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BRANDS AFTER VIBES
BRANDS AFTER VIBES
what is the future of branding in the age of slop? The provocation for this particular stream of thought was a Tiktok video by brand strategist Eugene about branding in the era of brainrot. This video declares that the age of brands as stories has ended. There are no more ninety second spots that tell a tale, he argues, now there’s only vibe, something more like sentiment or affect – what's picked up in a crowded feed, two or three seconds between footage of catastrophic climate change and a monkey who’s learned to do makeup tutorials. He gives the example of a Twitch stream: it may be too hectic to read the individual posts, but you can monitor the sentiment. You can catch the vibe.
New things – brands, products, trends – are increasingly defined in relational terms to such an extent that they become devoid of any unique story, character, or essence.
Moodboarding as a practice is maxed out. It’s become a nearly absurdist consumer hobby, and it’s part and parcel of our algorithmic reality, targeted yet vague. Similarly, slop can’t be meaningfully curated because there are too many actors, algorithms, and microtrends being expressed simultaneously, in too many automated iterations.
When the brand is a person, an entity with a personality. The idea is that you can hone this personality in order to define your organization better and make more money out in the world. “All organizations have an identity whether they control it or not. A corporate identity programme harnesses and manages this identity in the corporate interest,” Wally Olins wrote.
Brand as story is the other conventional frame that’s been very popular, as mentioned in the Tiktok that kicked this off. This one is all about using things like narrative structure and the hero’s journey to structure the way a brand shows up and communicates, and also using stories as branding opportunities. Brand “lore” is an updated subset of brand as story.
These stories tend to coalesce around a charismatic founder (Tesla and Elon), a social cause (Patagonia and the environment), even a countercultural position (SST records and punk rock). The depth of the lore is directly correlated to brand value. Consumers can become pay-to-play characters of the story.
Brand as pattern is about creating something that shows up iteratively in the world, rather than repeating messages rotely. This has classic examples, like Absolut ads, and more mimetic ones, where users take on the pattern and create the brand themselves
Memes are an advanced form of this practice – everything from Pepe to Brat makes use of this repetition to create flexible and iterative meaning.  Brands that rely heavily on UGC are often related to brand-as-pattern.
Then there’s brand as world, the less eggheaded, more contemporary version of brand as story. Worldbuilding as a brand activity feels intuitively more digital and immersive, less linear than straight narrative.  Many luxury brands employ this practice to help us imagine a world of accessible wealth where people are more beautiful, more free, more actualized. Disney offers an accessible, albeit more fanciful version of this practice – creating an actual destination with its own culture and characters. In either case, the brand is a portal that gives you partial access to an alternative reality.
Brand as coherence is another more philosophical way of looking at brands, one that Nemesis-friend Michael Rock of 2x4 talks about a lot. In this world the brand is the je ne sais quois or x factor that makes everything fit together. It’s the systematic principle itself.  This coherence can be emotional… “When we talk about a strong brand, what we mean is that it consistently delivers the emotion it promises. The most successful brands, or at least the ones everyone emulates, have the knack for using design to produce an emotional coherence that spans from content to product to experience. Think Apple or BMW or Chanel. Not everything has to look alike, but it all has to feel alike. Whenever we encounter them we get that familiar brand sensation. That tingling tells you it's working.” (Michael Rock, Hooked on a Feeling) Or technical… “I know that [branding] is an incredibly distasteful term in cultural and academic organizations, but like it or not branding has become one of the major organizing principles of the world as we know it right now. States have brands, corporations have brands, people have brands, institutions have brands — everyone’s talking about that, and when they talk about brand, they may all be talking about different things, but I think it’s a way of thinking about this idea of assembly…I would say maybe that branding is this act of assemblage that creates seemingly coherent entities.” (Michael Rock, Berkeley design lecture)
there’s the brand as vibes. These are not just brands that have us asking what the there-there is. They’re also brands like Marc Jacobs’ Heaven, which has brought together disparate objects that fit a sort of dreamy Gen Z moodboard to great effect, creating new life for what was quickly becoming a legacy brand. Then there’s A24, perhaps one of the greatest vibe brands of them all.
vibes are something we feel, and have something to do with a sense of recognition or belonging.
