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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

 

A/B TESTING:

In marketing, a method for comparing two solutions or factors by dividing an audience or set of users into two testing groups.



ABBREVIATION:

In brand naming, a shortened or contracted form of a word or phrase, used to represent the whole. Examples: IBM (International Business Machines), CBS (Columbia Broadcasting System), MTV (Music Television), and SNL (Saturday Night Live).



AD BLITZ:

An annual contest by YouTube and Adweek to showcase commercials from the Super Bowl and rank them by popularity.



AD EXCHANGE:

A technology platform for buying and selling online advertising from multiple ad networks using a bidding process.



ADVERTISING:

Paid communications aimed at persuading an audience to buy a product, use a service, change a behavior, or adopt a viewpoint.



ADVERTORIALS:

Print advertising designed to look like editorial content.



ADWARE:

Software that automatically renders advertisements on websites.



AFFILIATE:

A business which is voluntarily related to another business without being a subsidiary.



AFFILIATE MARKETING:

A type of marketing in which a business rewards an affiliate for bringing customers to it.



AFFORDABLE LUXURY:

Premium-priced products and services that are inexpensive relative to traditional luxury items.



AGILE CREATIVITY:

A tool developed by Google to help marketing teams work faster and more collaboratively.



AIDED AWARENESS:

The degree of recognition of a specific brand when respondents are presented with a list of possible names.



ALWAYS-ON CULTURE:

A digitally connected society with continuous access to the Internet and electronic media.



AMBIVERT:

In psychology, a term used to describe one whose personality type is intermediate between extrovert and introvert.



ANCHORING:

A cognitive bias that causes people to overvalue the first piece of information they receive when judging the value of later information.



ANDROID:

Google’s open-source operating system designed for touchscreen devices, including smartphones and tablets.



ANTONYM:

In language, a word opposite in meaning to another. Fast is an antonym of slow.



APP:

Application software designed to address a specific purpose.



APPLICATION SOFTWARE:

A software program designed to address a general set of tasks.



ARC:

In storytelling, the trajectory of a narrative; the sequence of events in a story line.



ARCHETYPE:

A standardized model of a personality or behavior, often used in marketing, storytelling, psychology, and philosophy.



ARTIFACT:
A visible representation of an idea; a product or by-product of designing.


ASPIRATIONAL POSITIONING:
One or two words which declare what the brand aspires to be in relation to competing brands.


ASYCHRONOUS COLLABORATION:

A method of working together virtually so that participants can contribute as time permits.




ATMOSPHERICS:
The identity of a brand environment, represented by its architecture, signage, textures, scents, sounds, colors and employee behavior.


ATTITUDE STUDY:

A survey of opinions about a brand, often used as a benchmark before and after making changes to the brand.



AUDIENCE:

The group of people for which a product, service, message, or experience is designed.



AUDIENCE FRAGMENTATION:

The breakdown of mass audiences into many smaller audiences, or tribes, due to the explosive growth of media.



AUGMENTED REALITY:

A view of the physical world that is mediated by technology, such as a smartphone image with GPS - driven information overlaid.



AUTHENTICITY:

The quality of being genuine, considered a powerful brand attribute.



AVATAR:

In computer games, a digital alter ego; in branding, an icon designed to move, morph, or otherwise operate freely in a variety of media.



AWARENESS STUDY:

A survey that measures an audience’s familiarity with a brand, often divided into “aided” and “unaided” awareness.



BACKSTORY:

In a narrative, the background of a character; in branding, the story behind a brand, such as its origin, the meaning of its name, or the basis of its authenticity.



BAIT AND HOOK:

In marketing, a pricing model with a free or inexpensive initial offer that encourages future related purchases, such as free cell phones with multi-year service contracts.



BANDWAGON EFFECT:

In behavioral psychology, the observation that the more people do or believe something, the more others will be inclined to do or believe the same thing.



BANNER AD:

On the web, a small, rectangular ad designed to attract traffic to a website.



BARCODE:

A machine-readable representation of data, usually affixed to an object for the purpose of tracking it.



BENEFIT:

A perceived advantage derived from a product, service, or feature.



BHAG:

A “Big, Hairy, Audacious Goal” designed to drive an organization forward for one to three decades, from Built to Last by Collins and Porras.



BOT:

A virtual software agent often used to run automated tasks over the Internet; a robot.



BOTTOM-UP MARKETING:

Customer-driven marketing, as opposed to top-down or management-driven marketing.



BOUNCE RATE:

In web analytics, the percentage of users who quickly leave a particular page.



BRAINSTORMING:

A technique for generating, exploring, and evaluating ideas as a group.



BRAND:

A person’s perception of a product, service, experience, or organization; a commercial reputation.



BRAND ADVOCATE:

Anyone who promotes a brand through interactions with customers, prospects, partners,orthemedia.



BRAND AGENCY:

A strategic firm that provides or manages a variety of brand-building services across a range of touchpoints.



BRAND ALIGNMENT:

The practice of closely linking customer experience and brand strategy.



BRAND AMBASSADOR:
Anyone who promotes the brand through interactions with customers, prospects, partners or the media; ideally, every company employee.


BRAND ARCHITECT:

A person experienced in building brands as strategic systems.



BRAND ARCHITECTURE:

A hierarchy of related brands or brand names, often beginning with a master brand and describing its relationship to subbrands and co-brands; a brand family tree.



BRAND ARTICULATION:
A precise description of a brand that enables members of the brand community to collaborate; the brand story or narrative.


BRAND ASSET:

Any aspect of a brand that has strategic value, including brand associations, brand attributes, brand awareness, or brand loyalty.



BRAND ATTRIBUTE:
A distinctive feature of a product, service, or company brand.


BRAND AUDIT:
A formal assessment of a brand's strengths and weaknesses across its touchpoints.


BRAND AWARENESS:

A measurement of how well a product, service, or company is recognized by its audience.



BRAND BOOK:

A publication or online resource that outlines the strategy, key messages, and style guidelines for a brand.



BRAND CAMPAIGN:

A coordinated effort to increase brand awareness, brand equity, or brand loyalty.



BRAND COMMUNITY:
The network of people who contribute to building a brand, including internal departments, external firms, industry partners, customers, users and the media.


BRAND COMPASS:

A shared understanding of a company’s purpose, value proposition, personality, and messaging that allows brand builders to collaborate with autonomy.



BRAND CONSULTANT:
An external adviser who contributes to the brand building process, often in a strategic or advisory role.


BRAND COUNCIL:
A committee formed to assess and guide a company's brand building process; sometimes called a creative council.


BRAND DESIGNER:
Any person who helps shape a brand, including graphic designers, strategists, marketing directors, researchers, advertising planners, web developers, public relations specialists, copywriters and others.


BRAND EARNINGS:

The share of a business’s cash flow that can be attributed to a brand.



BRAND ECOSYSTEM:

The network of people who contribute to building a brand, including internal departments, external firms, industry partners, customers, users, and the media.



BRAND EQUITY:

The accumulated value of a company’s brand assets, both financially and strategically; the overall strength of a brand.



BRAND ESSENCE:
The distillation of a brand's promise into the simplest possible terms.


BRAND EXPERIENCE:

All the interactions people have with a product, service, or organization.



BRAND FAMILY:

A series of related brands owned by the same company.



BRAND GAP:

A disconnect between business strategy and brand experience.



BRANDED HOUSE:
A company in which the dominant brand name is the company name, such as Mercedes-Benz; also called a "homogeneous brand" or a "monolithic brand."


BRANDED TYPOGRAPHY:
A custom designed font created to capture the "look and feel" of a brand; a typographical exploration to increase the uniqueness of a brand and to differentiate it from its competitors.


BRANDED TYPOGRAPHY DESIGN:
In typography, the process of creating a wholy unique set of typographical characters to reinforce a brand's essence and increase the strength of its brand image.


BRAND IDENTITY:

The outward expression of a brand, including its trademark, name, communications, and visual appearance.



BRAND IMAGE:
A customer's mental picture or visual perception of a product, service or organization.


