L5/6: Plan and implement brand marketing programmes

Brand relationships

77% of people say they don't have a relationship with brands

Apps don't make sense: Heavy immersive experiences with brands will not work

0.5% of fans talk about a brand on facebook

20 percent of buyers hold 50 percent of all brand knowledge

80 percent of brand buyers no little or nothing about a brand as learning about a brand is boring

Heavy competition with real stuff such a s cat videos

Brand purchase duplication: 72% of pepsi drinkers also drink coke

No 1 reason for social media interaction is discount (more self-driven than brand-driven)

Most decisions on autopilot: Wine chosen in less than a minute, cereals in 23 seconds

Implications for brand marketing

Manage for physical and mental availability

Give customers something to care about (be transparent)

Manage entire brand experience (choose multiple brand elements): brand touch points

Leverage secondary brand associations

Physical: Accesibility

Mental: Tendency of brand being noticed/thought of in buying situations (Requiring distinctiveness/clear branding)

Provision of accessible and objective information to customers

Sharing both: good and bad

Example McDonalds: 'Our food your questions': Very successful: Many questions, interaction, engagement, improved food and brand perception, more store visits (Other example: easyjet)

Pre-Purchase

Purchase

Post-Purchase

Promotion, PR, Online Advertising, Email, Social Media, WoM

Packaging, Invoice, Events, Sales experience, Checkin/out

Forums, Survey, Social media, customer service, loyalty programs

Choosing brand elements

Brand names: Short, distinctive

Url

Logo

Secondary associations possible with places (countries), things (Causes, events), people (endorsers, employees) or other brands (alliances, companies, extensions)

E.g. present C5 in a german setting as viable alternative to BMW

Consumer adoption

Cognitive Stage

Affective Stage

Behavioural Stage

Awareness

Interest

Evaluation

Trial

Decision

Confirmation

AIDA

Attention

Interest

Desire

Action

Provocative ads, e.g. middle finger

Addressing past pain points

Elaboration Likelihood Model (ELM)

Two routes to persuasion

Peripheral Transformational (low evolvement)

Central Informational (High evolvement)

Negative appeals

Positive appeals