In a sense, vibes are procedurally generated, created by following resonant patterns and associations rather than by directly expressing new ideas or unique sentiments. The value assigned to brands built on vibes is similarly transitive – if you like X you will probably like Y.  In the best cases, a brand can create and embody its own ineffable vibe that imbues all of its products and endeavors with a sense of magical value. Seeing the new A24 film is more about experiencing a new iteration of the brand than it is about the movie’s actual plot, cast, or story. Fans want to see a particular sensibility applied to the world around it.
When a brand is a person, you have an emotional connection with them (they also have rights: see Citizens United). When it's a story, it entertains you and holds your attention. When a brand is a world, there's immersion and escape. When it's a pattern, you can replicate it and play with it.
With all this in mind, the key to successful brands after vibes may be in creating... something dense and irrefutable: a brand that flaunts itself as proof of work, that makes clear the amount of real information and human effort that went into creating it, that can’t become blurry. The brand is labor itself, a direct expression of the work that produces it. something exceptionally simple – logo only, that is, just one coordination point…or better yet, a ticker, a single letter, a point of pure speculative energy. Something so singular it can’t be spun off into iterations, but due to its singularity, can freely attach to and feed itself by anything and everything. The brand is an atom, a particle, a single-cell organism. something like dazzle, the makeup that helps a face escape facial recognition software: something so incoherent it can't be read by the model or algorithm, something that cannot be expressed as or compressed into a vibe.  In  this case, the brand is noise, something rule breaking that jams an orderly system of meaning / value.
·nemesisglobal.substack.com·
BRANDS AFTER VIBES
Nike: An Epic Saga of Value Destruction | LinkedIn
Nike: An Epic Saga of Value Destruction | LinkedIn
Things seemed to go well at the beginning. Due to the pandemic and the objective challenges of the traditional Brick & Mortar business, the business operated by Nike Direct (the business unit in charge of DTC) was flying and justifying the important strategic decisions of the CEO. Then, once normality came back, things slowly but regularly, quarter by quarter, showed that the separation line between being ambitious or being wrong was very thin.
In 6 months, hundreds of colleagues were fired and together with them Nike lost a solid process and thousands of years of experience and expertise in running, football, basketball, fitness, training, sportwear, etc., built in decades of footwear leadership (and apparel too). Product engine became gender led: women, men, and kids (like Zara, GAP, H&M or any other generic fashion brand).
Consumers are not so elastic as some business leaders think or hope. And consumers are not so loyal as some business leaders think or hope. So, what happened? Simple. Many consumers - mainly occasional buyers - did not follow Nike (surprise, surprise) but continued shopping where they were shopping before the decision of the CEO and the President of the Brand. So, once they could not find Nike sneakers in “their” stores – because Nike wasn’t serving those stores any longer -, they simply opted for other brands.
Until late 2010s, Nike had been on a total offense mode (being #1 in every market, in every category, in every product BU, basically in every dimension), a sort of military occupation of the marketplace and a huge problem for competitors that did not know how to react under such a domination. The strategic focus was only one: win anywhere. The new strategy determined the end of the marketplace occupation. Nike opened unexpected spaces to competitors, small, medium, or large brands (with exception of the company based in Herzogenaurach, that – as they usually do - copied and pasted the Nike strategy and executed it in a milder format).
