluang
untuk dapat lebih memantapkan penanganan konsumen
4. Analisa konsumen memberikan pengetahuan bagi pemahaman
akan perilaku konsumen secara keseluruhan
5. Pemahaman perilaku konsumen akan memberikan 3 jenis informasi:
a. Orientasi konsumen
b. Fakta seputar tingkah laku manusia
c. Teori yang dapt membimbing seseorang fokus pada
proses berpikir

• Perspektif Pengambilan Keputusan
• Perspektif Eksperiental
• Perspektif Pengaruh Perilaku

Interdisciplinary
Influences on
Consumer
Behavior


The Wheel of Consumer Behavior

CUSTOMER VALUE HIERARCHY MODEL
Desired Customer Value

Customer Satisfaction
With Received Value

Customer goals
And purposes

Goal-based
satisfaction

Implementation
Through legislation

Consequence-based
satisfaction


Desired policy
Attributes and manifesto
Promises

Attribute-based
satisfaction

Hierarchy of Effects Model
Related
Related
Behaviors
dimensions
Behaviors dimensions
Co native: the realm of motives.
Ads stimulate or direct desires

Movement
Movement
Toward

purchase
Toward purchase
Purchases

Conviction

Affective: the realm of emotion
Ads change attitudes and feelings

Example of type of
Example
of type of
Promotion
or advertising
Promotion
or advertising
Relevant
to various
steps
Relevant to various steps

Point-of-purchase
Retail store ads deals
“last chance" offers price appeals
Testimonial
Competitive ads
argumentative copy

Preference
“Image” copy
Status glamour appeals
Liking
Knowledge

Announcements
Descriptive copy
Classified ads
Slogans
Jingles
Skywriting


Awareness

Teaser campaigns

Cognitive: the realm of thoughts.
Ads provide information and facts.

Robert J. Lavidge and Gary A. Steiner, journal of Marketing (October 1961):51

Mendorong Pelanggan Untuk Memilih
(Model Hipotesis)
Tahap

Model
AIDA

Model
Hirarki Efek

Model

Inovasi Adopsi

Keterbukaan

Kesadaran

Tahap
kognitif

Perhatian

Kesadaran
Pengetahuan
Kesukaan

Minat

Tahap
Pengaruh/ Sikap


Penerimaan

Respon kognitif
Minat

Sikap

Evaluasi

Maksud

Preferensi
Keinginan
Keyakinan

Tahap
perilaku

Model
Komunikasi


Percobaan
Tindakan

Pembelian
Adopsi

Perilaku
Pelanggan

Consumer Evolution
Question

Is there a new
economy?

What’s really
changed?

Who do

customers
think they
are?

What is today
‘s business
cycle?

Who’s in
control?

What’s your
REAL value
proposition

Topic

Use of
technology
changes our
psychology

Our perception of
time and space
has changed

Your products
must help people
do things better

Business is cycle

Everything is
global

Commodities
aren’t sustainable
proportions

Theme

Basic business
rules still apply

We are in a
period of
concentration

You can’t
separate yourself
from your
customer

Your business
must operate in
tune with your
customers cycles

Scalable
business can’t
survive in niche
markets

Don’t sell
products, sell
something that
meets a need

Old
psychology

The future is
predictable

Unlimited growth
was the goal of
business

Producers
controlled product
development

Business cycles
were a few years
long

Your could
survive in inches

Market
competitiveness
is based primarily
on price

New
psychology

We live in an
uncertain world

We can’t waste
resources and we
must be future
oriented

Customers need
products which
make them more
effective

There are several
cycles of change
running
simultaneously

To be sustainable
you must be
global

Customers
demand products
which are
effective when
they use them

Business
strategy

Don’t bet on
tomorrow

Retreat to your
core competency

Redo your brand

Get your cycles in
sync with cultural
change

Define a global
market

Find a universal
need; not a fad.

