Welcome to the Sociology of Business. The Sociology of Business offers a paid membership program. Paid options are for the members of this community who want to be the first to access everything from Web3 brand-building to the new business models and emerging creative formats. Since its inception, the Sociology of Business has been the source code for many other analyses, strategies and brand-building approaches. Members will now have the front-row seat. If you are not yet subscribed, join the community by subscribing below and joining the Sociology of Business Discord. You can find my book, The Business of Aspiration on Amazon and you can find me on Instagram and Twitter. For those new here, in my last analysis, Aesthetic anxiety, I explore what happens when perfectionism and aesthetics come together.
The vibes map aims to capture and structure what’s happening in our culture right now, from brand products to places to art and design. It tells us where the zeitgeist is going and what we collectively gravitate to. The purpose of the vibes map is to direct brands in their product design, merchandising and marketing communication. Some brands, like Balenciaga or J.W. Anderson, specialize in creating wearable vibes. In this scenario, wearable vibes enforce a brand’s archetype (for Balenciaga, that’s an Outlaw) and provide brand consistency. Others use vibes as a brand-building strategy. As a brand strategy, vibes are fool-proof, as they can’t be criticized. Because they are extremely socially shareable, they are a calculated brand effort towards awareness and brand recognition. Aesthetically, vibes give a brand a cultural shortcut (e.g. weird girl aesthetics, giant fit chinos). In terms of audience management, vibes create a human connection - due to their ambiguity, provocation, and openness to interpretation, they are the opposite of transactional. Vibes make us pay attention.
To succeed, a brand needs to have a wearable “vibes object” like J.Crew’s Giant Fit Chinos, or to put forward communications, experience or idea that riffs off vibes, like LOEWE, Marc Jacobs or Casa Cipriani.
The map has four quadrants, created by two axes. The horizontal axe spans from reality to fantasy, depending on the level of deployed imagination. The vertical axe goes from positive to negative vibes, marking the mood, energy and the heat around a product, place or an idea. Vibes mean that the time, place and the collective mood is perfect for product, place or an idea. In combination, the two axes explain popularity of something.
Q1 is defined by strong imagination that draws elements from fantasy, combined with positive vibes. This is the domain of “what if” (what if we created a trash bag made of leather, what if chino pants came in giant sizes, what if acid drops serum came in the shape of the feeding bottle, what if a bag was made in the shape of a pigeon). For Q1 to work, exaggeration of situations, objects, or emotions in unexpected and playful ways is key. Exaggeration is never meant to be taken literally. OS of hyperbole is maximalism. Examples are: Thom Browne Hector Bag, Hermès Kelly Robot Doll, Chanel Supermarket Grocery Basket, Balenciaga Trash Bag, Balenciaga IKEA Bag, J.W. Anderson Skateboard Sweater, J.W. Anderson Pigeon Bag, J.Crew Giant Fit Chinos, Craig Green x Moncler, Harry Styles Pleasing Acid Drops.