Industry News

Speak the Language

July 27, 2021
We may have a unique name, but we keep our language simple. We’ve created a glossary of Colloqui-isms to ensure clarity in our client’s audience engagement plans.
  • Activated Experience
    • Ensuring the experience is ‘activated’ means that the program is engaging and interactive enough to capture and hold audience attention. Activated experience can be achieved by incorporating interactivity within an experience.
  • Augmented Reality (AR)
    • AR adds digital elements to a live view often by using the camera on a smartphone. Examples of augmented reality experiences include Snapchat lenses and the game Pokemon Go.
  • Blended Learning
    • Blended learning is an approach to education that combines online educational materials and opportunities for interaction online with traditional place-based classroom methods. It requires the physical presence of both teacher and student, with some elements of student control over time, place, path, or pace.
  • Business Impact
    • The key performance indicators we strive to help businesses meet. Two key KPIs we help our clients achieve are inspired action and knowledge retention.
  • Communication
    • Communication put simply, is the act of transferring information from one place, person or group to another. Typically, communication happens in one of four ways: verbal, nonverbal, written or visual. Effective communication involves minimizing potential misunderstanding and overcoming any barriers to communication. The transmission of the message from sender to recipient can be affected by a vast number of factors, including our emotions, the cultural situation, the medium used to communicate, and even our location.
  • Digital vs Virtual
    • By definition, digital is a format or a process. It describes electronic technology that generates, stores, and processes data. From a business lens however, the definition of digital is more interpretive; it’s really about unlocking growth. For some executives, it’s about technology. For others, digital is a new way of engaging with customers. And for others still, it represents an entirely new way of doing business. Most digital experiences happen online, connected to the internet, but digital interactions can also take place offline.

      When we refer to “virtual” we often mean digital or online, using it to define an interaction that does not take place in an in-person physical environment. However there is another meaning to the word which is best understood when we consider the antonym to virtual is “actual”. In this definition, when we say something is virtual we are saying it is essentially not actual or not real.

  • Holistic
    • Referring to the entirety of, but also the individual parts that make up a whole. Taking a holistic approach to communications strategy ensures we are detail-oriented, with the ability to zoom out and apply big-picture thinking.
  • Inspired Action
    • One of the business objectives our services strive to achieve; we want the content of any given program or experience to inspire audiences to take a particular action, whether that be to increase productivity, engage with content, purchase a product or subscribe to a service, among other actions.
  • Interactivity
    • Communication between two or more people, or between person and artifact. Interactivity’s success is indicated by the ease and ability with which a user can communicate or collaborate with a computing hardware or software. Interactivity may also reference enhancements made to computing interfaces that require action by the user (click, hover, sliding scale, etc.).
  • Knowledge Retention
    • A critical part of any communications program is measurement. Following up with a post-program questionnaire for example, can help establish how much information was retained by attendees.
  • Learner Experience Design (LXD)
    • The process of creating learning experiences that enable the learner to achieve the desired learning outcome in a human centered and goal-oriented way. Key requirements for LXD include understanding the audience you are designing for, and coming up with activities that enable the learner to actually reach specific goals.
  • Learning Theory
    • The way a learner receives, processes and retains knowledge during learning. Cognitive, emotional, and environmental influences, as well as prior experience, all play a part in how understanding, or a world view, is acquired or changed and knowledge and skills retained.
  • Live
    • ‘Live’ refers to an interaction happening in real time; it can happen virtually or face-to-face. Within the live spectrum there is also simulive. Simulive stands for “Simulated Live” and it is a pre-recorded session that is not necessarily publicized as being “pre-recorded.” Finally, the opposite of live is on-demand, content that has been pre-recorded and is accessible at the viewer’s convenience.
  • Mixed Reality (MR)
    • In a Mixed Reality experience, which combines elements of both AR and VR, real-world and digital objects interact. Mixed reality technology is just now starting to take off with Microsoft’s HoloLens one of the most notable early mixed reality devices.
  • Platform
    • A platform is a group of technologies that are used as a base or infrastructure upon which other applications, technologies or processes are developed for the end-user. For example, in personal computing, a platform is the basic hardware and operating system on which software applications can be run. Examples of a platform include: Google Search, Facebook, Amazon Web Services, Amazon Marketplace, Android, Uber, AirBnB, Waze, WeWork, Twilio and even Bitcoin.
  • Precision Engagement
    • Using an individual's unique environmental factors, preferences, and habits to drive adoption of a recommended approach.
  • Strategic Asset
    • Strategic assets are anything rare and valuable, tangible or intangible, that a firm possesses. They include plant and equipment, location, brands, patents, customer data, a highly qualified staff, and distinctive partnerships. In our case, we help brands create new, and optimize existing, content, and offer project management and logistics support for flawless execution.
  • User Experience (UX)
    • "User experience" encompasses all aspects of the end-user's interaction with a company, its services, and its products. This involves the design of the entire process of acquiring and integrating the product or service, including aspects of branding, design, usability and function.
  • Virtual Reality (VR)
    • VR implies a complete immersion experience that shuts out the physical world. Using VR devices such as HTC Vive, Oculus Rift or Google Cardboard, users can be transported into a number of real-world and imagined environments such as the middle of a squawking penguin colony or even the back of a dragon.

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