BRAND IMPRINTING:
In marketing, a deliberate, invasive and ongoing strategy to show a brand's image — logotype, trademark and brand messaging — to infants, adolescents, tweens and teens with the direct goal of turning them into life-long brand loyalists, brand enthusiasts and brand evangelists. Examples: McDonalds, Cheerios and Crayons.


BRANDING:

Any effort or program designed to increase value or avoid commoditization by building a differentiated brand.



BRAND LOYALTY:

The strength of preference for a brand compared to competing brands, sometimes measured in repeat purchases.



BRAND MANAGER:
An obsolescent term for a person responsible for tactical issues facing a brand or brand family, such as pricing, promotion, distribution, and advertising; a product manager.


BRAND MANUAL:

A document that articulates the parameters of a brand for members of the brand community; a standardized set of brand-building tools.



BRANDMARK:
An icon, avatar, wordmark or other symbol for a brand; a trademark.


BRAND METRICS:
Measurements for monitoring changes in brand equity.


BRAND NAME:
The verbal or written component of a brand icon; the name of a product, service, or organization.


BRAND PERSONALITY:
The character of a brand as defined in human terms, such as Virgin = "irreverent", Volvo = "safety", Trump = "Sociopathic", or Chanel = "refined".


BRAND POLICE:
A manager or team responsible for strict compliance with the guidelines in a brand manual.


BRAND PORTFOLIO:
A suite of related brands; a collection of brands owned by one company.


BRAND PUSHBACK:
Marketplace resistance to brand messages or brand extensions, often leading to changes in brand strategy.


BRAND RECALL:

A measurement of how strongly a brand name is connected with a category in the minds of an audience.



BRAND RECOGNITION:

A measurement of how familiar a brand name is to an audience.



BRAND STEWARD:
A person responsible for protecting and developing a brand.


BRAND STORY:
The articulation of a brand as a narrative; a coherent set of messages that articulate the meaning of a brand.


BRAND STRATEGY:
A plan for the systematic development of a brand in alignment with business strategy.


BRAND TRACKING:

A record of changes in brand awareness over time.



BRAND VALUATION:
The financial equity of a brand.


BRICKS AND CLICKS:

A retail business model that combines a physical store with an e-commerce component.



BRICKS AND MORTAR:

A retail business model with a physical store.



BROADCASTING:

The electronic, one-way communication of audio or video content to a large audience.



BROWSER:

A software program that allows a user to display and interact with websites on the Internet.



BULK EMAIL:

Email messages sent to many people at the same time from a mailing list.



BUNDLE:

A tying strategy in which the purchase of one product, element, or feature is conditioned on the purchase of another.



BUZZ:

An elevated level of gossip or information-sharing about a person, product, service, event, experience, or organization.



BUZZWORD:

A word or phrase that becomes fashionable, often at the expense of its original meaning.



5 Cs (OF BRANDING):

In personal branding, the 5 C's are: Consistency, Creativity, Clarity, Committment, and Consultation.



CATCHPHRASE:

A phrase made familiar by repeated use.



CATEGORY:

In marketing, the market segment in which a product, service, or company competes.



CBO:
Chief Brand Officer, responsible for integrating the work of the brand community.


CDO:
Chief Design Officer, responsible for the total design efforts of the company.


CHALLENGER BRAND:

A product, service, or company that competes with one or more stronger competitors in its category.



CHANNEL:

In communications, a conduit for moving a signal from a sender to a receiver.



CHARETTE:

An intensive workshop in which designers and community stakeholders work in collaboration.



CHARISMATIC BRAND:

A brand that inspires a high degree of customer loyalty; also known as a lifestyle brand or passion brand.



CLARITY:

In communication, the quality of being easily perceived or understood.



CLICHÉ:

In communication design, an idea, phrase, or trope that has been overused to the point of losing its original meaning or effect.



CLIQUE:

In social networks, an exclusive group in which every member is closely connected to every other member.



CLOUD, THE:

A catch-all term for information and programs that can be accessed over the Internet.



CLUES:

In problem solving, any facts, data, or personal experiences that can aid in forming a framework for the problem.



CLUTTER:

A disorderly array of elements or messages that impedes understanding.



CO-BRAND:

Two or more separately owned brands linked for mutual benefit.



CO-CREATION:

The collaborative development of a product, service, experience, process, business model, strategy, message, or other outcome.



COLLABORATION:

The process by which people of different disciplines work together to create something they could not create individually; the practice of co-creation.



COLLOQUIAL:

In language, the characteristic of or appropriate to ordinary or familiar conversation rather than formal speech or writing; informal.



COLLOQUIAL LANGUAGE:

Informal verbal forms of expression divided into four general categories: Informal Contractions (Gonna = Going to, Wanna = Want to, Gotcha = Got you); Idiomatic Expressions (Hit the nail on the head, Bite the bullet, Kick the bucket); Regional Informal Phrases (Y'all = You all, Fixin' to = About to); Slang (Sick/Dope = Cool or awesome, Chill = Relax, My bad = My mistake).



COLOR PSYCHOLOGY:
In brand design, the use of specific colors and color combinations that are scientifically proven to create an emotive reaction — first by creating a purely neurological response which then becomes a neurophysiological cognitive impulse.


COMMAND AND CONTROL:
a management style relying on clearly defined goals, processes, and measurements; top-down rather than distributed or bottom-up management.


COMMODITIZATION:

The process by which customers come to see products, services, or companies as interchangeable, resulting in the erosion of profit margins; a failure of branding.



COMMODITY:

In economics, goods that have no appreciable differentiation or brand value.



COMMUNICATION:

A message or conversation; the conveyance of information from a sender to a receiver.



COMMUNICATION DESIGN:

A discipline that combines visual design and verbal design to produce identity elements, websites, advertisements, publications, and other vehicles for messaging and content.



COMMUNITY:

A large group of people with common interests or a shared culture.



CONCEPT MAP:

A hierarchical diagram showing the connections among related ideas, functions, or elements.



CONCEPTUAL NOISE:

Cognitive clutter arising from conflicting messages or meanings; a clash of ideas that undermines clarity.



CONCERTINA COLLABORATION:

A method of co-creation in which individuals and teams alternate between working together and working individually.



CONFIRMATION BIAS:

In psychology, the tendency for people to prefer evidence that confirms what they already believe.



CONGESTION:

A negative network effect in which adding more users to a network decreases the value of the network, as in the case of highway traffic.



COJOINT ANALYSIS:

A quantitative research technique for identifying a product’s most important features by asking customers which features they would trade for others.



CONSIDERATION SET:

The range of choices that a customer considers when making a purchase decision; a category.



CONTENT:

In advertising, the editorial or entertainment portion of a medium that attracts an audience.



CONTEXTUAL ADVERTISING:

Online advertising that automatically displays relevant ads based on keywords from the website.



CONVERSTION RATE:

In retailing, the percentage of visitors who end up buying something.



COOKIE:

A small piece of code placed by websites onto the browsers of visitors for the purpose of personalizing, tracking, or managing data.



COOPETITION:

A portmanteau word describing the cooperation of two or more competitors for mutual benefit.



COPYRIGHT:

The exclusive rights granted to the owner or creator of an original work, typically a book, play, motion picture, sound recording, computer program, or trademark.



COPYWRITING:

The discipline of developing verbal content for advertisements and related communications.



CORE COMPETENCIES:
A set of capabilities (typically two or three) that gives a company a strategic advantage.


CORE IDENTITY:

In marketing, the central, sustainable elements of a brand identity, such as a brand name and trademark.



CORE IDEOLOGY:

In management, a combination of core values and core purpose.



CORE PURPOSE:

The reason a company exists beyond making a profit; a key component of a core ideology.



CORE VALUES:

An enduring set of principles that defines the ethics of a company; a key component of a core ideology.



CORPORATE IDENTITY:

The brand identity of a company, consisting of its key identifiers, such as its brand name, trademark, typography, and colors; a company’s trade dress.



