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BRANDING DICTIONARY OF TERMS



A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

 

PAID MEDIA:

Brand communications delivered through paid advertising channels, as opposed
to earned media.



PANCOMMUNICATION:

A societal state in which everything and everyone is conveying content and meaning in all possible combinations.



PARABLE:
In communication design, a statement or comment that conveys a meaning indirectly by the use of comparison, analogy, or the like; an allegory. Often used in the creation of a brand's narrative.


PARALLEL EXECUTION:

The process by which separate creative teams collaborate simultaneously rather than sequentially.



PARALLEL THINKING:

A brainstorming technique in which all members of a group think in the same direction at the same time.



PARENT BRAND:

The founding member of a brand family.



PARETO PRINCIPLE:

The observation by economist Vilfredo Pareto that 80% of effects often come from 20% of the causes.



PAY PER ACTION:

In online advertising, a pricing model in which the advertiser pays only for specified customer actions such as making a purchase or filling out a form.



PAY PER CLICK:

In online advertising, a pricing model in which an advertiser pays the publisher only when a visitor clicks on an ad.



PERCEPTION:
An impression received through the senses; a building block of customer experience.


PERCEPTUAL MAP:

In marketing, a diagram of customer perceptions showing the relationships between competing products, services, or companies, usually in two dimensions.



PERMANENT MEDIA:
Environmental brand messages that last for years, such as architecture or signage. Ex. "Heinz Stadium" in Pittsburgh or "Minute Made Park" in Houston.


PERMISSION MARKETING:

The practice of promoting goods or services with anticipated, personal, and relevant messages.



PERSONAS:

In marketing, imaginary characters that represent potential users or target markets for a product or service.



PHISHING:

An unethical and often illegal attempt to steal users’ information with emails simulating the brand identity elements of real companies.



PLANNED OBSOLESCENCE:

A policy of designing a limited life span into a product so that customers are forced to replace it or purchase a “new, improved” version.



PLASTICITY:
In branding, the ability of a company, service, product or experience to adapt, grow and evolve over time, as markets and technologies change, while remaining consistent with its core brand ideology.


PLATFORM:

In business, a foundational framework for building a product line, technology, or brand.



POP-UP STORE:

A store that occupies a small retail space one day and disappears the next, designed to either create buzz or ignite a buying frenzy.



PORTMANTEAU WORD:

A neologism made from two morphemes, commonly used for creating brand names. Examples include Agilent (Agil-ent), Dumpster (Dump-ster), Gatorade (Gator-ade), Microsoft (Micro-soft), Motorola (Moto-rola), Polaroid (Polar-oid) and Thermos (Ther-mos).



POSITIONING:

The process of differentiating a product, service, or company in a customer’s mind to obtain a competitive advantage.



POTEMKIN BRAND:

A fake brand; refers to the mythical Potemkin villages, which were facades designed to impress Catherine the Great as she passed through Crimea.



POWER LAW:

A mathematical relationship that describes the distribution patterns of natural and man-made phenomena, such as the long tail of online merchandising.



PREFERENTIAL ATTACHMENT:

In social networks, the tendency for people with more connections to attract even more connections.



PRESEARCH:

In marketing, preliminary research to frame the research to follow.



PRICE SENSITIVITY:

The degree to which demand goes up or down in response to a change in price.



PRICE WAR:

A case of one-upmanship in which multiple competitors lower their prices to gain a temporary advantage or defend their market share.



PRICING MODEL:

A pricing formula designed to deliver a strategic advantage.



PRIMACY EFFECT:

A cognitive bias in which first impressions tend to be stronger than later impressions, except for last impressions.



PRIME PROSPECT:

A high-value customer in a given target market.



PRIVATE LABEL:

A store-branded product that competes, often at a lower price, with widely distributed products; a store brand as opposed to a national brand or name brand. Examples: 365 from Whole Foods, Member's Mark from Sam's Club, or Bitz from Oxxo).



PRODUCT DESIGN:

A branch of industrial design aimed at developing commercial products.



PRODUCT PLACEMENT:
A form of paid advertising in which brands — products and trademarks — are inserted into non-advertising media such as movies, television programs, music, and public environments.


PROFIT MOTIVE:

The financial incentive for investing capital, time, or effort in a business.



PROGRAMMATIC BUYING:

In advertising, an algorithmic bidding system for targeting individual consumers instead of aggregate audiences.



PROMISE:

In branding, a stated or implied pledge that creates customer expectations and employee responsibilities, such as FedEx’s on-time guarantee.



PROSUMER PRODUCT:

A product or service that combines professional-level features with consumer usability and price.



PROTOTYPE:
a model, mockup, or plan used to evaluate or develop a new product, service, environment, communication, or experience.


PROVENANCE:

A historical connection that lends authenticity or credibility to a company or product. Examples: Plymouth (Plymouth Rock) and Bank of Gibraltar, Getty Images (Getty Oil & John-Paul Getty), and The Rockefeller Foundation (John D. Rockefellor).



PROXIMITY MARKETING:

A form of marketing communications that makes location-based marketing more local using technologies such as GPS, NFC, or Wi-Fi.



PROVERB:
In language, a short popular saying, usually of unknown and ancient origin, that expresses effectively some commonplace truth or useful thought, an adage. A tactic used by brand naming specialists.


PSYCHOGRAPHICS:

The study of personality, interests, values, and lifestyles often used to define market segments.



PULL MARKETING:

A marketing strategy that motivates customers to seek out a product or service.



PURE PLAY:

A company with a single line of business; a brand with a high degree of focus. Examples: McDonalds (hamburgers), Microsoft (software), Subway (sub-sandwiches), Starbucks (coffee), Tesla (electric cars), Twinings (tea).



PURPOSE:

In systems thinking, the overriding goal that determines how the system should behave.



PURPOSE MOTIVE:

In management, an organization’s reason for existing beyond making a profit.



PUSH MARKETING:

A marketing strategy that brings an offer to a potential customer proactively.



A B C D E F G H I J K L M N O P Q R S T U V W X Y Z





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