The media test
Michael’s operating thesis is simple: branded merchandise belongs in the media conversation when it does a job that another channel cannot. It can create a physical memory, signal membership, start a conversation, or keep a brand present long after an impression disappears.
That standard is higher than producing something attractive. The useful question is not whether the item looks good in a presentation. It is whether the intended person will choose to keep, use, wear, display, or share it.
Desired beats distributed
Most programs optimize for how many units leave a warehouse. That is a logistics metric, not an audience outcome. A product can be distributed perfectly and still become waste.
The strongest programs begin with desire. They make a clear choice about audience, moment, scarcity, usefulness, cultural relevance, and quality. The logo is part of the design rather than the entire idea.
- Who specifically should want this?
- What should they do or feel after receiving it?
- Why is a physical object the right medium for that job?
- What makes it worth keeping when the campaign is over?
Design the behavior before the object
Start with the behavior the brand wants. A client gift, employee-recognition program, product launch, retail collaboration, and community drop are not interchangeable. Each has a different audience, distribution system, creative standard, and definition of success.
Only after that behavior is clear should the team choose the object. Reversing the order—selecting a product and then inventing a reason for it—creates the familiar pile of generic merchandise nobody requested.
Measure beyond the shipment
The measurement model should match the job. Useful signals can include redemption, repeat use, social sharing, event participation, employee retention, sales conversations, earned content, or direct response. Not every program needs a perfect attribution model, but every program needs an observable outcome.
Merch is media when it is planned with the discipline of media: a defined audience, a creative idea, a distribution strategy, a desired behavior, and a way to learn what happened next.