CPC:

Cost per click, or the price that online advertisers pay each time an ad is clicked.



CPM:

Cost per thousand, or the price that advertisers pay for one thousand impressions.



CPV:

Cost per view, or the price that advertisers pay for each video view.



CREATIVE BRIEF:

A document that outlines the parameters of a design project, such as its context, goals, processes, and budgetary constraints.



CREATIVE COUNCIL:

A committee formed to monitor and guide a company’s branding process; sometimes called a brand council.



CROWDSOURCING:

The process of outsourcing tasks to the public or an online community.



CTR:

Click-through rate, or the percentage of people who click an ad or other online link.



CULTIVATION:

In management, the process of embedding shared values and skills throughout an organization.



CULTURAL LOCK-IN:

The inability of an organization to change its mental models, even in the face of clear market threats.



CULTURAL WALLPAPER:

Objects, products, services, and communications that are everywhere yet so common as to be invisible.



CULTURE:

The shared understanding and behavioral norms of a community or population.



CULTURE JAMMING:
The act of modifying advertisements or brand messages to subvert their original intent; also known as subvertising.


CUSTOMER EXPECTATIONS:
The anticipated benefits of a brand, whether explicit or implicit, functional or emotional.


CUSTOMER GOALS:

In marketing, the jobs for which customers “hire” a product, service, experience, or organization.



CUSTOMER JOURNEY:

A model or story of how a customer might experience a product, service, or organization over time.



DEMAND ELASTICITY:

In marketing, the sensitivity of sales patternsto a change in price.



DEMOGRAPHICS:

Statistical data on populations, including categories such as age, ethnicity, gender, marital status, income, and education level; an approach to defining a market segment.



DESCRIPTOR:

In brand communications, a term that describes the category in which the brand competes, such as “fluoride toothpaste”or “online bank.”



DESIGN:

The discipline or process of changing an existing situation to a preferred one.



DESIGNER:

Anyone who uses the design process to change an existing situation to a preferred one.



DESIGN MANAGEMENT:

The practice of integrating the work of internal and external design teams to align brand touchpoints with strategic goals.



DESIGN PROCESS:

A method or framework for the execution of a creative project.



DESIGN RESEARCH:

Customer research on the experience and design of products or communication elements, using qualitative, quantitative, or ethnographic techniques.



DESIGN TARGET:

The ideal customer for a product, usually an extreme user.



DESIGN TEAM:

A collaborative group formed to work on certain types of creative projects or to solve a specific creative problem.



DESTINATION BRANDING:

The process of creating a brand for a place — a city, state, country or region. Driven by three main factors, which represent the fundamentals of a destination: reputation, identity and perception. ‍Reputation is the sum of the beliefs or opinions about the destination, it needs to be built, protected, maintained and changed, if needed, over time.‍ Examples: Costa Rica - "Pura Vida", Silcon Valley - "Disrupt", Texas - "The Lone Star State", Turkey - "Go Türkiye", U.A.E. - "Make it Happen".



DIFFERENTIATION:

The process of establishing a unique market category to increase profit margins and avoid commoditization; a central principle of positioning.



DIGITAL NATIVE:

A person immersed in the Internet from a very early age.



DIGITAL WALLET:

A software program that lets users make commercial transactions electronically; an e-wallet.



DISPLAY ADVERTISING:

A type of web advertising that can accommodate text, images, logos, and other elements in the same space.



DISRUPTIVE INNOVATION:

A new product, service, or business that upsets and redefines a market.



DISSONANCE:

In branding, the disagreement or incongruity between a brand's original promise and the brand's actual promise; between a brand's perception and reality. Example: Facebook's vow to never sell online advertising; Apple's promise to never sell personal information to third-parties, the Republican Party's promise to never use its technologies to spy on U.S. Citizens.



DISTRIBUTION:

In business, the provision of goods and services to customers through a distribution channel.



DISTRIBUTION CHANNEL:

A method for moving goods or services from a factory to a supplier, a supplier to a retailer, or a retailer to an end customer.



DOMAIN:

In marketing, the largest possible category in which a product, service, or company competes; a broad area of expertise.



DRIVER BRAND:

In a brand portfolio, the brand that drives a purchase decision, whether a master brand, subbrand, or endorser brand.



DRIVER FEATURES:

Brand attributes that are both important to customers and highly differentiated from those of competitors.



EARCON:
An auditory symbol used as a brand identifier, such as United Airlines' use of Gershwin's "Rhapsody in Blue" as a brand expression; an aural icon.


EARLY ADOPTER:

An early proponent of a product, service, technology, behavior, or style; a lighthouse customer.



EARNED MEDIA:

Positive news coverage of newsworthy achievements, as opposed to paid media such as advertising.



E-COMMERCE:

Electronic commerce, a business model in which transactions are conducted over the Internet.



ECONOMIC RENTS:

Prices in excess of what the market would normally pay, sometimes made possible by strong brand loyalty.



80-20 RULE:

An axiom stating that 80% of the effects often come from 20% of the causes; e.g., 80% of a company’s revenues can come from 20% of its customers.



ELEVATOR PITCH:

An expression of a company’s value proposition that is brief enough to convey during an elevator ride.



EMERGENT ATTRIBUTE:
A feature, benefit, quality, or experience that arises from the brands, as opposed to the core product or service; an example is the friendliness of Google.


EMOTIONAL BENEFITS:

The value derived from how a product or service makes a customer feel.



ENDORSER BRAND:

A brand that promises satisfaction on behalf of a subbrand or co-brand, usually in a secondary position to the brand being endorsed.



ENGAGEMENT:

In online marketing, any action by a user that creates or deepens a customer relationship, such as clicking, bookmarking, liking, subscribing, or buying.



ENGAGEMENT PYRAMID:

A new marketing model that addresses the most important audiences first, and gathers insights from those audiences to improve results for the entire marketing plan.



ENSHITTIFICATION:

The process of digital platforms degrading over time, first by making them the product better for users, then by making it worse for users to benefit customers, and finally by making it worse for both users and businesses to extract value for shareholders. Phrase coined by author and activist Cory Doctorow, a 25-year contributor/employee of the EFF (Electronic Frontier Foundation). Also known as crapification and platform decay, is a pattern in which two-sided online products and services decline in quality over time.



ENVIRONMENTAL DESIGN:

Various creative disciplines for developing the built environment, including architecture, urban planning, interior design, and wayfinding.



ENVISIONED FUTURE:
A 10- to 30-year BHAG with vivid descriptions of what it will be like to reach the goal.


E-READER:

A tablet or app for reading digital books and documents.



ETHNOGRAPHY:

In anthropology, the study of people in their natural settings; in business, a qualitative research technique for discovering needs and desires that can be met through innovation.



ETHNOGRAPHY:

In anthropology, the study of people in their natural settings; in business, a qualitative research technique for discovering needs and desires that can be met through innovation.



ETYMOLOGIST:

In linguistics, a person who studies etymology, typically a PhD in linguistics and often times a writer and University level professor.



ETYMOLOGY:

In linguistics, the study of the origin and history of words, or the history of a specific word. A strategy often used by verbal brand naming experts.



EVANGELIST:

In marketing, a brand advocate, whether internal or external, paid or unpaid. Often called brand evangelists, these individuals have such strong feelings and deep emotional connections for a brand — much like a cult following. In the hierarchy of brand advocates, brand evangelists are above both brand loyalists and brand ethusiasts, respectively.

Examples include: Apple, BMW, Harley-Davidson, Ikea, Nike, Starbucks and Vans.



EXPERIENCE DESIGN:

The discipline of creating user experiences rather than products and services, with
a strong application in interactive media.



EXTENDED IDENTITY:

The elements that extend the core identity of a company or brand, organized into groupings such as brand personality, earcons, favicons, symbols, positioning taglines and/or slogans.



EXTENSION:

In marketing, a new product or service that leverages the brand equity of a related product or service.



EXTREME USER:

A user who pushes a product past its envisioned limits.