One of the empiric laws of business says that online, the main lever of competition is “price” (as the organic consumer funnel is built on price comparison). The proverbial ability of Nike to leverage the power of the brand to sell sneakers at 200$ began to be threatened by the online appetite for discounts and the search for a definitive solution to the inventory issue. Gross margin – because of that – instead of growing due to the growth of DTC business, showed a rapid decline due to a never-ending promotional attitude on Nike.com
Nike has been built for 50 years on a very simple foundation: brand, product, and marketplace. The DC Investment model, since Nike became a public company, has been always the same: invest at least one tenth of the revenues in demand creation and sports marketing. The brand model has been very simple as well: focus on innovation and inspiration, creativity and storytelling based on athletes-products synergy, leveraging the power of the emotions that sport can create, trying to inspire a growing number of athletes* (*if you have a body, you are an athlete) to play sport. That’s what made Nike the Nike we used to know, love, admire, professionally and emotionally.
What happened in 2020? Well, the brand team shifted from brand marketing to digital marketing and from brand enhancing to sales activation.
shift from CREATE DEMAND to SERVE AND RETAIN DEMAND, that meant that most of the investment were directed to those who were already Nike consumers
as of 2021, to drive traffic to Nike.com, Nike started investing in programmatic adv and performance marketing the double or more of the share of resources usually invested in the other brand activities
the former CMO was ignoring the growing academic literature around the inefficiencies of investment in performance marketing/programmatic advertising, due to frauds, rising costs of mediators and declining consumer response to those activities.
Because of that, Nike invested a material amount of dollars (billions) into something that was less effective but easier to be measured vs something that was more effective but less easy to be measured.
To feed the digital marketing ecosystem, one of the historic functions of the marketing team (brand communications) was “de facto” absorbed and marginalized by the brand design team, which took the leadership in marketing content production (together with the mar-tech “scientists”). Nike didn’t need brand creativity anymore, just a polished and never stopping supply chain of branded stuff.
He made “Nike.com” the center of everything and diverted focus and dollars to it. Due to all of that, Nike hasn’t made a history making brand campaign since 2018, as the Brand organization had to become a huge sales activation machine.
·linkedin.com·
Nike: An Epic Saga of Value Destruction | LinkedIn
Hating Apple goes mainstream
Hating Apple goes mainstream
Apple faced backlash over an ad showcasing their new iPad's thinness and performance. The ad depicted a hydraulic press crushing analog creative tools and instruments into a thin iPad, which raised concerns about the trend of technology companies killing creative industries
It symbolizes everything everyone has ever hated about digitization. It celebrates a lossy, creative compression for the most flimsy reason: An iPad shedding an irrelevant millimeter or two. It's destruction of beloved musical instruments is the perfect metaphor for how utterly tone-deaf technologists are capable of being. But the real story is just how little saved up goodwill Apple had in the bank to compensate for the outrage.
This should all be eerily familiar to anyone who saw Microsoft fall from grace in the 90s. From being America's favorite software company to being the bully pursued by the DOJ for illegalities. Just like Apple now, Microsoft's reputation and good standing suddenly evaporated seemingly overnight once enough critical stories had accumulated about its behavior.
Apple had such treasure chest of goodwill from decades as first an underdog, then unchallenged innovator. But today they're a near three-trillion dollar company, battling sovereigns on both sides of the Atlantic, putting out mostly incremental updates to mature products.
·world.hey.com·
Hating Apple goes mainstream
the rogue investor's guide to venture
the rogue investor's guide to venture
Many people try out careers in venture and then wind up leaving after a year when it stops feeling novel and starts feeling like they’re floating in lonely limbo without any markers of success. That’s because the craft of venture is not for people who derive their satisfaction from external indicators of progress — it’s for people who find the development of their relationships and refinement of their internal model of the world to be motivation enough to keep going.
If you derive satisfaction from refining a craft, don’t go into venture yet.
Here are five individual investor archetypes I’ve noticed can produce outsized returns in the early-stage venture game:Philosopher: hangs one’s reputation on their predictions about the futureHustler: simply outwork everyone else and are great at networkingHawk: most competitive, gets a thrill out of the fight to win a deal Friend: confidante and coach to founders, often founders’ first callCelebrity: a person widely respected for their work/knowledge/skill
A good archetype for you is whichever one you can sustain the longest. A great archetype for you is one that no one else is doing and you have some sort of signal works.
