Penetrating Adolescents' Mental Models of Mp3 With Zmet
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Transcript of Penetrating Adolescents' Mental Models of Mp3 With Zmet
PENETRATING ADOLESCENTS' MEIVTALMODELS OF MP3 WITH ZMET
I-Ling Ling, Chun-Ming Yang, Yi-Fen Liu, and Yu-Hsuan Tsai
ABSTRACT
This article demonstrates the application of the Zaltman metaphor-elicitationtechnique (ZMET) to help adolescent consumers delve into their unconsciousthoughts and provide them with insights into the use of mp3. An analysis ofinterview transcripts and images revealed that the ZMET process providesa description of how the knowledge structures of adolescent consumers are.subdivided and grouped around important themes that frame and motivatetheir involvement with a product. The findings reveal that there are 33 themesof consumer knowledge structure toward mp3. Furthermore, among thesethemes, there are four major concepts: size I form, convenience, relaxation, com-fort, and appearance. The respondents' minds include not only rational compo-nents but emotional ingredients. Notably, the results also show that musiccan be an effective metaphor in the application of the ZMET method.
Knowing what adolescents' want is fundamental for a successfulbusiness. Many techniques have been used by companies to under-stand consumers' thoughts. However, what they think is always hardto measure. For example, many teenagers like to buy silver cell phones.When researchers ask why they choose this kind of phone, they do notknow the reason. It is the subconscious that influences their decision.Silver may represent fashion or pride to the teenagers. Since the sub-conscious often cannot be elicited from verbal communication, it hasbecome a challenge for researchers. There are many shortcomings inthe existing techniques. Qualitative technique is limited by the type
This study was supported by a grant from the National Science Council(NSC 91-2416-H-415-002). The author gratefully acknowledges Yu Hsuan Tsaiin interviewing and transcribing, and coding the data. The authors also thankthe reviewers in 2009 World Marketing Congress for their insightful commentaon earlier drafts of this paper.
Chun-Ming Yang, Department of Tourism, Ming Chuan University, TaiwanYi-Fen Liu, Department of Business Management, National Sun Yat-sen
University, TaiwanYu-Hsuan Tsai, Institute of Marketing & Logistics Management, National
Chiayi UniversityRequests for reprints should be sent to I-Ling Ling, Institute of Marketing &
Logistics Management, National Chiayi University, 580 Shin-Min Rd., ChiayiCity, Taiwan. E-mail: [email protected]
ADOLESCENCE, Vol. 44. No. 176, Winter 2009Libra Publishers. Inc.. 3089C Clairemont Dr., PMB 383. San Diego, CA 92117
of communication. The most qualitative technique uses verbal commu-nication, but Burgoon, BuUer, and Woodall (1989) stated tbat morethan 80% of all human communication is nonverbal using picture,color, and music.
A wide variety of market research methods can be used for investi-gating product innovation. These methods can be divided into fourcategories for (1) understanding customers, (2) idea generation, (3)concept testing, and (4) estimating market size, growth, and composi-tion. The first two categories tend to be more qualitative and requiredivergent thinking. The second two methods are more evaluative. How-ever, many combinations and variations of methods are possible.
One of the methods for understanding customers is a newly patentedresearch tool, the Zaltman Metaphor Ehcitation Technique known asZMET.
Zaltman and Zaltman (2008) point out tbat managers need deepinsights from customers in order to have deep insights about custom-ers. Deep insights are based on the fundamental or core beliefs custom-ers have about a topic such as an activity (snacking), a problem(cleaning floors), or a product (computer software), and the role it playsin their lives. These beliefs operate in largely unconscious ways tostructure, guide, and motivate consumers' conscious interpretationsand choices. To gain access to these core meanings, we need innovativeresearch methodoligies that can help customers delve into their uncon-scious thoughts and emotions and bring them to the surface. The prin-ciple of the ZMET is to tap individuals' underlying emotionalconnections. First, participants collected pictures that symbolized theirthoughts and feelings. Then they had an intense two-hour personalinterview with a researcher. With help from a graphic artist, partici-pants created collages of their thoughts and feelings. Finally, theyreceived multimedia presentations. The ZMET is used mostly in TVadvertising, but also produces ideas for product design (Zaltman &Coulter, 1995).