EXTROVERT:

In psychology, a personality type characterized as being outgoing, friendly, gregarious who thrives in dynamic environments and seeks to maximize social engagement — collaborators who work very well in teams. Popularized by Austrian Philosopher Carl Jung in the early 1900's.




GEN C:

The “connected generation,” a psychographic group of digital natives, consisting mostly of those born after 1980.



GENERATION MATRIX:

A statistical breakdown of Gen-C, the “connected generation,” (including "Baby Boomers).

Generation X, Y (Millennials), and Z. According to a search on Microsoft’s AI “Copilot” (based on statistical information from EconomicInsider.com,) Global Statistics* for the for different “Generation segmentations” are:

Baby Boomers (1946-1964) 9% (720 million)
Generation X (1965-1980) 14% (1 billion, 120 million)
Millennials (Gen Y) (1981-1996) 21% (1 billion, 680 million)
Generation Z (1997-2012) 23% (1 billion, 840 million)

*Based on an estimated Global Population in 2025 of 8 billion people.



GENERIC BRAND:

A commoditized product or store brand (a misnomer, since the purpose of branding is to avoid commoditization).



GLOBAL BRAND:

A product, service, or company that competes globally (often a misnomer, since most brands, by definition, vary considerably from culture to culture).



GLOBALIZATION:

A catch-all term for the increasing connectedness of economies, societies, and cultures around the world; opposite of localization.



GLOCALIZATION:

A portmanteau word referring to the ideology of “think global, act local.”



GPS:

The Global Positioning System, a satellite-based technology that uses triangulation to determine the coordinates of a receiver.



GRAPHIC DESIGN:

A creative discipline focused on the design of visual communications, such as trademarks, books, packaging, print advertising, signage, and social media.



GREENHOUSING:

Nurturing ideas by suspending judgment until they can be better understood and developed. (Coined by ?WHAT IF! INNOVATION PARTNERS for Google's Magic Academy.)



GPR:

Gross Rating Points, a measurement of advertising impressions, expressed as reach multiplied by frequency.



GUERILLA MARKETING:

A marketing approach that uses nontraditional channels or touchpoints to sell or advertise products and services.





HALO BRAND:

A brand that lends value to another brand by association, such as a well-known master brand and lesser-known subbrands. (Examples: Wrigley's (master brand) and BigRed, Doublemint, JuicyFruit, Spearmint, etc. (subbrands).



HARDBALL BRAINSTORMING:

An advanced style of brainstorming in which participants are allowed to critique
ideas as they arise.



HARMONIZATION:

In branding, the alignment of key elements across product lines or geographic regions.



HASHTAG: (#)

In a Twitter message, a word or phrase preceded by the # symbol to make it easily searchable along with other Twitter messages using the same word or phrase.



HAWTHORNE EFFECT:

A psychological phenomenon in which the presence of the observer changes what
is being observed, sometimes skewing the results of market research.



HCCB:

High Capacity Color Barcode, or Microsoft Tag, designed to contain up to 3,500 characters per square inch.



HERD BEHAVIOR:

A tendency to follow the crowd in situations that are complex, unclear, or dangerous.



HOLLYWOOD MODEL:

A system of creative collaboration in which specialists work as part of a metateam
to create a harmonious or aligned whole.



HOMOPHILY:

In social networks, the tendency of people to associate with those most like themselves.



HOUSE OF BRANDS:

A company for which the products or services rather than the company itself have the dominant brand names; also called a heterogeneous brand or pluralistic brand. (Examples: Chevrolet, Colgate, J&J, Facebook, Toyota & Wrigley's)



HTML:

Hypertext Markup Language, the standard language for displaying information on
a browser.



HUB:

In a social network, a person with a large number of connections.



HYPERLINK:

In computer programming, a coded connection between one piece of information and another to create hypertext.



HYPERTEXT:

In computing, a document or text box containing hyperlinks.



ICON:
The visual symbol of a brand, usually based on a differentiated market position; a trademark. Examples: British Petroleum´s "Flower", McDonalds' "Golden Arches", Mindcandy's "Circle M", Nike's "Swoosh", Twitter's "Bird" or Whataburger's "W".


IDIOM:
In linguistics, a construction or expression whose meaning is often not predictable from the original meaning when used out of context. For example, "Hit a home run during the sales meeting" can be confusing when not used in the context of baseball. Sometimes misunderstood, and frequently confusing to those who are unfamiliar with a different dialects, cultures or languages; A language, dialect or style of speaking peculiar to a people.


IDIOMATIC EXPRESSON - BRAND NAMES:

In verbal brand naming, the strategy of creating or modifying widely used and commonly understood idioms and/or phrases to create a powerful, clever, meaningful, and memorable brand names.

"It's Just Lunch" is a wildly successful dating service for busy professionals founded in Chicago in 1991, by Andrea McGinty — dating coach, author and businesswoman. The brand name was created by modifying the ubiquitous idiom... "It's Just Business".

"Tutto Bene", is an Italian Restaurant in Houston. (Tutto Bene) means "Everything is Good" in English and "Todo Bien" in Spanish.

"Happy Camper's" is an awesome brand name for "feel-good", all-natural dietary supplements, with and equally cool logotype and brand packaging design.

"Holy Cow" is a burger-joint in Albuquerque that serves fresh, grass-fed beef-hamburgers.

"The Salt Lick" is a phenomenal brand name. It is one of the most beloved and famous BBQ restaurants in Austin, Texas.

"The Bitter End" was one of the first microbreweries and restaurant located in Austin, Texas that opened in the early 1990's.

"Thank God It's Friday", later rebranded and renamed, simply, (TGIF). It was wildly popular from 1980 until the 2020 COVID global pandemic shut them down.

"Cheesus Crust", was the brand name of a fictional restaurant in Boston in the 1997, double-oscar film "Good Will Hunting", written and directed by Matt Damon and Ben Affleck (both playing staring roles), along with the unforgettable Robin Williams. Criticized for having such a controversial and blasphemous name, Cheesus Crust served cross-shaped, cheese-stuffed pizzas. The name became so popular that there are now many restaurants around the world using the same brand name.

"The Hole You're Inn", a pun of the name "The Whole Year Inn" was the fictional name of the motel in Las Vegas where Nicholas Cage's character checked-in to drink himself to death in the 1995 movie titled "Leaving Las Vegas."

"Payday", the peanut-covered, nougat-like caramel candy bar, created in 1932 by Italian-American entrepreneur is an example of how a commonly used word that conjours feelings of happiness and joy, can be wildly successful as a brand name. Reportedly, it was named because it was first produced on the factory payday. Purchased by Hershey's in 1996, Payday has enjoyed 90 years of success!

"Poor, Dumb Bastards" was an unforgettable name of a rock-n-roll band in Austin, Texas.

"PuppyLove" is a brand name that I created for Veterinaria África's Dog Grooming Salon in Acapulco, México - as a way to leverage their brand equity.

"BangGang" is another brand name I created for a Pyrotechnics company located in Hollywood, California.



IKEA EFFECT:

A cognitive bias in which people tend to value things that they made themselves over things that others have made.



IMPRESSION:

In online media, a single instance in which an ad is displayed.



IMT:

An integrated marketing team comprising various specialist firms working in collaboration to build a brand; a metateam or virtual agency.



INCREMENTAL INNOVATION:

A modest improvement to a product, service, or business that produces a short-term competitive advantage.



INDUSTRIAL DESIGN:

A creative discipline that optimizes the form and function of products and systems for the mutual benefit of the user and manufacturer.



INFALLIBILITY:

In business, a sort of narcissitic attitude by CEOs and upper management that they can stray from their brand promise, core ethics and product offerings that very often lead to damaging a brand's reputation and a loss of brand equity. Example. Elon Musk's participation in US Politics and the damage done to the Tesla brand.



INFLUENCER:

A person with the power to sway members of a group, especially through social media.



INFORMATION ARCHITECT:

A person who designs complex information systems to make them easy to navigate.



INFORMATION HIERARCHY:
The order of importance of the elements in a brand message.


INFORMATION OVERLOAD:

The psychological result of trying to pay attention to too many stimuli at once.