Some good advice I got: build your fund’s structure and strategy around allowing yourself to invest in whichever way you most enjoy and are naturally good at (admittedly, it will probably get harder and harder to stick to this as your fund scales).
Examples: if you like being a friend to founders and want your fund to function as Switzerland (i.e. not compete with anyone), write small checks. If you like to fight and are naturally hawkish, it might make sense to set yourself up to try to lead rounds. If complex problems and futuristic theories are what get you excited, investing in series A companies that fit into where you see the world going could be quite gratifying. If for some reason you love living in spreadsheets, consider growth investing (and don’t follow literally any of my advice).
In many ways, the job of the writer and the job of a VC are quite similar, in that they both ask you to produce an original end product (in the writer’s case, articulated ideas and stories; in the investor’s case, a differentiated portfolio with outsized financial returns) without much of a map for how you get there. The reason professional writers complain about writing so much is that it’s really difficult to wrangle your brain into producing uniquely interesting thoughts all the time, and highly frustrating when you consider it your job to do so. Making good investment decisions is similar; just with the added element of also being highly social. Taking the quality of your self talk seriously seems superfluous but is an investment that will result in better decisions.
A lot of the game of investing is won by getting people to think of you — a sign that you’ve built the kind of moat we call a strong brand. Remember: a fund is just a pile of money with a person on top to sell it. As an investor, putting down stakes in the ground about what you invest in saves you a lot of time in the long run because it allows people to self-select for fit
I’ve been surprised by how much it’s benefited my fund to make Moth’s brand (i.e. what I invest in and look for) difficult to summarize in a sentence. For small early-stage generalist funds like my own, quality matters much more than quantity. Quality deals almost always come from trusted sources who resonate with my taste, not from a list of random companies for which I have no context.
A brand is a promise to show up in the same way time and time again. Good brands are built on being decent and principled with all of the people you interact with.
Lastly and of utmost importance: remember that fear of failure fades into the background if you focus on leaving everyone you encounter along the way better than you found them.
·mothfund.substack.com·
the rogue investor's guide to venture
LinkedIn is not a social or professional network, it's a learning network
LinkedIn is not a social or professional network, it's a learning network
Maybe one frame is through taking control of your own personal development and learning: after all “learning is the one thing your employer can’t take away from you”
Over the years we’ve seen the rise of bro-etry and cringe “thought leadership” and crying CEOs. When I scroll my feed I have to sidestep the clearly threadboi and #personalbrand engagement-farming posts and try and focus on the real content.
Networking is useful, but distasteful to many. Instead, participating in self-directed learning communities is networking
“Don’t become a marketing manager, become someone who knows how to run user research”
·tomcritchlow.com·
LinkedIn is not a social or professional network, it's a learning network
Please just tell me what you do - Evan Conrad
Please just tell me what you do - Evan Conrad
Describe things that someone can explain to someone else, or you'll miss out on word-of-mouth growth. Imagine you wandered into some party and met an investor/donor/customer named Emily. Even if you're the most persuasive person ever and she walks away from the conversation energized and excited, your time is wasted because Emily can't explain to her coworkers/friends/legislative-body what specifically she's excited about.
If Emily is a potential customer and all she heard was nothing-language, then you've gained no information. She might be interested! But that interest might only be in something she's imagined — not what you're actually making.
Nothing-language is describing your product as "an investigation into how we generate dispersed intimacy, signify alliance, and physical representations of our digital coordination praxis"1 instead of saying you're an investment fund. If you're going to "revolutionize", "create the operating system for", "build at the intersection between", "empower", "democratize", "individually flourish", or "be interdisciplinary", the universe should pause, rewind, and let you explain again. It's kind and wants you to succeed.