Sumber: Grantham dan Judith, 2002

Karakteristik

Proses Pengambilan

Simulasi

Simulasi

Pembeli

keputusan Pembeli

Pemasaran

Lainnya

Budaya

Masalah pengenalan

Produk

Ekonomi

Sosial

Mencari Informasi

Harga

Teknologi

Personal

Alternatif Evolusi

Tempat

Politik

Psikologi

Pengambilan

Promosi

Budaya

keputusan Membeli
Purnabeli

Pengambilan
Keputusan
Pembeli
Pilihan Produk
Pilihan merk
Pilihan
pemasok
Pilihan waktu
pembelian
Pilihan jumlah
harga

Budaya
Sosial
Budaya

Kelompok
Acuan

Umur dan gaya
hidup

Psikologi
Motivasi
Persepsi
Belajar

Sub-Budaya
Keluarga
Klas Sosial

Personal

Situasi ekonomi
dan pekerjaan

Kepercayaan dan
sikap

Kebiasaan membeli yang kompleks
Ada tiga tahapan proses, yaitu pertama
membangun keyakinan akan produk, kedua
membangun sikap terhadap produk yang
bersangkutan dan terakhir menentukan pilihan
secara seksama. MIsalnya membeli barang
mahal dan bermerk (branded item)

Dissonance- Reducing Buyer
Behavior
Membutuhkan kajian/perhatian yang
seksama walaupun tidak/ sedikit

sekali ditentukan oleh merk,
misalnya membeli karpet.

Kebiasaan belanja sehari-hari
(Habitual Buying Behavior)

Kebiasaan belanja yang dipengaruhi oleh
merk (Variety- Seeking Buy Behav)

Tidak membutuhkan kajian khusus dan
tidak terlalu terpengaruh oleh merk,
misalnya belanja rempah-rempah,
garam.

Tidak membutuhkan kajian khusus tetapi
sangat dipengaruhi oleh merk, misalnya
membeli alat kosmetik, barang-barang fashion.

High Involvement
Significant Differences
between brands
Few Differences
Between brands

Complex Buying Behav.

Dissonance-reducing
Buying Behavior

Low Involvement
Variety- seeking Buying Behav.

Habitual Buying Behavior

Suspects

Prospects

Disqualified
prospect

First Time
Customers
Repeat
Customers

Inactive or
excustomers

Clients

Members

Advocates

Partners

Partners
Clients who actively support your
organization by recommending it to others

Profit Starts
here

Potential customers who
attraction on your organization

Stronger form of customer – supplier
relationship (create mutual benefit)

Advocates
Clients
Customers

A repeat customers who have positive
feelings of loyality of your organization

A one-off purchase of your product
who has no feelings of your company

Prospects
Suspects

Includes all buyers of the
product/ service (anaware of
your organization

Pengenalan
problem
(kebutuhan)

Mencari
informasi

Evaluasi
alternatif

IBM

IBM

IBM

Apple

Apple

Apple

Dell

Dell

Dell

HP

HP

Toshiba

Toshiba

Compaq

Compaq

NEC
Sony, dll

Keputusan
membeli

?

Purnabeli

Setiap manusia (normalsense) memiliki sense of place
Perkembangan sense of place
seseorang:
•Fisik

Jenis kelamin, umur,
kesehatan, kemampuan
finansial

•Psikologis

Nilai/kepercayaan,
keturunan, keperibadian

•Pengalaman/
pengetahuan

Tingkat pendidikan,
sosialisasi

Place
Berkaitan
dengan
lokasi dan
integrasi
antara
masyarakat,
budaya dan
alam

Declarative component:
pengetahuan akan makna obyek dan tempatnya

Relational and configurational
hubungan keruangan (spatial relationship)
diantara pengembangan obyek dan
tempatnya

Procedural knowledge
menggambarkan proses perkembangan perubahan
obyek dalam konteks keruangan

Sense of Place
Environmental
cognition

Spatial
Cognition

Cognitive
mapping

Mental Maps

Social Mapping

Suatu proses transformasi psikologis yang
diharapkan, disimpan, recalls dan decodes
information tentang lokasi dan atribut dari
satu fenomena kejadian kehidupan sehari-hari .

Spatial
Imagination

Values

Cognitive Space

Affective Space

Conative
Spatial
Behavior

Cognitive
Psychologi
cal
transforma
tion

Affective

Conative

Practices

Spatial arrangement / Tata Ruang

Lingkungan

Situasi Perilkau Konsumen

Demografis

Perubahan populasi dan nilai-nilai budaya dari variasi

Ekonomi
Alam
Teknologi

Politik
Budaya

kelompok demografis
Faktor-faktor yang mempengaruhi sentimen economi
konsumen dan pola tabungan serta pengeluaran
Reaksi konsumen terhadap perubahan cuaca, bencana
alam , dsb.
Difusi inovasi teknologi dan reaksi konsumen
terhadap perubahan teknologi; misalnya peralatan
yang ‘user-friendly’.
Dampak penerapan hukum, aturan main dan
peraturan bagi konsumen.
Ritual, nilai, kebiasaan, dan norma dari sebuah
budaya. Bagaimana konsumen dipengaruhi oleh
budaya tersebut

Creating Value Through
Quality and
Customer Satisfaction

Value and Satisfaction
 What is value?
 What are five things a marketer can do to
increase the value of the offering?
 Value is a ratio between what the customer gets
and what he gives.
 Raising benefits, reducing costs, raising benefits
and reducing costs, raising benefits by more
than the raise in costs, or lowering benefits by
less than the reduction in costs.