INGREDIENT BRAND:

A brand used as a feature for another brand, such as an Intel chip in an HP computer.



INNOVATION:

A design outcome that changes a company, industry, or society; the process of innovating.



INNOVATION FUNNEL:

A continuous process for winnowing potential innovations to those most likely to succeed.



INNOVATION GAP:

A disconnect between what customers want and what companies are able to provide.



INNOVATIVE HUB:

In a social network, a person who is well connected and quickly embraces new ideas.



INTEGRATED MARKETING:

A collaborative method for developing consistent branding across disciplines, audiences, media, and touchpoints.



INTELLECTUAL PROPERTY:
Intangible assets protected by patents and copyrights; the legal discipline that specializes in the protection of brand assets, including brand names, trademarks, colors, shapes, sounds, and smells.


INTERACTION DESIGN:

The discipline of creating meaningful relationships between people and the products, services, or technologies they use.



INTERFACE DESIGN:

The discipline of creating user controls for machines and electronic devices to optimize the experience of using them.



INTERNAL BRANDING:
The process of spreading brand knowledge and brand skills throughout an organization by use of a shared vision, storytelling, training, and creative councils; also known as cultivation.


INTROVERT:

In psychology, a personality type characterized as beomg concerned primarily with their own thoughts and feelings. Often seen as quiet or shy, they typically limit social engagement, thrive in calm environments and prefer solitude. Highly creative, they enjoy abstract thinking and are generally autonmous and self-motivated. Popularized by Austrian Philosopher Carl Jung in the early 1900's.



ITERATIVE DESIGN:

A process of using successive approximations to work through a problem or project.



JAMMING:

Designing a solution, business model, process, or other outcome through improvisational collaboration; also referred to as Culture Jamming.



JARGON:

Specialized terminology used by practitioners of a given discipline.



JUNK BRAND:

A brand based on a facade instead of a real value proposition; also called a Potemkin brand.



KAIZEN:

A Japanese term for the continuous improvement of processes in manufacturing, engineering, or management.



KARMA:
In branding, the disconnect between when your perceived brand promise no longer measures up with your actual brand promise, resulting in a failure of your brand's credibility — measured in a loss of brand loyalists, brand enthusiasts and brand evangelists, and a loss of brand equity. Example: GoDaddy's declining customer service and Linkin's decision to no longer publish a customer service telephone number.


KEYWORD (KEYPHRASE):

In search advertising, a word or phrase used to locate information with a search engine; also called a search term.



KIT OF PARTS:

A complete brand identity scheme, including name, trademark, colors, shapes, sound signatures, taglines, typography, and other brand expressions.



LANGUAGE LOCALIZATION:

The process of adapting text or products for use in other countries or cultures.



LAYOUT:

The positioning of elements or information within a larger work, such as a book, a computer file, or an architectural interior.



LEVERAGING:
In branding, borrowing from the credibility of one brand to launch another brand, subbrand, or co-brand; a brand extension.


LIFESTYLE MARKETING:

An approach to marketing that defines target markets according to customer personas, brand tribes, and psychographics, as opposed to demographics.



LIGHTHOUSE CUSTOMER:

An early adopter who draws attention to a new product or service.



LIGHT TV VIEWERS:

Consumers who spend less time with TV and more time online (typically younger, educated, and more affluent).



LIKE BUTTON:

A screen icon used in social media services that allows users to express approval and allows advertisers to target customers.



LIKERT SCALE:

A method of assigning quantitative value to qualitative data to facilitate analysis and benchmarking (named for organizational- behavior psychologist Dr. Rensis Likert).



LINE EXTENSION:
In branding, the addition of one or more subbrands to a master brand; the expansion of a brand family. A marketing strategy that inevitably leads to weakening the original brand. Example: Snicker's Almond, Snicker's White Chocolate, Snicker's Mocha, Snicker's Raspberry.


LIVING BRAND:

A brand that grows, adapts, and sustains itself by virtue of a healthy brand ecosystem.



LOCALIZATION:

A counter-trend to globalization, in which economies, societies, and cultures are becoming more local.



LOCATION-BASED MARKETING:

An array of tactics used to draw customers to local businesses, from simple local advertising to location detection with GPS technology.



LOCKUP:

In trademark design, the fixed relationship between a name and symbol or other visual elements.



LOGO:

An abbreviation of logotype, now applied broadly to mean a trademark.



LOGOTYPE:

A distinctive typeface or lettering style used to represent a brand name; a wordmark.



LOOK AND FEEL:
A broad term to define the sensory experience of a branded product, environment, or communication.


LOSS LEADER:

In marketing, a type of bait and hook pricing scheme that uses a subsidized or money-losing initial offer to encourage a steady stream of subsequent sales.



LOW-END DISRUPTOR:

A disruptive innovation that serves the least valuable customer segment in an existing category.





MALL INTERCEPT:

An insight-gathering technique in which researchers interview customers in a store or public location; a one-on-one interview.



MANIFESTO:

A declaration of principles or intentions that challenge the status quo; a provocative mission statement.



MARKETING:

The process of developing, promoting, selling, and distributing a product or service.



MARKETING AESTHETICS:

Perceptual principles used to enhance the feelings or experiences of an audience.



MARKET MIX:

The relationship of key factors such as the four Ps in a marketing plan.



MARKET PENETRATION:

The market share of one product, service, or company compared to others in the same category.



MARKET POSITION:

The ranking of a product, service, or company within a category, sometimes calculated as market share multiplied by the level of awareness.



MARKET RESEARCH:

The study of markets and customers to define opportunities, identify preferences, discover needs, measure awareness, and gain insight, among other goals.



MARKET SEGMENT:

A group of people who are likely to respond to a given product or marketing effort in
a similar way.



MARKET SHARE:

The percentage of sales in a given category, usually calculated using as the number of units sold or the value of units sold.



MARKET SHARE:

The percentage of sales in a given category, usually calculated using as the number of units sold or the value of units sold.



MASS MEDIA:

Media channels designed to reach a large audience, traditionally through one-way communications.



MASTER BRAND:

The dominant brand in a line or across a business to which subbrands can be added; a parent brand.



MAXIM:

In communication design, an expression of a general truth or principle, especially an aphoristic or sententious one; a principle or rule of conduct. Often used in creating a brand's core ideology, brand mission or code of ethics statement.



MEDIA:

The channels through which content and messages are delivered, such as the Internet, television, printed publications, direct mail, and outdoor posters.



MEDIA ADVERTISING:

One-way communications designed to sell, persuade, or create awareness of a brand through public communication channels.



MEDIAGENIC:

Particularly attractive or appealing in the news media.



MEDIA MIX MODELING:

The use of statistical analysis to optimize the relationship of various media in an advertising campaign.



MEME:

A thought, belief, or behavior that reproduces and spreads like a virus through a culture, such as "Where's the beef?", "Black Lives Matter, "MAGA", or "Yolo".



MESSAGE:

A piece of communication with a single purpose.



MENTAL MODEL:
A conceptual image of an experience, environment, process or system that provides better understanding or predictive value.


MESSAGE ARCHITECTURE:

A hierarchy of messages communicating the key value propositions of a brand.



METADATA:

Data about data, such as its purpose, authorship, network location, time code, or date of creation, usually hidden.



METATEAM:
A large team made up of smaller specialist teams; in marketing, an IMT (Integrated Marketing Team) or virtual agency.


ME-TOO BRAND:
A product, service, or company that copies the practices of a more successful competitor. Examples: Sprite's attempt to copy 7up. Mr. Pibb's attempt to copy Dr. Pepper, etc.


MICROPAYMENT:

An online financial transaction involving only a few dollars or, potentially, fractions of a cent.



MINIMUM VIABLE PRODUCT:

In industrial design, a prototype that has the least number of features and capabilities needed for real-world testing.



MISNOMER:

In language, a misapplied or inappropriate name or designation; an error in naming a person or thing. Examples: Funny Bone, Jellyfish, Butterfly and White Chocolate.



