Brand world building

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What a brand world is

Lesson 1 of 11 in Brand world building.

The world building playbook for brands · orenmeetsworld
Lesson

A is everything a brand has invented beyond its identity system. The identity is the logo, the colours, the type and the rules for using them. The world is what those tools are used to show: a place, a of characters, a vocabulary, a set of rituals, a sound, a way of behaving. Customers are never told a world exists. They notice, over years, that everything this brand makes seems to come from the same place, and they start to expect things of it.

Guinness is a good one to study because so much of it is public. Its world has included a toucan, a pint that is black and white, a harp it has used as its mark since 1862, and a ritual built out of a practical problem. A proper pint is poured in two stages, and Guinness says the whole pour takes 119.5 seconds. For years that wait was a complaint. In 1996 the agency Abbott Mead Vickers BBDO won the account with the line Good things come to those who wait, which turned the delay into the promise, and its 1999 advert Surfer is a film about waiting for a wave.

Patience matters here as much as money. Amul's girl in the polka-dot frock has commented on Indian news from hoardings since the 1960s, with a fresh pun on the headlines most weeks, drawn in a style that has hardly changed. Over the decades that one character has built a world with habits of its own, such as the running joke and the butter somewhere in the frame. No competitor can copy it without also having kept it going since the 1960s.

What separates a world from a mood board is that its parts agree with each other and that more exists than anybody has been shown. That second quality is . A reader believes in a fictional place when it seems to carry on past the edge of the page, and customers read brands the same way. A world with depth can produce the fortieth advert, the shop interior and the Christmas pack without a meeting, because the answer to each new question already follows from what exists. A world made of styling alone answers none of those questions, so each new piece gets invented from scratch and slightly contradicts the last.

The working method is closer to writing than to drawing. A team starts from something true about the company, such as a place it comes from, a way it makes things or an attitude its founders really hold, and extends that truth into invented detail. They write it all down. A television series keeps a bible for the same reason, so that the fourth writer does not contradict the first. They decide what the world leaves out, which is the step most teams skip, and they test each new piece by asking whether a regular customer would know whose it is with the logo covered.

A world also outlasts its campaigns, which is the practical difference between the two. A campaign has an end date. A world is what the campaigns add up to, and each campaign should leave it a little bigger than it found it. Comparethemarket's meerkats began as a single advert in January 2009. Within a few years there was a home village called Meerkovo, a cast of relatives and staff, a catchphrase, simples, a book published in the meerkat's name in 2010, and soft toys given to customers from 2011.

There is a quick test for whether a brand has a world or only a look. Cover the logo on ten recent pieces of work and show them to a regular customer, then ask which ones are the brand's and what would never happen in them. Two good answers mean a world. If they can only name the colour, there is an identity and a mood, which is useful and a different thing. Most brands are in the second group, and for many of them that is fine.

An ink drawing of a small tea tin in front of a wooden plan chest with every drawer open, full of maps, sketches, recipe cards, swatches, a bell and pressed leaves in the same colours.
One tin on show with a whole world in the drawers behind it.

A real case

Comparethemarket and the meerkat that fixed a name

Comparethemarket.com, with the agency VCCP · 2009

What they did

Comparethemarket was a British price-comparison site with a long, cumbersome name. It was fourth of four in its category and was being outspent on Google searches for phrases such as car insurance, so it needed people to search for it by name. In January 2009 VCCP launched Aleksandr Orlov, an aristocratic Russian meerkat annoyed that visitors kept confusing his site, comparethemeerkat.com, with comparethemarket.com. The meerkat site was real, and it let people compare meerkats.

What happened

The character was given a life beyond the adverts. He had a Facebook page and was the first UK advertising character with his own Twitter account, and fans sent in ideas such as toys and ringtones. In April 2010 Marketing Week reported a 400 per cent rise in visits to the site since launch, a market share that had tripled, 80 per cent more quotes and a cost per quote down by 73 per cent. The world kept growing, with a home village, a family and, from 2011, soft toys for customers.

What to take from it

The meerkat began as a memory device for a hard name, and it worked because it grew out of the brand's own problem. Everything added later came from the same few facts about one character, so each new piece did the original job instead of starting a new one.

Source: Marketing Week, From Russia with brand love (2010)

What to do it with

  • ClaudeFree tier, paid above it

    A language model that writes, edits, reads long documents and runs tools, including agents that work inside a codebase.

    Bad at It is agreeable by default, so it will improve a bad idea instead of telling you it is bad. Ask it to argue against you and the quality of the answer changes.

  • Are.naFree tier, paid above it

    Collecting and connecting references in channels, with no feed and no algorithm.

    Bad at Deliberately slow and unsocial. That is the point and it is also why teams abandon it.

  • MilanoteFree tier, paid above it

    A board where images, notes and links sit together, built for the messy early stage.

    Bad at Boards get big and stop being readable. It has no opinion about editing.

The whole tool directory

The words, in plain language

Brand world
Everything a brand owns that is not its identity: places, characters, language, rituals.
Cast
The recurring characters that belong to the brand, human or not.
Canon
What is established as true in the world, and written down so nobody contradicts it.
Consistency of invention
A world holds together because its parts agree with each other, which repetition alone cannot do.
Depth
How much exists beyond what anybody has been shown. What makes a world feel real.
Surface dressing
A world that is only styling. The commonest failed attempt.

Why it matters

A world is the most durable kind of distinctiveness a brand can build. Colours and typefaces are easy to copy. A competitor can match either in an afternoon, but it cannot copy fifteen years of invention without spending fifteen years, and by then the audience knows which one came first. Guinness has changed agencies, slogans and even its owning company, which became Diageo in 1997, and the two-part pint has carried through all of it. That is also why a long-running world keeps advertising efficient, since every new piece adds to something people already hold in memory instead of starting a new memory from nothing.

It is also a working tool. A brand that posts every day, packs seasonal ranges and briefs three agencies needs a way to make the fortieth piece correctly without the founder in the room, and a documented world gives it one. The team asks what would happen in this place, to these characters, and the answer is usually obvious. The same document can brief a machine, since a model given a written world stays inside it far better than one given a mood board. Without a world, each brief starts from a fresh mood board and the work drifts somewhere new every quarter.

Most attempts fail in three ways. The first is , a set of props and a filter with nothing underneath, so there is nothing for the next piece of work to follow. The second is a world nobody at the company believes in, invented in a workshop and contradicted by how the company actually behaves. The third is a half-built world, launched loudly and then left alone. That is worse than having none, because it promises a depth that is not there, and customers notice when nobody is maintaining it.

The rest of the module takes a world apart into its pieces. It starts with writing the down, then place, both real and invented, and the claims about origin that the law holds a brand to. It moves through characters and mascots, the rituals customers perform, and a brand's own words and in-jokes. Then come sound, materials and smell. It ends with the risks, including collaborations that thin a world out, fans who start making things with your marks, and worlds that collapsed when the brand behaved out of character.

Elsewhere


Type
term
Period
ongoing

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