Thinking fast VS Thinking Slow
System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious. Examples (in order of complexity) of things system 1 can do:
see that an object is at a greater distance than another
localize the source of a specific sound
complete the phrase “war and …”
display disgust when seeing a gruesome image
solve 2+2=?
read a text on a billboard
drive a car on an empty road
come up with a good chess move (if
you’re a chess master)
understand simple sentences
connect the description ‘quiet and structured person with an eye for details’ to a specific job
System 2: Slow, effortful, infrequent, logical, calculating, conscious. Examples of things system 2 can do:
brace yourself before the start of a sprint
point your attention towards the clowns at the circus
point your attention towards someone at a loud party
look out for the woman with the grey hair
dig into your memory to recognize a sound
sustain a higher than normal walking rate
determine the appropriateness of a behavior in a social setting
count the number of A’s in a certain text
give someone your phone number
park into a tight parking space
determine the price/quality ratio of two washing machines
determine the validity of a complex
logical reasoning
. The “anchoring effect” names our tendency to be influenced by irrelevant numbers. Shown higher/lower numbers, experimental subjects gave higher/lower responses.
. The “availability heuristic” is a mental shortcut that occurs when people make judgments about the probability of events on the basis of how easy it is to think of examples. The availability heuristic operates on the notion that, “if you can think of it, it must be important.”
. “Loss aversion" The planning fallacy is the tendency to overestimate benefits and underestimate costs, impelling people to take on risky projects.
. “Framing"is the context in which choices are presented. Experiment: subjects were asked whether they would opt for surgery if the "survival” rate is 90 percent, while others were told that the mortality rate is 10 percent. The first framing increased acceptance, even though the situation was no different.
. “sunk costs” is always based on past decisions and how they influence your new decisions.
Influence and advertising
Marketing: is creating an offer that meets a need of a target group
Marketing communication:
Advertising:
Influence and psychology of persuasion :
What is a precondition of persuasion:
Compliance (opgelegd) vs convergence (vrij)
decision making process: persuasion (arguments) - atitude (feeling god) - behavior (choice) see: when emotions make better decisions- Antonio Demasio
= favored to speed of decision making (goodguy vs bad guy)
Salience determines* (the subjective importance) to create this offer we map the motiveson three levels:
General level (breed/Nederland) - domain specific level (category/30 tot 40) - brand specific (hoe gedraagt men zich met dit merk)
credebility relevance destinction
Persuasion design: Materieel
Behavior design: Immaterieel (behavior)
Involvement FCB - grid
(toma= top of mind awareness)
learn feel do
learn do feel
feel do learn
Feel learn do
do feel learn
do learn feel
ELM MODEL:
het model dat de manier waarop attitudesveranderen en gevormd worden, beschrijft.
Perception Structure: PICTURE
Means-end analysis:
Generative research: is a broad group of different metods that treats people as collaborators and idea-generators - more simply as creators.
Design thinking & path of expression:
for coming up with good ideas, you must first look at the past from the present in to the future. (foto)
Games and conditions:
Ken Garland - connect game (https://vimeo.com/118329018)
!!Studio Moniker - tonite dance https://tonite.dance/ (how we dance-going from a to b) - clickclickclick.click
Luna maurer
Assignment group of four
read brief: from Luna maurer
start
neuromarketing_ tedtalk
prikkel de koopknop