MISSION:

In organizational strategy, a 5- to 20-year plan to fulfill a purpose.



MISSION STATEMENT:

A concise statement of the core purpose or aspirations of an organization.



MMM:

Marketing Mix Modeling, or the use of statistical analysis to estimate the impact of various marketing tactics on sales or brand awareness.



MNEMONIC DEVICE:

A technique for remembering one thing by associating it with something else, from the Greek word mnemonikos, which means “memory aid.” Examples: WYSIWYG (What You See Is What You Get), DIY (Do It Yourself) and YOLO (You Only Live Once).



MOBILE APP:

An app designed to run on mobile devices such as smartphones and tablets.



MOBILE PAYMENT:

A financial transaction made on a smartphone or other mobile device.



MOBILE APP:

An app designed to run on mobile devices such as smartphones and tablets.



MOBILE TAG:

A barcode that can be decoded with an app on a smartphone or other mobile device.



MOOD BOARD:

In design, a technique in which photographs or other materials are arranged on a board to determine the feeling or mood to be projected by a product, service, experience, or communication.



MORPHEME:

The smallest unit of language that has meaning, often used by brand naming specialists to assemble coined words or neologisms (for example, Agilent, formed by combining the morphemes agil- and -ent).



MVT:

Multivariate testing, a research method for comparing multiple factors, each with multiple conditions.



NAME BRAND:

A widely recognized product, service, or organization.



NAMING:

The process of creating verbal identities for products, services, organizations, or ingredients.



NARRATIVE:

A story told from a single point of view.



NATIVE ADVERTISING:

Web advertising designed to look like website content.



NATURAL READING SEQUENCE:

The order in which readers most easily absorb related pieces of information.



NEGATIVE KEYWORD:

In search advertising, a word or phrase used to exclude unwanted search queries.



NEOLOGISM:
A coined word or phrase that can serve as a brand name. Examples: Behance, Lyft, Mindcandy, Netflix, Typerbole and Zenerosity.


NETIQUETTE:

A portmanteau word meaning “network etiquette,”a set of social conventions governing online interactions.



NET NEUTRALITY:

In computing, a principle that all Internet traffic should be treated equally, regardless of bandwidth usage, content, platform, or purpose.



NET PROMOTOR SCORE:

A brand loyalty metric that measures the likelihood that customers will recommend a product or service.



NETWORK:

A system of nodes interconnected by information channels to allow a diverse range of communications.



NETWORK CREATIVITY:

A distributed model of creativity in which information and ideas flow up and down
the organizational chart, influencing both strategy and execution.



NETWORK EFFECT:

A phenomenon in which adding more users to a network increases the value of the network; the reverse can also be true, as in the case of congestion.



NEW LUXURY:

Products and services that deliver higher quality or performance at a premium price, such as Belvedere Vodka, Callaway golf clubs and Cadillac Escalade.



NEW-MARKET DISRUPTOR:

A disruptive innovation that serves customers who could not previously afford any product or service in a particular category.



NFC:

Near-field communication, a set of industry standards that allows mobile devices to communicate by bringing them into close proximity.



NIH SYNDROME:
The tendency of a company, department, employee, or consultant to reject any idea "Not Invented Here".


NO-LOGO MOVEMENT:
A group of activists who see global brands as a form of cultural imperialism. A word coined by environmental activist & author Naomi Klein.


NODE:

A connection point in a network; in social networks, individual actors who are interconnected by ties.


NOMENCLATURE SYSTEM:

A framework for brand naming of related products, services, features, or benefits; the naming portion of an organization's brand architecture. Citi, CitiBusiness, CitiGold, CitiDirect, CitiSelect, etc.



OBSERVER EFFECT:
A tendency in which the presence of the observer changes what is being observed.


ONE-ON-ONE INTERVIEW:

A qualitative research technique in which subjects are interviewed one at a time.



ONE-STOP SHOP:

In the branding, design and advertising disciplines, a firm that offers a full range of services, as opposed to specializing in one category or niche.



ONLINE COMMUNITY:

A community enabled by the Internet, held together more by common interests rather than geographical boundaries. Examples: BlackLivesMatter, EFF (Electronic Frontier Foundation), CommonCause.org and Change.org



ONLINESS:

In brand strategy, a value proposition based on a strongly differentiated benefit.



OPINION LEADER:

A person whose viewpoint exerts an influence over other members of a population or tribe; an influencer. Examples: Seth Godin, Naomi Klein and George Soros.



OPT IN:

An email option that gives companies explicit permission to send bulk emails to users.



OPT OUT:

An email option that lets users unsubscribe or deny permission to be sent bulk emails.



ORCHESTRATION:

The coordination of messaging, brand strategy, positioning, and brand personality across all touchpoints and media.



ORGANIC SEARCH RESULTS:

Listings returned by a search engine based on their relevance to the search terms.



OVERDESIGN:

The suffocation of a concept with too much embellishment or too many features.



OVERFOCUSING:

In business strategy, framing a product line, market position, brand architecture, or feature set too narrowly.



OVERTARGETING:

In marketing, defining a target audience so narrowly that it unnecessarily restricts sales.



OXYMORON:

In language, a figure of speech by which a locution produces an incongruous, seemingly self-contradictory effect, as in "jumbo shrimp", "cruel kindness", "original copy", "passive agressive" and "awfully good".



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.



QR CODE:

Quick Response, a barcode that can hold more than 4,000 alphanumeric characters, typically activated by a smartphone or tablet.



QUALIA:

In psychology, the subjective properties of sensation; in marketing, the perceptual experiences that inform brands.



QUALITATIVE RESEARCH:

Research designed to provide insight into consumer behaviors, often drawn from one-on-one interviews or focus groups.



QUANTITATIVE RESEARCH:

Research designed to provide numerical data on consumer behaviors and market phenomena, often drawn from polls or large-scale studies.



RADICAL DIFFERENTIATION:

A positioning strategy that allows a brand to stand out from market clutter.



RALLY CRY:

In business, a slogan used for internal branding purposes, to drive employee behavior toward a goal or mission. Example, as featured in the file "The Secret Life of Walter Mitty" about LIFE Magazine"To see the world, things dangerous to come to, to see behind walls, to draw closer, to find each other and to feel. That is the purpose of life". - adapted from the mission statement written by the magazine's founder, Henry Luce.



RAPID PROTOTYPING:

A process of producing quick rounds of mockups, models, or concepts in rapid succession, evaluating and reiterating after each round to develop more effective products, services, or experiences.



RAZOR AND BLADES:

In marketing, a type of bait and hook pricing scheme that uses a free or low-cost basic product to lock in future purchases, e.g., inexpensive HP printers and expensive ink cartridges.



REACH:

In marketing, the number of people exposed to an advertising or brand message.



REAL-TIME BIDDING:

An electronic trading system that places a targeted ad on a web page while a person is viewing it.



RECENCY EFFECT:

A cognitive bias in which last impressions tend to be stronger than earlier impressions, including first impressions.



REMARKETING:

In online advertising, the process of advertising to a website’s previous visitors on the pages of other websites.



REMARKETING TAG:

A small piece of code placed on all pages of a website to add visitors to a remarketing list.



REPUTATION:

In branding, the general opinion about a product, service, experience or organization among the members of its audience.



RESONANCE:

The experience of harmony that comes from perceptions, elements, or messages layered into a meaningful whole.




RHETORIC:

The art and study of verbal persuasion.



RICH MEDIA:

A range of motion-based media such as streaming videos, embedded animation, and synchronized slide presentations that enliven web pages or downloadable files.



REPUTATION:

In branding, the general opinion about a product, service, experience or organization among the members of its audience.



ROI:

Return On Investment, or the ratio of money gained or lost relative to the amount of money invested.



ROPE OF SCOPE:

An exercise that employs provocative ideas to test the possibilities for creativity within a brief, project, or brand.



RTB:

A “reason to believe” that companies give to customers to encourage brand loyalty.

 

SACRIFICE:

In brand strategy, the practice of eliminating products, services, or features that are out of alignment with the brand’s positioning.



