I think you're asking the wrong question. If they're able to overcome the challenges without using the consumables, then why should they use them?
I would look at two things on the DM's side:
Create time pressures which feel legitimate but keep the players from resting regularly. In this way, they will tend to start valuing spell slots a bit higher and consumables maybe a bit lower. One of my parties is currently on an island with a series of challenges. Our ship home returns in seven days. We can choose to rest whenever we'd like, but we're being careful not to rest unnecessarily, because in seven days we have to leave.
Make the encounters more difficult. If they don't need to use the consumable, why should they? Give them encounters which push their characters to the max, and get them accustomed to preparing ahead and expecting the worst. Nothing will get the players more invested in using consumables than thinking "oh man, I wish I drank that potion of water breathing before diving into the water."
In addition to that, I'd recommend looking at whether a consumable is the right choice for the problem. If you were to give the players a pile of gold, would they decide to buy the consumables you gave them? If not, then maybe they're considering selling them instead of using them. My DM gave our 7th level party four searing arrows, which are worth 1516 GP a piece. There's no way we're shooting one of those unless it the only choice we have and it saves someone's life. Otherwise, we're going to dump them in the next town we find and buy some sweet permanent gear.