The ZMET method, developed to understand consumers' subcon-scious thoughts, decisions, and behaviors, was chosen for this studybecause of its unique ability to achieve a deeper understanding of howadolescents are interpreting mp3. The ZMET relies on visual images.However, pictures are not the only communication representation; mu-sic may be another. Based on this view, in order to discover individuals'hidden thoughts about tbe products they use, this article combinedmusic and pictures as tbe metaphors for broadening the ZMET re-search scope. The authors sought to address this problem by promotingan approach that provides deep insights into adolescents' beliefsabout mp3.
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THEORETICAL BACKGROUND
Mental ModelThe mental model first proposed by Craik (1943) is a specific, dy-
namic form of mental representation constructed by outside experi-ences. Johnson-Laird (1983, 1989) believed that the mental model wasan abstract, analog representation. Through this representation, onecould infer and forecast an event, and then take appropriate action.Two uses of the mental model exist in past literature. One refers to therepresentation of a given object (Christensen & Olson, 2002; Zaltman,1997), and another refers to the cluster of interconnected neurons thatare fundamental to cognitive processing (Zaltman, 1997). The formeris used in this article because Christensen and Olson (2002) suggestedthat the term mental model is preferred over cognitive structure. Men-tal model includes many meaningful representations such as attitudes,emotions, images, memories of past experiences, and beliefs. Essen-tially, personal relevance in consumption is the meanings consumersobtain from their consumption activities. These meanings are storedin the memory in the form of mental models (Christensen & Olson,2002; Zaltman, 1997, 2003; Zaltman & Coulter, 1995). Such a view ofmental models fit both the current cognitive neuroscience thatthoughts are image-based (Zaltman, 1997, 2003) and the social psycho-logical view that thoughts and feelings are co-mixed (Kahneman, 1994;LeDoux, 1996).
Consumers' concepts can be retrieved from the subconceptual levelwhich originates from the actual stimulus of sound and sight. In otherwords, sound and sight could be two representations of the concepts.A mental model could explain the concepts of illusory natural phenom-ena. For example, heat is an invisible phenomenon, but it can be com-prehended through other concepts, such as feeling hot oruncomfortable. By extension, the meanings of mp3 when representedin the forms of mental models have both cognitive and affective compo-nents. They are interrelated and integrated. The affective and cogni-tive components of meaning representations in mp3 will be addressedjointly in this review. Fundamentally, a mental model includes bothstructure and content (Christensen & Olson, 2002). Content refers tothe actual ideas or concepts represented by the mental model. Struc-ture refers to how the meaning is organized in memory. Content andstructure are closely connected. Consumption meanings are found inthe linkages between the content nodes within the mental structure;any particular node has little meaning in and of itself Also, each con-cept defines its meaning through its linkage with other concepts,thereby forming a structure (Christensen & Olson, 2002). Hence, both
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meaning content and meaning structure should be examined to under-stand meanings of mp3. Thus, the mental model provides broadermeaning than cognitive structure. ' '
The ZMET Approach to Measuring Mental ModelsEarlier research has shown that ZMET can be effectively applied to
determine consumers' mental images in a great variety of consumptionsettings, including experiences of wearing a certain type of clothing(Zaltman & Coulter, 1995), mountain biking (Christensen & Olson,2002), and perceptions of advertising (Coulter, Zaltman, & Coulter,2001). These previous studies indicate that ZMET is suitable for exam-ining consumption experiences. The ZMET uses respondent-chosenpictures to offer a focused investigation of consumers' thoughts andfeelings. ZMET is considered to be a powerful tool for mapping consum-ers' minds because it is tailored to obtain hidden cognitive and emotivethemes by applying the fundamental principles of human communica-tion and thought formation (Zaltman, 1997, 2003; Zaltman & Coulter,1995). To achieve these purposes, this article uses the Zaltman Meta-phor Elicitation Technique (ZMET) to map adolescents' mental models.By using ZMET to map mental models for both meaning content andmeaning structure in mp3, it is expected that a comprehensive and in-depth view of affective and cognitive constructs that give rise to mean-ings in mp3 can be obtained.