SALES CYCLE:

For buyers, the steps in making a purchase, often defined as awareness, consideration, decision, and use; for sellers, the steps in making a sale.



SALES FUNNEL:

A process for tracking customers through a logical sequence of steps from prospect to purchaser.



SEARCH ADVERTISING:

Ads placed on websites based on the keywords in search engine queries.



SEARCH ENGINE:

A software program that lets users search for information on the Internet through a browser. (*As of 2025, 90% of all Internet searches are done using Google.com) Other major search engines are Bing.com (Microsoft) and Yahoo.com.



SEGMENT:
A group of people who are likely to respond to a given marketing effort in a similar way.


SEGMENTATION:
A process of dividing a market into subcategories of people who share similar values and goals.


SEMANTICS:

The study of the meaning of words, phrases, signs and symbols.



SEMIOTICS:

The study of signs and symbols as components of language.



SEO:

Search Engine Optimization, or the process of improving the visibility of a website or web page in organic search results.



SERVICE:

In economics, the intangible equivalent of a good, in which the buyer obtains use but not ownership.



SERVICE DESIGN:

The process of determining the business model, brand strategy, and customer experience for a service.



SHELF IMPACT:
The ability of a product or package to command attention by virtue of its communication design.


SIGN:

A basic indicator of meaning.



SIGNAGE:

One or more signs used to identify, direct, locate, or persuade people in the physical environment.



SIGNAL-TO-NOISE RATIO:

In communication, the relationship of useful information to irrelevant data.



SIGNATURE:

In brand identity design, the defined visual relationship between a logotype and a symbol.



SILO:
A department separated from other departments according to product, service, function, or market; a disparaging term for a non-collaborative department.


SIMILE:
In language, a figure of speech in which two unlike things are explicitly compared, or a use of words exemplifying it. Examples: "she is like a rose", "clever as a fox", or "sleeping like a log". A tactic used by brand naming specialists.


SKEUOMORPH:

In brand design, a nonfunctional appearance that represents a functional attribute of the item it imitates.



SKU:

Stock-Keeping Unit, a unique identifier used for each distinct retail product, package,
or version, usually identified with a barcode.



SLOGAN:

A rally cry, catchphrase, or tagline, such as “Just do it” from Nike (from the Gaelic sluagh-ghairm, meaning “war cry”).



SOCIAL ADVERTISING:

Advertising based on knowledge about a customer’s network or tribe.



SOCIAL AUTHORITY:

An individual or an organization that uses social media to develop a recognized expertise in a subject.



SOCIAL CIRCLE:

In social networks, an inclusive group that includes both strong ties and weak ties.



SOCIAL DESIGN:

The design of products, services, and experiences for use with social media.



SOCIALIZATION:

The process of introducing a new idea or potential innovation to a community
or culture.



SOCIAL MARKETING:

The discipline of marketing applied to a social good.



SOCIAL MEDIA:

Web-based and mobile technologies that use multi-way communications to build communities and tribes.



SOCIAL MEDIA MARKETING:

A business discipline that uses social media to establish brand tribes and communicate marketing messages.



SOCIAL NETWORK:

A community of individuals or organizations, technically known as nodes, which are connected through ties of friendship, kinship, economic interest, status, or other interdependencies.



SOCK-PUPPET MARKETING:

A term referring to an advertising campaign for Pets.com, one of many failed e-commerce companies launched on frothy advertising rather than solid business plans.



SOFT-BALL BRAINSTORMING:

A type of brainstorming in which judgment is suspended until a large number of ideas are generated.



SOUND BITE:

A brief quote taken from a speech or interview to capture its essence.



SPAM:

Bulk email for which the receivers did not opt in.



SPECIALIZATION:

A strategy of differentiation that allows a company to compete against larger or more established companies.



SPEECH-STREAM VISIBILITY:

The quality of a brand name, such as Cheerios, Kleenex, Smuckers, Chevy, or "Caddy", that allows it to be recognized as a proper noun in conversation.



SPIDER DIAGRAM:

An analytical tool that uses circles and lines to visualize the relationships of elements in a brand campaign or other plan.



SPIRIT BOOK:

A publication or online resource that guides the vision, goals, and expected behaviors of a company culture.



STAKEHOLDER:

Any person or firm with a vested interest in a company or brand, including shareholders, employees, partners, suppliers, customers, and community members.



STARGAZER:

A visualization tool that plots the relative strengths of each idea against six key criteria — specifically: Differentiation, Audience Focus, Sales Potential, Longevity, Brand Alignment, and Feasibility.



STEALTH ADVERTISING:

A form of advertising that masquerades as content or public information.



STICKYNESS:

In brand strategy, the degree to which a brand and its category are linked, making brand extensions difficult.



STORE BRAND:

A private label product that can be sold at lower prices or higher margins than its widely distributed competitors; sometimes incorrectly called a generic brand.



STORY:

A sequence of events related in a narrative.



STORYBOARD:

A rough prototype for a movie, play, or other narrative in which sketches are arranged in sequence on a board or screen.



STRATEGIC CONVERGENCE:

The tendency of a differentiated business strategy to drift toward sameness over time.



STRATEGIC DECAY:

The tendency of a business strategy to lose effectiveness as external circumstances change.



STRATEGIC DNA:

A decision filter based on the twin concerns of business strategy and brand strategy.



STRATEGIC PYRAMID:

A hierarchical chart for mapping an organization’s purpose, mission, vision, and goals.



STRATEGY:
A plan that uses a set of tactics to achieve a goal, often by outmaneuvering competitors.


STRETCHINESS:

In brand strategy, the degree to which a brand can be extended before the link between the brand and its category is broken.



STRONG TIES:

In social networks, a person’s family and closest friends.



STYLE GUIDELINES:

Documentation that describes the graphic standards for a brand, including use of
the trademark, typography, photography, and colors.



SUBBRAND:

A secondary brand that leverages the associations of a master brand.



SUBSIDIARY:

A company that is owned and controlled by a parent company.



SUSTAINING INNOVATION:

An incremental improvement to an existing product, service, or business; opposite of disruptive innovation.



SWARMING:

A strategy of attacking a problem from many angles or with many disciplines at once.



SWITCHING COSTS:

The amount of loss a customer must absorb in switching from one product or service to another.



SWOT:

A common strategy tool for analyzing an organization’s Strengths, Weaknesses, Opportunities, and Threats.



SYMBOL:

Something used to represent something else; in branding, a trademark — for example, Nike's "swoosh".



SYNCHRONOUS COLLABORATION:

A method of working together in real time, so participants can build on one another’s ideas spontaneously.



SYNETICS:

A brainstorming process that combines creative thinking with a commitment
to action.



SYNONYM:

In language, a word having the same or nearly the same meaning as another word in the same language, as happy, joyful, elated; or fast, speed and quick. A tactic used by brand naming specialists. Examples: Unforgettable = Doozie or Intelligent = Genius



TABLET:

In computing, a slate-like mobile device or e-reader that has a touchscreen instead of a physical keyboard or mouse.



TACTICS:
Actions taken to support a strategy.


TAG:

In software programming, metadata attached to a piece of information.



TAGLINE:

A sentence, phrase, or word used to summarize a market position in advertising — such as McDonald´s "I'm Lovin' It"; BMW's "Sheer Driving Pleasure"; Mini's "Let's motor" and Taco Bell's "Think outside the bun" (In the USA) — or Bancomer's - "Adelante"; Oxxo´s "Siempre cerca, Siempre Contigo", and Banorte's "Diseñamos soluciones para la vida" (México).



TARGET MARKET:

A group of customers a company would like to serve.



TASK FORCE:

A team chosen to work on a specific problem or well-defined challenge.



TEAM DYNAMICS:

The psychological factors that influence collaboration, including trust, fear, respect, and organizational culture.



TELEGENIC:

Particularly attractive or appealing in the medium of video.



TEXTING:

Text messaging, or sending brief electronic messages between mobile devices.



