Using Decision Science To Build Breakthrough Creative Ideas
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Transcript of Using Decision Science To Build Breakthrough Creative Ideas
Using decision science to build breakthrough
creative ideas
February 2016
Thomas Bunnell
I wrote this presentation to introduce creative departments, client service teams and clients to some of the basics surrounding decision science – and how it can be meaningfully used in creative and strategic development. The theories and examples have been taken from the work of leading thinkers in this field, including Daniel Kahneman, Phil Barden and Byron Sharpe.This deck was written as a presentation (and not originally intended to be read) but hopefully some of the key ideas are still clear.
About this presentation
1. How we make decisions a. Introducing System 1 and System 2
2. How we can get people to think less and buy morea. Decreasing the painb. Increasing the reward
3. How we can apply theory to creativea. Decoding TV Ads
What this presentation covers
1. Provide new thinking on ways we can develop creative strategies and ideas
2. Provide a shared language to help explain, defend, and sell-in highly creative ideas
3. Build upon our knowledge of how advertising works
How this presentation can help our work
Informed by the leading industry texts
Part one: How we make decisions
Kahneman’s theory on decision making
System one
Autopilot
Automatic
Associative
System two
Pilot
Thinking
Slow
Activities
● Saying your phone number
● Driving a car
● The body’s reaction to a flame
Activities
● Solving a tough maths problem
● Learning a language
● Following a map
Intuitive and low-energy
Reflective and high-energy
Say the colour
BLUE
YELLOW
ORANGE
RED GREEN
ORANGE PURPLE
GREEN
GREEN
ORANGE
YELLOW
BLUE
RED
RED
GREEN
YELLOW
RED
PURPLE
PURPLE
PURPLE
BLUE YELLOW
BLUE ORANGEPURPLE
Say the colour not the word
BLACK
ORANGE
RED
GREEN PINK
WHITE YELLOW
YELLOW
BLUE
WHITE
BLUE
PURPLE
BLACK
YELLOW
ORANGE
GREEN
BLACK
BLUE
BLUE
PINK
GREEN RED
RED WHITEORANGE
“System one is really the one that is the more influential; it is guiding System two, it is steering System two to a very large extent” Daniel Kahneman
Marketing activities need to activate System one and circumvent System two, i.e. get people to think less and buy
Part two: How we can get people to think less and buy more
Continually refresh memory structures
Fulfil implicit and explicit goals throughout all
stages of the experience: context, product, brand
and comms
Be present at all stages of the purchase journey
- mentally and physically
Three approaches to getting people to buy
Address any areas of resistance to buying
Learned behaviour
Maximise the rewardMinimise the painBe available
Buying is based on a simple calculation
=OFC Ventral Straitum Insular Cortex
-
Net valuePainReward
Decreasethe pain
Thus, there are two levers we can pull to maximise net value
Increase the reward
To decrease the painwe need to consider how we position and present value
Availability
Decreasing the pain using behavioural economics
Framing Anchoring
90% lean 10% fat
Loss aversionPermissibilitySocial Proof
Decreasing the pain using behavioural economics [Cont’d.]
To increase the rewardwe need to appeal to people’s ‘explicit’ and ‘implicit’ goals
Pleasing scent, restore and soften skin
Explicit goals are specific to a given product category and are vital to buyers
Gets you from A to B
Tasty, filling, and gives
energy
Implicit goals are deep psychological needs
Security
Care, trust, closeness, security, warmth
Excitement
Vitality, fun, curiosity, creativity, change
Autonomy
Pride, success, power,superiority, recognition
Enjoyment
Relaxation, light-heartedness, openness, pleasure
Adventure
Freedom, discovery, rebellion, courage, risk
Discipline
Precision, order, logic, reason
Signals and associations within the brand experience help serve implicit goals
Product ExperienceCommunications Context
Thus, motivational theory can help us in two ways
1. Develop value propositions
2. Provide guidance for creative signals and associations
1. Developing value propositions
SoupEnjoyment:
relaxation, light heartedness,
openness, pleasure, relief
It can be eaten with sides, adapted with spices, or even used as a base to create a stew, curry or laksa
Product/Feature Explicit Goal Implicit Goal
‘Brand X’ soups make your meal improvisation magnificent’
2. Provide guidance for creative signals and associations
Explicit goals
● Is it a feature no-one else owns?● Is it a mature category?● How important is the feature to
people?
Considerations when assigning explicit and implicit goals
Implicit goals
● What’s the dominant implicit goal of the category?
● Who is the target audience?● What are the positive and negative
brand associations?● How does it relate to the product
experience/explicit goal?
Part three: How we can apply theory to creative
Value proposition development using motivational theory
Product/Feature Explicit goal Implicit goal Brand
Automatic braking system
Automatic braking system
Automatic braking system
Shorter braking distance
Shorter braking distance
Shorter braking distance
Superiority: owning advanced technology
Driving pleasure: we can drive faster, as the
system can react quicker
Safety: we can help protect ourselves and
our family
Phil Barden, Decoded
Mercedes-Benz
Product/Feature
Explicit goalShorter braking distance
Implicit goal
Automatic braking system
Superiority
http://youtube.com/v/j_Q5s_LqxJ8
Mercedes-Benz
Product/Feature
Explicit goalShorter braking distance
Implicit goal
Automatic braking system
?
http://youtube.com/v/_DrJiOjN7nE
Toyota
Product/Feature
Explicit goalNever breaks down
Implicit goal
Built with quality engineering
Sagaciousness
http://youtube.com/v/vbsyEI78m5s
Southern Comfort
Product/Feature
Explicit goalRefreshment
Implicit goal
Alcoholic spirit
Confidence/Autonomy
http://youtube.com/v/ygeWsoYYMuQ
Orangina
Product/Feature
Explicit goalA refreshing drink
Implicit goal
A drink you need to shake
Excitement (adult)
http://youtube.com/v/rZJDqWmrS-E
Marlboro
Product/Feature
Explicit goalA pick-me-up
Implicit goal
Full-flavour cigarettes
Autonomy
Creative needs fulfil goals in distinct and exciting ways
Security Adventure
Enjoyment Excitement
Discipline Autonomy
Phil Barden, Decoded
Culture is the gateway
1. System 1 (autopilot) and System 2 (pilot) are the two processes involved in decision making
2. ‘Increasing the reward’ and ‘decreasing the pain’ are ways we can encourage people to buy
a. Behavioural economic frameworks can help us decrease the pain in buyingb. Serving implicit and explicit goals can help us increase the reward and
provides guidance for signals and associations within the brand experience
3. Breakthrough creative needs to find distinct and culturally relevant ways to serve implicit goals
Recap
Thank you