Be boring. Say you're "plaid for messaging apps" or "a figma plugin that generates svg icons from gpt-3" or "chrome extension that adds cmd-k to every website".
·evanjconrad.com·
Please just tell me what you do - Evan Conrad
Muse retrospective by Adam Wiggins
Muse retrospective by Adam Wiggins
  • Wiggins focused on storytelling and brand-building for Muse, achieving early success with an email newsletter, which helped engage potential users and refine the product's value proposition.
  • Muse aspired to a "small giants" business model, emphasizing quality, autonomy, and a healthy work environment over rapid growth. They sought to avoid additional funding rounds by charging a prosumer price early on.
  • Short demo videos on Twitter showcasing the app in action proved to be the most effective method for attracting new users.
Muse as a brand and a product represented something aspirational. People want to be deeper thinkers, to be more strategic, and to use cool, status-quo challenging software made by small passionate teams. These kinds of aspirations are easier to indulge in times of plenty. But once you're getting laid off from your high-paying tech job, or struggling to raise your next financing round, or scrambling to protect your kids' college fund from runaway inflation and uncertain markets... I guess you don't have time to be excited about cool demos on Twitter and thoughtful podcasts on product design.
I’d speculate that another factor is the half-life of cool new productivity software. Evernote, Slack, Notion, Roam, Craft, and many others seem to get pretty far on community excitement for their first few years. After that, I think you have to be left with software that serves a deep and hard-to-replace purpose in people’s lives. Muse got there for a few thousand people, but the economics of prosumer software means that just isn’t enough. You need tens of thousands, hundreds of thousands, to make the cost of development sustainable.
We envisioned Muse as the perfect combination of the freeform elements of a whiteboard, the structured text-heavy style of Notion or Google Docs, and the sense of place you get from a “virtual office” ala group chat. As a way to asynchronously trade ideas and inspiration, sketch out project ideas, and explore possibilities, the multiplayer Muse experience is, in my honest opinion, unparalleled for small creative teams working remotely.
But friction began almost immediately. The team lead or organizer was usually the one bringing Muse to the team, and they were already a fan of its approach. But the other team members are generally a little annoyed to have to learn any new tool, and Muse’s steeper learning curve only made that worse. Those team members would push the problem back to the team lead, treating them as customer support (rather than contacting us directly for help). The team lead often felt like too much of the burden of pushing Muse adoption was on their shoulders. This was in addition to the obvious product gaps, like: no support for the web or Windows; minimal or no integration with other key tools like Notion and Google Docs; and no permissions or support for multiple workspaces. Had we raised $10M back during the cash party of 2020–2021, we could have hired the 15+ person team that would have been necessary to build all of that. But with only seven people (we had added two more people to the team in 2021–2022), it just wasn’t feasible.
We neither focused on a particular vertical (academics, designers, authors...) or a narrow use case (PDF reading/annotation, collaborative whiteboarding, design sketching...). That meant we were always spread pretty thin in terms of feature development, and marketing was difficult even over and above the problem of explaining canvas software and digital thinking tools.
being general-purpose was in its blood from birth. Part of it was maker's hubris: don't we always dream of general-purpose tools that will be everything to everyone? And part of it was that it's truly the case that Muse excels at the ability to combine together so many different related knowledge tasks and media types into a single, minimal, powerful canvas. Not sure what I would do differently here, even with the benefit of hindsight.
Muse built a lot of its reputation on being principled, but we were maybe too cautious to do the mercenary things that help you succeed. A good example here is asking users for ratings; I felt like this was not to user benefit and distracting when the user is trying to use your app. Our App Store rating was on the low side (~3.9 stars) for most of our existence. When we finally added the standard prompt-for-rating dialog, it instantly shot up to ~4.7 stars. This was a small example of being too principled about doing good for the user, and not thinking about what would benefit our business.