THOUGHT LEADER:

A person or organization whose ideas exert an influence over others, especially through publishing or public appearances. Examples include Steve Jobs and Apple; Bill Gates and Microsoft, and Jensen Huang and Nvidia.



TIES:

In social networks, the connections or links between nodes.



TIGER TEAM:

A group of specialists tasked with finding and correcting a systemic problem, sometimes by playing the role of attacker or competitor.



TIPPING POINT:
A leverage point in the evolution of a market or society where a small effort can yield a surprisingly large result, not unlike "the straw that breaks the camel's back"; sometimes referred to as "critical mass".


TOUCHPOINT:

Any place where people encounter a brand, including product use, packaging, advertising, websites, movies, store environments, company employees, and conversation.



TRADE DRESS:

Colors, shapes, typefaces, page treatments, and other visual cues that create a brand identity.



TRADEMARK:

A brand name and symbol or other visual expression that indicates a source of goods or services and prevents confusion in the marketplace.



TREND:

A behavior that spreads through a population slowly (as opposed to a fad), based on underlying shifts in demographics, economics, or ideology.



TRENDSETTER:

A person whose choices in fashion, politics, art, and other fields inspire followship.



TRIBAL BRAND:

A brand with a loyal or even cult-like following, such as Harley-Davidson, Whole Foods, or Star Trek (In the USA); or Moderato, Mana, Sanborn's, Señor Frog's or Squalo (In México).



TRIBE:

A community that professes similar values, views, and interests. (*Read "Tribes" written by Seth Godin).



TROMPE L’OEIL:

In the visual arts, an optical illusion that “fools the eye” by causing a two-dimensional surface to look like a three-dimensional one. (*reference Skeuomorph)



TRP:

Target Rating Points, a measurement of advertising impressions relative to a specific target audience, expressed as the product of average frequency multiplied by reach within the target.



T-SHAPED PERSON:

A person who combines deep disciplinary skills with broad interdisciplinary skills
or transdisciplinary skills, thereby enabling effective collaboration.



TURFISMO:
The tendency of managers to protect their autonomy at the expense of collaboration.


TWEET:

An outdated term since Elon Musk bought Twitter and rebranded it, naming it "X"— A message of 150 characters or less sent to followers on Twitter.



TWITTER SUMMARY:

A tweet, 150-length recap of an idea, article, book, movie, or other work.





TV-INDUSTRIAL COMPLEX:
The dominant system for launching and sustaining national brands during the last half of the 20th century, now weakened by the spread of new media and tribal brands.


TYPEFACE:

A specific style or brand of typographic lettering, such as Times Roman or Helvetica, identifiable by its distinctive shapes; a set of digitized characters sold as a font.



TYPOGRAPHY:

The art of using typefaces to communicate messages, stories, or ideas in print or on screen. (*See David Carson's website, who many consider a master in typographic design).



UNAIDED AWARENESS:

The degree of recognition of a specific brand when respondents are prompted only with the name of a category, e.g., smartphones or electric cars.



UPC:

Universal Product Code, the most common type of barcode in current use.



UPFRONT:

A meeting hosted by television executives allowing advertisers to buy commercial airtime months before the television season begins.


URL:

Uniform Resource Locator, an Internet address that allows a website to be located, accessed, or linked to another website.



USP:

Unique Selling Proposition, a marketing theory in which customers can only remember one point of differentiation when choosing among competing offers.



UX:

User eXperience, or the look, feel, and usability of a product, service, website, or other artifact.



4 Vs (OF BRANDING):

The fundamental pillars that define a brand's identity: Vision, Value, Voice and Visual.



VALIDATION:

In marketing, positive feedback from customers for a proposed product, market position, message, or campaign.



VALUE CHAIN:

A strategy model that shows how a product gains value as it moves through the supply chain, from raw material to finished product, and from marketing to service.



VALUE PROPOSITION:

A business offering based on one or more benefits, whether functional, emotional, or self-expressive.



VERBAL DESIGN:

A discipline focused on short-form writing paired with visual design.



VERBALIZATION:

In brand naming, the phenomenon when a brand name becomes used as a verb in everyday conversations, such as Google, Facebook, FedEx, or Uber; usually the result of the brand being first in a new category. Examples: "I'll Google it", "Facebook me", "Fedex this", or "I'll just Uber".



VICIOUS CIRCLE:
In brand strategy, a death spiral that leads from a lack of differentiation to lower prices, to smaller profit margins, to fewer available resources, to less innovation, to even less differentiation, and finally to commoditization.


VIRAL MARKETING:
A set of techniques for using social networks to spread commercial messages.


VIRTUAL AGENCY:

A team of specialist firms that work together to build a brand.



VIRTUOUS CIRCLE:
The opposite of a vicious circle; a growth spiral of growth that leads from differentiation, to higher prices, to larger profit margins, to more available resources, to more innovation, to further differentiation, and then to a sustainable competitive advantage.


VISION:

An image of success that guides the direction of an individual or group; the aspirations of a company that drive future growth.



VISUAL DESIGN:

A discipline focused on print, interactive, or motion graphics; paired with verbal design a component of communication design.



VISUAL THINKING:

The technique of drawing ideas or connections among ideas to make them more understand- able to the people exploring them.



VIVID DESCRIPTION:
A vibrant, clear, and engaging vision of what it will be like to achieve a "BHAG".


VOICE:

In branding, the unique personality of a company or brand as expressed in its verbal and written communications; the verbal dimension of a brand personality.



WAYFINDING:

The discipline of designing architectural signage to help people navigate their physical environment.



WEAK TIES:

In social networks, loose connections between the nodes of a network, i.e., a person’s acquaintances and friends of friends.



WEB ANALYTICS:

The method for measuring the key performance indicators of a website.



WEB CRAWLER:

A bot that searches the web automatically to gather information; also known as
a spider.



WEB DESIGN:

The creative discipline of developing and improving websites.



WHY-TO-BUY MESSAGE:

The most compelling reason to buy a product or do business with a company, sometimes stated as a tagline.



WI-FI:

A technology that allows an electronic device such as a smartphone, tablet, or wearable computer to connect to the Internet and exchange date wirelessly using radio waves.



WIKI:

A website that allows users to add, delete, or modify content using HTML to create a collaborative body of information.



WIREFRAME:

In web design, the skeletal framework for a website, including the placement of navigational and interface elements.



WORDMARK:

A trademark represented by a distinctive typeface or lettering style; a logotype.




WORD-OF-MOUTH ADVERTISING:

A form of communication in which people voluntarily promote a product, service, or company, resulting in a brand with a high level of authenticity.



WORDMARK:
The brand name as represented by a distinctive typeface or lettering style; a logotype. Examples: "AIRBNB, CNN, Coca-Cola, Brooks Brothers, Lord & Taylor & Yoli".


WORDSMITH:

A writer, copywriter, or editor who works with a high level of craftsmanship.



X:

Tn social media, "X", formerly called Twitter, was rebranded after purchased by Elon Musk for $44 billion USD and finalized on October, 27, 2022.



X-SHAPED PERSON:

A person who facilitates collaboration by connecting people, projects, and ideas.



YAMMERING:
In social media, the process of ignoring the main purpose of each platform's desired ambitions for sharing (graphics, photography, videos, jobs, etc.), but instead, loudly and persistently complaining or whining about politics, religion or social injustices.


YAMMERING:
In social media, the process of ignoring the main purpose of each platform's desired ambitions for sharing (graphics, photography, videos, jobs, etc.), but instead, loudly and persistently complaining or whining about politics, religion or social injustices.



ZAG:

In brand strategy, a maneuver that creates a point of radical differentiation that confers a powerful competitive advantage.



ZMOT:

The “Zero Moment Of Truth,” a decision moment that occurs just before a purchase is made on a mobile phone, computer, or other wired device. (Coined by Google's Jim Lecinski)



ZOO, THE:

A creative team within Google that helps brand owners and their agencies optimize Google’s technology ecosystem.



ZOOMING:

Alternately focusing on the details and stepping back to view the larger situation.


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