Christensen and Olson (2002) demonstrate that one cannot dissoci-ate structure from content. The structure of such networks of represen-tations is revealed only through the content and the linkages identifiedbetween concepts. Conversely, one cannot understand the content ofmental models without measuring the connections between concepts,thus revealing structure. Strictly speeiking, content cannot be untan-gled from structure, and vice versa. Each is revealed in terms of theother. Taken together, in order to understand meanings of mp3 con-sumption from the perspective of adolescents, we need to map thesetarget consumers' mental models including both the meaning contentand meeining structure.
The mental model of mountain biking in Christensen and Olson's(2002) research illustrates that constructs obtain meanings throughconnections with other constructs. While constructs in a mental modelcan be at different abstract levels, together they reveal the personalrelevance of a consumption experience. The researchers mapped themental model of mountain bikers, and the resulting model identifiedfour major themes: (l)ridingfor challenge, thrill, and a sense of accom-plishment, (2) sharing experiences and connecting with a group, (3)
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seeking transformational experiences, and (4) escaping to nature. Themain themes were then connected to sub-constructs to form structuresthat give meanings to these themes. For instance, the participantsobtained a sense of accomplishment because they rode in difficult ter-rains, participated in races, and tried to go fast. All these activitiesentail challenges. The experiences of mountain biking in conqueringthese challenges, in turn, gave the participants a sense of accompHsh-ment. The major themes may then contribute to a person's perceptionof his/herself With a sense of accomplishment, the participants re-ported that they were able to live full lives, enhance self-esteem, gainconfidence, feel satisfied, and accomplish other things. Further, thesekey themes are interrelated. For instance, one way for a participantto obtain a transformational experience is to escape to nature.
Steps of the ZMET InterviewThe ZMET, the first patented marketing research tool in the United
States, represents an unusual attempt to put some of the insights ofneuroscience to profitable use as a window into consumer attitudestoward everything from art museums to laundry. It is a multidiscipli-nary technique that allows marketing researchers to analyze whatconsumers want. For eliciting valid information, the interview mate-rial is collected by the interviewees themselves. Participants in theZMET are required to collect pictures which represent their thoughtsabout the object, since the ZMET has been described elsewhere indetail, here we will sketch only the basic process. For more detailedinformation visit www.olsonzaltman.com. More importantly, in orderto make meaningful interpretations of the data and facilitate theorybuilding, it is necessary to examine and integrate the literature thatsheds light on meanings in mp3 consumption by adolescents. This arti-cle not only uses pictures as metaphors, hut adds music as a significantmetaphor for enlarging the ZMETs scope,
A review of the literature reveals the elements which represent in-terviewees thoughts of mp3 and the relations among them. Because allof the interviewees are senior high school students, their educationalbackground allows them to summarize the metaphors. At the end ofthe interview, the researcher is able to make a mental map from theconversation.
The 10 steps of the ZMET interview are listed below. These stepscan be adjusted slightly for different topics. In the beginning of theinterview, the researcher first establishes the tone of the interviewand clarifies what will happen.
Step Î: Storytelling. Human memory and communication are story-based (Schank, 1990). Using the supplied pictures, participants will be
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asked to describe how each of the pictures they bring to the researcherrelates to their feehngs and thoughts of the objects. During this stepthe researcher will probe for the deep meanings of the visual meta-phors that participants describe. Then the researcher will numberthe pictures.
Step 2: Missed issues and images. Participants are asked whetherother ideas come to mind when they are storytelling or collecting thepictures. Sometimes, participants may have an idea about the topicbut are unable to flnd a picture they think adequately indicates theirthoughts and feelings. In this step, participants will be asked to de-scribe any pictures they wanted to find but could not. The researcherthen probes for the deep meanings of the missed images using a processsimilar to the one described in step one.
Step 3: Sorting task. Participants are asked to categorize the picturesand describe every group. There is no limitation on the number ofcategories. This step helps each participant establish the issues or con-cepts.
Step 4: Metaphor elicitation. The Kelly Repertory Grid techniqueand the Laddering technique (Kelly, 1963; Shaw & McKnight, 1980;Gutman, 1982; Lewis & Klein, 1985; Valette-Florence & Rapacchi,1991) are used in this step. The Kelly Repertory Grid technique elicitsthe constructs of thought and action, and the Laddering techniqueelicits the causal relationship among the constructs.