Growing the team slowly was a delight. At several previous ventures, I've onboard people in the hiring-is-job-one environment of a growth startup. At Muse, we started with three founders and then hired roughly one person per year. This was absolutely fantastic for being able to really take our time to find the perfect person for the role, and then for that person to have tons of time to onboard and find their footing on the team before anyone new showed up. The resulting team was the best I've ever worked on, with minimal deadweight or emotional baggage.
ultimately your product does have to have some web presence. My biggest regret is not building a simple share-to-web function early on, which could have created some virality and a great deal of utility for users as well.
In terms of development speed, quality of the resulting product, hardware integration, and a million other things: native app development wins.
After decades working in product development, being on the marketing/brand/growth/storytelling side was a huge personal challenge for me. But I feel like I managed to grow into the role and find my own approach (podcasting, demo videos, etc) to create a beacon to attract potential customers to our product.
when it comes time for an individual or a team to sit down and sketch out the beginnings of a new business, a new book, a new piece of art—this almost never happens at a computer. Or if it does, it’s a cobbled-together collection of tools like Google Docs and Zoom which aren’t really made for this critical part of the creative lifecycle.
any given business will find a small number of highly-effective channels, and the rest don't matter. For Heroku, that was attending developer conferences and getting blog posts on Hacker News. For another business it might be YouTube influencer sponsorships and print ads in a niche magazine. So I set about systematically testing many channels.
·adamwiggins.com·
Muse retrospective by Adam Wiggins
Interview with Jeremy Elder on Visual Design
Interview with Jeremy Elder on Visual Design
I think most of the clients knew that good design would provide value, but ultimately I think they thought of it as the expression of the passion that fueled their business to begin with. It was something that made their vision tangible. A way to package (for lack of better term) their product or value to their prospects or market.
In marketing, I think visual design is used to guide a decision, while in applications it’s to isolate a decision. A marketing site might have one task in a flow, while an application can have many. With marketing, I might see it once, so a more liberal use of color or embellishment drives a more memorable or emotional guidance. In an application I (potentially) use it more frequently and am more task driven than emotionally driven, so something more plain is less fatiguing over time.
the most successful tools do both well, and understand the complimentary relationship. Take Linear’s recent popularity in the design community for example. The app is considerably plainer than the marketing site, but there’s a common undercurrent and degree of polish that is present in both and when you use the application there’s a degree of subliminal appreciation for how the design is simplified.
I believe recent macOS and iPadOS updates directionally point towards touch interaction and easier context switching more than they point towards the importance of “glassmorphism” or a soft and friendly vibe with larger border radius. Similarly, the return of skeuomorphism can hint at the need for more affordance. Focusing on the lighting, material effect, noise, or composition without understanding why they’re being used just leads to chasing aesthetics, but not usability.
·anthonyhobday.com·
Interview with Jeremy Elder on Visual Design
Branding a city: What makes a successful design?
Branding a city: What makes a successful design?
Jeremie and his team spent time in the city to understand its “soul”, and conducted surveys that asked thousands of businesses, residents and visitors about their aspirations and perceptions of Christchurch. They discovered that its image as the “Garden City” was important, as well as being a good place to balance work and leisure, leading them to create the promise: “Christchurch is a playground for people.”
·itsnicethat.com·
Branding a city: What makes a successful design?
Studio Branding in the Streaming Wars
Studio Branding in the Streaming Wars
The race for the streamers to configure themselves as full-service production, distribution, and exhibition outlets has intensified the need for each to articulate a more specific brand identity.
What we are seeing with the streaming wars is not the emergence of a cluster of copy-cat services, with everyone trying to do everything, but the beginnings of a legible strategy to carve up the mediascape and compete for peoples’ waking hours.
Netflix’s penchant for character-centered stories with a three-act structure, as well as high production values (an average of $20–$50-plus million for award contenders), resonates with the “quality” features of the Classical era.
rom early on, Netflix cultivated a liberal public image, which has propelled its investment in social documentary and also driven some of its inclusivity initiatives and collaborations with global auteurs and showrunners of color, such as Alfonso Cuarón, Ava DuVernay, Spike Lee, and Justin Simien.