Theory Segue: Buyer Readiness Stages
Awareness

Awareness
Knowledge
Liking
Preference

Attitude

Conviction

Behavior
High versus low involvement?

Purchase
Purchase

Customer Delivered Value
Starting
point

Focus

Means

Ends

Factory

Existing
products

Selling and
promotion

Profits through
sales volume

(a) The selling concept
Market

Customer
needs

Integrated
marketing

Profits through
customer
satisfaction

(b) The marketing concept

TYPICAL MARKETING
EXCHANGE PROCESS
Product

Company

Revenue

Consumer

Exchange and Transactions
• Exchange involves obtaining a desired
product from someone by offering something
in return.
• Transaction involves at least two things of
value, agreed-upon conditions, a time of
agreement, and a place of agreement.

Customer Delivered Value

Total Customer
Value

Total Customer
Cost

Product Value

Monetary cost

Service Value

Time cost

Personnel Value

Energy cost

Image value

Psychic Cost

If we want to know what a business is, we have to start with its
purpose. And its purpose must lie outside the business itself. In
fact, it must lie in society since a business enterprise is an organ
of society.

There is one valid definition of business

purpose:

to create a customer.*
*

Peter F. Drucker, The Practice of Management (New York: Harper & Row,
12954), p. 37.

Customer Equity
• How Much Is
A Customer
Worth

Customer Equity
Lifetime Value of a Loyal Customer.
• Revenue Stream.
Price/unit * Total expected lifetime purchases

• Income Stream.
Margins/unit * Total expected lifetime purchases

How does an organization create a customer?
• Identifying customer needs
• Designing goods and services that meet those needs
• Communicating information about those goods and
services to prospective buyers
• Making the goods or services available at times and
places that meet customers’ needs
• Pricing goods and services to reflect costs, competition,
and customers’ ability to buy
• Providing for the necessary service and follow-up to
ensure customer satisfaction after the purchase*
*Joseph P. Guiltianan and Gordon W. Paul, Marketing Management, 6th ed. (New York: McGraw-Hill,
1996), pp. 3-4.

Quality

#1

• Quality is the
totality of features
and characteristics
of a product or
service that bear on
its ability to satisfy
stated or implied
needs.

Five Possible Definitions
of Quality
• Innate Excellence. (You know it when you
see it)

• Product-Based. (The more, the better)
• User-Based. (Quality is what the customer
says it is)

• Manufacturing-Based. (Conformance to
standards)

• Value-Based. (Excellence for the money)

Garvin’s 8 dimensions of quality









Performance
Features
Reliability
Conformance (to standards)
Durability
Serviceability
Aesthetics
Perceived quality (Image)

CUSTOMER SATISFACTION
Satisfaction is a person’s feelings of
pleasure or disappointment
resulting from comparing a
product’s perceived performance (or
outcome) in relation to his or her
expectations.

Service Quality Dimensions
• Tangibles :

The physical facilities, equipment, and
appearance of personnel.

• Reliability :

Ability to perform the promised service
dependably and accurately.

• Responsiveness :

Willingness to help customers
and provide prompt service.

• Assurance :

Knowledge and courtesy of employees
and their ability to inspire trust and confidence.

• Empathy:

Caring, individualized attention the firm
provides its customers.

Satisfied Customers:





Are loyal longer
Buy more (new products & upgrades)
Spread favorable word-of-mouth
Are more brand loyal (less price
sensitive)
• Offer feedback
• Reduce transaction costs

Model of Customer Satisfaction
Perceive
d
Quality
Perceived
Value

Customer
Expectations

Customer
Complain
ts
Customer
Satisfaction

Custome
r
Loyalty

HOW CUSTOMERS FORM
EXPECTATIONS
Past
Personal
Experience
Needs
Word of
Mouth

External
Communications

Customer
Expectations

New Product Acceptance

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