Step 5: Representative image. Participants are asked to choose apicture which best represents their feelings.
Step 6: Opposite image. The researcher (or interviewer) asks theparticipant to describe the opposite meaning of the pictures he orshe chose.
Step 7: Sensory ¿mages. In this step, the images are taken away. Theresearcher elicits metaphors via all senses except for the visual. Theparticipants are asked to explore their non-visual senses to conveywhat is and is not representative of the meanings of the object.
Step 8: Mental map. In this step, the researcher reviews the pre-viously discussed constructs and inquires if an5^hing has been missed.Afterward, the mental model is mapped.
Step 9: The summary image. In this step, the participant is asked tocreate a summary image that represents a visual overview of his/herthoughts and feelings about the object. Then the researcher scans thepictures into the computer and constructs an overview image. Thisstep is intended to stimulate or at least to express what the partici-pant thinks.
Step 10: The vignette. Finally, the participants are asked to writedown a vignette or create a short movie that helps communicate im-
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portant issues related to the topic. This step is based on theories andevidence that different areas of tbe brain become active when engagingin moving images (Zaltman, 2003). Many new ideas may emerge as anew area of the brain is activated during the vignette creation and ar-ticulation.
METHOD
ParticipantsFifteen senior high school students were recruited as the interview-
ees. All participants completed the Personal Involvement Inventory(PII). This was done because high involvement often correlates withhigh product knowledge and expertise (Celsi & Olson, 1988; Chris-tensen & Olson, 2001; Mitchell & Dacin, 1996). Thus the highly in-volved respondents are likely to have elaborate and complex mentalmodels. Fifteen interviewees were enrolled but three failed to obtainhigh involvement; therefore, only 12 participants qualified.
However, the definition of mp3 is unclear. There are three possibleways people may think about mp3: mp3 music, mp3 download website,and mp3 digital equipment. To centralize consumers' mental map, theauthors used the first two as the mp3 definition. Participants weretold the definition of mp3 is mp3 music and mp3 download website.
The ZMET ProcessPreparation stage. About seven days prior to the interview, the quali-
fying participants are contacted and given a set of instructions. Eachparticipant is requested to collect 8 to 11 pictures and pieces of musicas metaphors. The ratio of pictures and music is unlimited. Picturesmust be mounted on paper and the music must be provided by theinterviewees themselves.
Interview stage. The interview generally takes 1.5 to 2.5 hours. Itbegins with the interviewee explaining the reason he or she chose thepictures and music. After the interview, participants were thanked andpaid an honorarium (around US $20) for their time and involvement inthe study.
RESULTS
Elicitation of ThemesBy using the Kelly Repertory Grid technique (Kelly, 1963) and the
Laddering technique (Gutman, 1982), the elements which represent
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consumers' thoughts and the relationships among them are elicited.For the thought to be considered a theme (element), it must be men-tioned by more than one-third of the interviewees. Given the complex-ity of the mp3 structure and the richness of mp3 meanings, anunusually large number of 52 elements were extracted from the ZMETinterviews. Furthermore, in order to avoid overstratification, it is im-portant to unite these 52 elements into a smaller scope. Elements inthe scope are named themes. This study summarized these 52 elements(called sub-themes) into 33 themes.
In view of the holistic nature of the mp3 experience, it is necessaryto consider the themes and categories in the context of one another.To facilitate this approach, all elements and themes are brought to-gether in Table 1 to provide a bird's-eye view of the mp3 landscape.
Verification of Music as the MetaphorsIn this study, the authors tried to demonstrate the effect of the newly
added music-metaphors. Results show that there were nine interview-ees whose use of picture-metaphors outnumber their use of music-metaphors. Eleven interviewees elicited more themes from the picture-based metaphors. There is a slight imbalance in the weight of picture-based and music-based metaphors; however, there is still the samecoverage between the two metaphors in most participants. In addition,more than 90% of the elements are included in the confirmativethemes. The findings reveal that music can be treated as an affectivemetaphor (see Table 2).
