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Decision I Have Made When Bought An Ipad Is High Involvement Feeling Decision

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In my opinion, the type of decision I have made when bought an iPad is high involvement-feel decision. The sequence of reaction during the entire purchasing process is feel-know-do or feel-do-know. In this situation, I did not emphasize too much on the specific information, but the general attitude and emotional arousal, as the product and the brand name associated with my personal system of values. Beside the size and weight, iPad is not different from my MacBook. In addition, iPad is more expensive than the alternative models of tablets. Most likely, I have chosen the Apple product because the brand meets my needs (rational component), or because it is the personal commitment of the brand or brand loyalty (emotional component). D. …show more content…

- In order to encourage customers to purchase products from different product groups and establish permanent relationship with people, Apple should develop discount policy. For example: event discount, accumulative discount, loyalty discount or discount for regular purchases, product discount and many others. - Survey for the existing and potential client, where they could share their ideas or dissatisfaction about the company service or overall company’s work could also affect/increase sales. For example, sales representatives could ask the buyers, who leave the Apple store without buying any product, what is the purpose for coming to the store and why they are leaving without making any purchase? The company could do this directly (in the store) or through a poll/survey created on the official website. This strategy would identify obvious problems, and also increase the loyalty of the customers, as well as help with product innovations. A. Review the SWOT Analysis and four most important factors and their rationale facing this organization from your first assignment. Include both in this assignment. To stay competitive Mega Bloks needs to follow up with the needs and preferences of modern children who prefer new kinds of entertainment such as video games, smartphone apps and online versions of classic board games. Good actions could be also taken to fix the quality of the products

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