Use Case | Branding
Branding | Use Case
Stand Out in Competitive Market
A Fortune 100 company has developed a new energy drink to better compete in a saturated market. The company wants to lift its overall market share by disrupting competition. It plans to test branding elements before developing a national advertising campaign.
The Challenge // Branding
- Select branding and messaging that drives demand for product in middle-class and upper middle-class markets
- Compete with other products in market
- Attain 10% market share in first year
The Research // Goals
- Present three product prototype designs
- Vary primary design colors: A = red, B = blue, C = white
- Present logos and labels to participants on a computer
- Collect physiological and self-reported response data for each design
- Display branded elements next to competitive brands in the store to test for product adoption
The Solution // Technology Options
- Show participants a series of images on a computer using Stimulus Presentation
- Record eye tracking metrics for each image
- Collect physiology data to determine changes in EDA, heart rate, and facial EMG
- Capture participant’s subjective response via switch transducer or digital marker box
The Results
- EDA data indicated a change in arousal
- fEMG data indicated positive/negative valence (attractiveness/averseness)
- Eye tracking data (i.e., Gaze Path, Areas of Interest, Heat Maps) was correlated with arousal and valence data
- Self-reported, subjective responses were compared
- Combined data indicated which brand elements generated a positive arousal and valence response
- Design C was the winning design with the most significant change to arousal and valence
- Design C was adopted by the company and product was released to the market with a 12% first-year performance
Benefits
- Compare messaging and identify emotional responses and behavioral changes
- Identify the most efficient and effective messaging for the brand and ensure it’s consistent with the product and brand perception
- Test large scale branding projects in the virtual world—store fronts, corporate livery, restaurant’s, etc.
Technology Options
B-Alert X-series EEG + Biometrics
fNIRS + Biometrics
Virtual Reality
Related Use Cases
Packaging
Communications
Other Industries
Advertising
Political Science
Public Health
Selected Citations
- Jeong, E. J., Bohil, C. J., & Biocca, F. A. (2011). Brand Logo Placements in Violent Games: Journal of Advertising: Vol 40, No 3 (tandfonline.com). Journal of Advertising, 40(3), 59-72. With the general aggression model and presence (i.e., sense of “being there”) theory as frameworks, this study investigates the effects of violence cues (blood and screams of pain) and players’ individual differences in aggression (trait aggression) on brand logo memory and on attitude change in a violent first-person shooter game (Half-Life 2). BIOPAC Product: MP150
- Jeong, E. J., Lee, H. R., & Woo, J. H. (2015, January). Brand Memory, Attitude, and State Aggression in Violent Games: Focused on the Roles of Arousal, Negative Affect, and Spatial Presence | IEEE Conference Publication | IEEE Xplore. In 2015 48th Hawaii International Conference on System Sciences (pp. 3538-3547). IEEE. Violent games have increasingly gained their market share in recent video game markets. They have attracted much attention due to their potential effects on users in advertising and aggression. However, little research has investigated such effects considering both user aggression and persuasion mechanism in virtual space. BIOPAC Product: MP150
- Gakhal, B., & Senior, C. (2008). Examining the influence of fame in the presence of beauty: an electrodermal ‘neuromarketing’ study – Gakhal – 2008 – Journal of Consumer Behaviour – Wiley Online Library. Journal of Consumer Behaviour: An International Research Review, 7(4‐5), 331-341. The use of famous and/or attractive models in brand marketing is ubiquitous yet little work, if any, has been carried out examining differences in their efficiency in driving subsequent consumer behaviour. BIOPAC Product: MP150
- Neale, L., Bellman, S., Treleaven-Hassard, S., Robinson, J. A., & Varan, D. (2013). Unlocking the “Reminder” Potential When Viewers Pause Programs | the Journal of Advertising Research. Journal of Advertising Research, 53(4), 444-454. The branded pause advertisement is a recently developed online television-advertising format that displays a full-screen still-image banner ad whenever a viewer pauses a streaming-video program. This study used a controlled lab experiment to compare the effectiveness of branded pause advertisements with normal online television advertisements. BIOPAC Product: MP35
- Niedziela, M., Jordon, A., & Stone, H. (2016). https://www.sensorysociety.org/meetings/2016 Presentations/74_Niedziela.pdf. AGRO FOOD INDUSTRY HI-TECH, 27(3), 34-37. Ethical buzz words like “organic”, “sustainable”, and “non-GMO” have become increasingly popular for consumer products. Consumer demand for such products is rising rapidly. Health and environmentally conscious consumers are driving sales of products yet it is unknown how much of an impact such claims have on consumer perception. BIOPAC Product: MP150
- Nguyen, L., Rosicki, S., Rowe, C., & Schoenberger, H. (2015). The Effects of Cell Phone Distractions on Cognitive Flexibility (wisconsin.edu). The purpose of this experiment was to study the relationship between cognitive flexibility and cell phone anxiety measured by changes in the physiological responses of the human body often triggered by the sympathetic nervous system. BIOPAC Product: MP150
- Clayton, R. B., Keene, J. R., Leshner, G., Lang, A., & Bailey, R. L. (2020). Smoking Status Matters: A Direct Comparison of Smokers’ and Nonsmokers’ Psychophysiological and Self-Report Responses to Secondhand Smoke Anti-Tobacco PSAs: Health Communication: Vol 35, No 8 (tandfonline.com). Health communication, 35(8), 925-934. Extensive research demonstrates that exposure to threatening anti-tobacco messages can lead to defensive message processing which reduces message effectiveness. However, research investigating whether this effect is moderated by the smoking status of the message viewer is lacking. BIOPAC Product: MP150
- Minas, R. K., & Crosby, M. E. (2016, July). Overloaded and Biased? Using Augmented Cognition to Understand the Interaction Between Information Overload and Cognitive Biases | SpringerLink. In International Conference on Augmented Cognition (pp. 242-252). Springer, Cham. Virtual teams are increasingly utilized in organizations, yet they often make poor decisions. Previous research has established that a primary cause of poor virtual team decision making is due to confirmation bias: team members focusing their cognitive resources on factual and normative information that supports pre-discussion preferences, rather than deeply considering information that challenges them. BIOPAC Product: AcqKnowledge
- Babakhani, N., Ritchie, B. W., & Dolnicar, S. (2017). Improving carbon offsetting appeals in online airplane ticket purchasing: testing new messages, and using new test methods: Journal of Sustainable Tourism: Vol 25, No 7 (tandfonline.com). Journal of Sustainable Tourism, 25(7), 955-969. Voluntary carbon offsetting by air passengers could help counteract environmental damage caused by air travel. But adoption rates among air travelers are low. This study (1) develops new communication messages which counteract barriers to carbon offsetting identified in prior studies, and (2) tests their effectiveness using psychophysiological and attitudinal measures, a technique new to sustainable tourism research methodologies. BIOPAC Product: MP150
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