Most Representative ImagesIn this step, participants were asked to choose one picture or piece
of music which represented their thoughts toward mp3 most appropri-ately. Two participants chose a song, while the others chose a picture.Appearance, which was mentioned by three interviewees, is the mostrepresentative theme. Other highly representative themes are relax-ation, comfort, selfhood, and happiness. Furthermore, the meaning ofcompanionship, convenience, ease, usefulness, spiritual assistance,economy, and performance are also mentioned by one interviewee. Themeaning of usefulriess is the only one not concluded to be a theme (seeTable 3).
Sensory ImagesIn this step, the images are taken out. The researcher elicits meta-
phors from participants via senses other than the visual. Participantsare asked to explore their non-visual senses to convey what is and isnot representative of the meanings of mp3.
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Table 1
Summary of elements and themes ofmp3Code.«
1
2
3
4
S
6
7
S
9
10
11
12
13
14
IS
16
17
18
19
20
21
22
23
24
25
26
27
2i
29
30
32
33
Initial elenients(9ub-themes)
easy lo Ret. easy lo usemoney-saving, space-saving;cneriív-savmKillusory and invisiblesmall size
good classificalion: widespread variety; save mare
techmcol equipment
poor quolitv; difiicult to use
fashion
Fut
unlimited by time: unlimited itorage
inlemational bnundanes
convenience
time killer, transfer attention
share, the subject of a talk
expectationprevent external influence,personal styleanti-confirmatory
self-choice
nice; enjoy; lovo
iupiration; calm, vent
lelp (0 ihink, help to sleep
coloriU; touch more sonp
users' neftative feeling
labit and needs, custom
pndc
lappiness
relaxation, comfort
memory
eisure. entertainment
egal [»"oblom
viRor
compamonahip
earning songs
resonance
CoDcIuded themes
case
economy
siza'form
perfonnince
technical equipment
tunctitmal problem
fashion
fast
unlimited
intemation&l boundaries
convenience
transfer states
inierpenonal communication
expectation
selfhood
self-choice
appearance
spintual Ulislance
life assistance
broad vision ^
negative feeling
labit and needs
pride
lappineis
relaxation/comfort
memory
ei iurc/entertainment
egal problem
viRor
companionship
earning songs
resoiance
The participants expressed their thoughts through senses other thansight and hearing. There are 11 meanings mentioned at this step.Among these, the theme of relaxation comfort was chosen by 8 inter-viewees and ranked number one. The second was appearance, men-
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Table 2
Verification of music metaphors
Interviewee
A
B
C
D
E
F
G
H
I
J
K
L
Picture-basedmetaphors
No. ofmetaf^ors
7
6
1
6
5
5
5
5
6
5
5
10
No. ofthemes
14
25
20
19
20
15
21
14
21
12
15
24
Music-basedmetaphors
No. ofmetafrfiors
1
3
8
4
3
3
3
6
2
3
6
0
No. ofthemes
5
5
25
8
8
9
3
11
4
6
13
0
Repeatingpercentageof twometaphors
27.78%
25%
36.36%
35%
40%
41.18%
9.1%
19.05%
19.05%
38.46%
40%
0%
Fitness ofmusicmetai^ors(%)
100%
100%
92%
100%
100%
100%
100%
90.91%
100%
100%
100%
none
tioned by six participants. Only the meaning called surprise was notidentified as a theme. Results are shown in Table 4.
Summary of the Mental ModelBy examining these themes and categories, a heuristic mental model
of mp3 meaning and structure is developed. The summary mentalmodel is drawn from the conversation of every participant. Based onthe ZMET method, a theme must be mentioned by at least four inter-viewees. A relation between two themes must be mentioned by at leastthree interviewees. The collective mental map is shown in Figure 1.In the collective mental map, legal problems and negative feelings areinterrelated, but they do not have a relation to any other themes. Thethemes oí convenience and size/form occur with the highest frequency
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Table 3Most representative images/music ofmp3
No. MoitRepresentativeMetaphor
Meaning \ 0 . MostRepresentativeMetaphor
Meaning
companionship spiritual
assi^ance
B convenience H economy
lyrics for "'a
single song'
ease selfhood
D lyrics for "a
representative
work"
usefulness happiness
relaxation
/comfort
K perfonnance
relaxation
/comfort
happiness
of relations with other themes. The theme of happiness is reiated tofive other themes and ranks second. It means that size/form, conve-nience and happiness are the major concepts when people thinkabout mp3.
