5. A brand is a product, service, or concept that is publicly distinguished from other products, services, or concepts so that it can be easily communicated and usually marketed .
6. A brand is not a logo. A brand is not an identity. A brand is not a product. So what exactly is a brand?
7. A BRAND IS A PERSON’S GOT FEELING ABOUT A PRODUCT, SERVICE, OR ORGANIZATION.
8. People have many choices and less time. Most products have same quality and features. Buying choices are based on trust . Why branding is so important?
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10. Product and brand failures occur on an ongoing basis to varying degrees within most product-based organizations. The primary goal is to learn from product and brand failures so that future product development, design, strategy and implementation will be more successful.
11. The benefits of studying failures Gaining a better understanding of product failures is important to help prevent future failures. Studying the history of product failures may generate some insight into the reason for those failures and create a list of factors that may increase the opportunity for success.
12. Entertainment Women’s National Basketball Association World League of American Football United States Football League Examples of product failures Computer industry IBM’s PCjr—introduced in March 1985 ,Apple’s Newton
13. Food and beverage Burger King’s pita salad Gerber’s Singles—dinners in jars, for adults—early ’70s Chelsea—“baby beer” Photographic and video SX-70 (Polaroid instant camera) RCA Computers (Spectra-70) Video-disc players
14. Failures are not necessarily the result of substandard engineering, design or marketing. Based on critic’s definitions, there are hundreds of “bad” movies that have reached “cult status” and financial success while many “good” movies have been box office bombs. Other premier products fail because of competitive actions.
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20. FOUR DISCIPLINES OF BRAND-BUILDING DISCIPLINE 2: COLLABORATE Because the mathematics of collaborations nothing less than magic
21. FOUR DISCIPLINES OF BRAND-BUILDING DISCIPLINE 3: INNOVATE TOO PREDICTABLE = NO SURPRISE NO SURPRISE = NOTHING NEW NOTHING NEW = NO VALUE
22. FOUR DISCIPLINES OF BRAND-BUILDING Business is a process not an entity Brands like people Influence character of a brand. DISCIPLINE 4: CULTIVATE
24. If a brand swims like a dog and looks like a duck, people will distrust it.
25. WITH EVERY TURN AROUND THE CIRCLE, THE VALUE OF THE BRAND SPIRALS HIGHER.
26. Using these potential causes of a product or brand failure may help to avoid committing those same errors. Learning from these “lessons” can be beneficial to avoid some of these pitfalls. conclusion