Quibi as short for “Quick Bites.” In turn, the promos wouldn’t so much emphasize “the what” of the programming as the interest and convenience of being able to watch it while waiting, commuting, or just taking a break. However, this unit of prospective viewing time lies uncomfortably between the ultra-brief TikTok video and the half-hour sitcom.
Peacock’s central obstacle moving forward will be convincing would-be subscribers that the things they loved about linear broadcast and cable TV are worth the investment.
One of the most intriguing and revealing of metaphors, however, isn’t so much related to war as celestial coexistence of streamer-planets within the “universe.” Certainly, the term resonates with key franchises, such as the “Marvel Cinematic Universe,” and the bevvy of intricate stories that such an expansive environment makes possible. This language stakes a claim for the totality of media — that there are no other kinds of moving images beyond what exists on, or what can be imagined for, these select platforms.
·lareviewofbooks.org·
Studio Branding in the Streaming Wars
A brand is more than a logo or word-mark
A brand is more than a logo or word-mark
How they translate into 3D spaces, how they are integrated with architecture, lighting, textures & materials enables more avenues for brand expression, and often elevates the perception of a brand over time and exposure, even if the logo fades somewhat into the background.
·clipcontent.substack.com·
A brand is more than a logo or word-mark
Introducing metalabel | Metalabel
Introducing metalabel | Metalabel
Record and fashion labels use the actual word “label,” but publishing houses, art galleries, filmmakers, and other collectives are all examples of a category we might call “culture labels” — entities that exist to fund, distribute, and promote culture of one kind or another.Most culture labels exist to promote a specific aesthetic, region, or point of view. A punk label flies the flag for punk rock with every record it puts out. A postcolonial fiction publisher creates space for marginalized voices in wider culture. These labels establish this perspective incrementally, release by release.
Labels provide seed funding to new ideas. Labels find, sign, and support talent. Labels signal to the rest of their ecosystem what matters. Taken all together, we can better appreciate what labels are. Labels are startups and institutions for culture.
It’s no coincidence that the push against labels coincided with the rise of the so-called “Creator Economy” and its new heroic myth of the independent creator who out-hustles and out-competes their way to millions of subs and riches. But the truth of the Creator Economy myth has become clear: billion-dollar platforms turning people into content factories and offering little in the way of creative support, financial security, or context in return.
·releases.metalabel.xyz·
Introducing metalabel | Metalabel
Life After Lifestyle
Life After Lifestyle
A hundred years ago, when image creation and distribution was more constrained, commerce was arranged by class. You can conceive of it as a vertical model, with high and low culture, and magazines and product catalogs that represent each class segment. Different aspirational images are shown to consumers, and each segment aspires upward to the higher level.
The world we live in is no longer dominated by a single class hierarchy. Today you have art, sport, travel, climbing, camping, photography, football, skate, gamer.
Class still exists, but there’s no longer just one aesthetic per class. Instead, “class” is expressed merely by price points that exist within consumer subcultural categories
In the starter pack meme, classes of people are identified through oblique subcultural references and products they are likely to consume. Starter pack memes reverse engineer the demographic profile: people are composites of products they and similar people have purchased, identified through credit card data and internet browsing behavior tracked across the web. While Reddit communities for gear were self-organizing consumer subcultures from one direction, companies and ad networks were working toward the same goal from the other direction.
API-ification has happened across the entire supply chain. Companies like CA.LA let you spin up up a fashion line as fast as you’d spin up a new Digital Ocean droplet, whether you’re A$AP Ferg or hyped NYC brand Vaquera. Across the board, brands and middleware were opening new supply chains, which then became accessible entrepreneurs targeting all sorts of subcultural plays. And with Shopify, Squarespace, and Stripe, you can open an online store and accept payments in minutes. Once the goods are readily available, everything becomes a distribution problem—a matter of finding a target demographic and making products legible to it.