The results show that relaxation /comfort and appearance aremainly associated with the steps of the representative images andsensory images in Tables 3 and 4. In the mental model, convenienceand size/form are highly related to the other themes. Happiness is
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Table 4Sensory images ofmp3N. Sensory
IiitervieweeNv
A
B
C
D
E
F
G
H
I
J
K
L
Sense of Smell
RepresentativeMetaphor
ike a poppy ilower
elaxation/comfoitappearance¡mell of coffee .
labit and needs
imell of a machine
relevant technicalequipment
smell of rust
echnical equipment
smell of flowers
relaxation/comfort
smell of fresh air
spiritual assistance
B smell in one's ownhome
appearance/habit ancneeds
smell of ammonia
3urpnse
smell of a favoritedish
appearance
smell of a forest
relaxation/comfort
smell of cotTee
spiritual assistance
smell in a nightmarket
«rformance
Sense of Taste
RepresentativeMetaphor
cat a hot and spicysteamboatlegal problem/happinesseat rice
habit and needs
eat smelly beancurd or ricelegal problem/appearancedrink water
habit and needs
a bit of sweet
broad vision
drink oolong tea
appearance
dish which his orher mother cooksappearance/habitand needstaste mustard
surpnse
eat smelly beancurdappearance
drink tea
surpnse
drink hot milk
spiritual assistance
sweet of a candy
appearance
Sense of Touch
RepresentativeMetai^or
touch a fluöy doll
relaxation/comfort
touch a dog
relaxation/comfort
touch a computer
relevant technicalequipmenttouch a computer
technicalequipmenttouch a fluffy doll
relaxation/comfort
touch cool water insummerrelaxation/comfort
touch one's bedquiltrelaxation/comfort
touch a car
convemence
touch a soft pillow
relaxation/comfort
touch a fluffy doll
relaxation/comfort
mouse connectedto a computertechnicalequipmenttouch an ice cubein summerrelaxation/comfort
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/legal . / negative
problem . ^í ftetlng(28) . ~ (21)
Figure 1 ; A mental model for mp3
Notes: Rectangular shape= concept; Oval shape= theme
the theme least associated with these three steps (images, sense, andmusic). The findings demonstrate that the mental model includes notonly a rational component, but emotional meanings.
DISCUSSION
This study used the ZMET to explore adolescent consumers' mentalmodels of mp3. After reviewing the transcripts, 33 themes were elic-ited. Of the representative images, only one of the eleven elicited itemswas not determined to be a theme; of the sensory images, the resultwas the same with just one elicited item not being a theme. Most
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themes appeared repeatedly. In other words, themes elicited by theZMET were reliable. In addition, the connection between any twothemes had to be mentioned by more than three interviewees. Thereare 22 relations among the themes. This means that the ZMET couldmap the consumers' mental model. Thus, the ZMET is an effectivemethodology for exploring what consumers think and provides a goodway for businesses to understand consumer behavior.
On the other hand, comparing the themes elicited from the musicmetaphors and the confirmative sensory images, it was noted thatmore than 90% had been covered. Even though this shows that musicis indeed an effective metaphor, the interviewees preferred to use pic-tures as metaphors. In other words, vision may be a major factor whilehearing seems to be minor.
According to the ZMET, size I form, convenience, relaxation ¡comfort,and appearance are the four major concepts elicited from the interview-ees' mental models. In other words, what consumers think about mp3focuses on these four concepts. When a company plans to modify themp3's function, it should take these four concepts into consideration.For example, an advertiser could design the advertisement of mp3using "a lovely" atmosphere, while the mp3 manufacturer could de-velop a new product which is more convenient to use. Furthermore,legal problems and negative feelings were collated by the consumers.They do not influence other positive themes, but if the legal problemis resolved, consumers' evaluation of mp3 will improve. One of thelegal problems is copyri^t. Hence the legal use of mp3s should bedefined more clearly.
Limitations and Future Directions iThere are some limitations to this study. First, a long interview may
result in participants' losing concentration and patience; the interviewtook more than an hour. Second this study took mp3 as the object, butto some people mp3 represents music. Thus, future studies could usethe music metaphor in another industry and measure its effectiveness.Finally, the sample sizes were not big enough to analyze more con-cepts. '
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