Now it’s less about the supply chain & logistics and more about the subcultures / demographics. Brands aren’t distinguishable by their suppliers, but by their targets.
Products begin their life as an unbranded commodities made in foreign factories; they pass through a series of outsourced relationships —brand designers, content creators, and influencers—which construct a cultural identity for the good; in the final phase, the product ends up in a shoppable social media post
way: in the cultural production service economy, all culture is made in service of for-profit brands, at every scale and size.
European and American commentators of all political stripes recognize the current cultural moment as one that is stuck in some way. Endless remakes and reboots, endless franchises, cinematic universes, and now metaverses filled with brands who talk to each other; a culture of nostalgia with no real macro narrative
Beyond our workplaces, what else is stepping in to provide a sense of community and belonging?
All in all, product marketing businesses can only do so much to situate their goods in these broader cultural worlds without eating into their margins. This seemingly insurmountable gap is what my workshops were trying to address. But what would it mean for brands to stop pointing to culture, and to start being it?
Culture is a process, with the end result of shaping human minds.
Today, social media has become a more perfect tool for culture than Arnold could have imagined, and its use a science of penetrating the mass mind. All communication now approaches propaganda, and language itself has become somebody else’s agenda. Little
When you bought Bitcoin and Ether, it’s with the knowledge that there was also a culture there to become part of. Now years later, there are many tribes to “buy into,” from Bitcoin Christians to Bitcoin carnivores, from Ethereum permissionless free market maxis to Ethereum self-organizing collective decentralized coop radicals. Even if none of these appeal to you, you still end up becoming what “the space” (crypto’s collective term for itself) calls a “crypto person.” The creation of more and more “crypto people” is driven by the new revenue model cryptocurrencies exhibit. The business logic of these tokens is “number go up,” a feat accomplished by getting as many people to buy the token as possible. In other words, the upside opportunity is achieved with mass distribution of Bitcoin and Ethereum culture—the expansion of what it means to be an ETH holder into new arenas and practices. Buyers become evangelists, who are incentivized to promote their version of the subculture.
In the 2010s, supply chain innovation opened up lifestyle brands. In the 2020s, financial mechanism innovation is opening up the space for incentivized ideologies, networked publics, and co-owned faiths.
Under CPSE models, companies brand products. They point to subcultures to justify the products’ existence, and use data marketing to sort people into starterpack-like demographics. Subcultures become consumerized subcultures, composed of products
Authenticity, I came to understand, was more than a culture of irony and suspicion of everything commercial culture has to offer. It drew on a deep moral source that runs through our culture, a stance of self-definition, a stance of caring deeply about the value of individuality.
·subpixel.space·
Life After Lifestyle
Greenwashing Certified™
Greenwashing Certified™
The problem is that the main incentive for pursuing corporate sustainability work is its ability to create more marketable products. Outside of sustainability efforts that are pursued based on compliance or regulation, much of this work is built around the idea of pandering to consumers' understanding of sustainability, something that’s notoriously variable.
·garden3d.substack.com·
Greenwashing Certified™
The Aesthetics of Apology - Why So Many Brands Are Getting it Wrong
The Aesthetics of Apology - Why So Many Brands Are Getting it Wrong
in Instagram apologies, even when someone ostensibly confronts their ugliness, it’s hard to read the gesture as anything but an effort to publicly reclaim their image. But at least the Notes App Apology permitted us a semblance of sincerity, and suggested there might be a human being who typed the message—even if that human was an intern or assistant. There’s nothing sincere about a trickle-down excuse crafted to look pretty for Instagram grids, and the processed nature of Photoshopped Apologies implies the absence of the one thing all genuine apologies must possess: accountability straight from the person who committed the transgression.
·artnews.com·
The Aesthetics of Apology - Why So Many Brands Are Getting it Wrong